206 lines
14 KiB
ReStructuredText
206 lines
14 KiB
ReStructuredText
state
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=====
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*owning and non-owning state holders for registry and globals*
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.. code-block:: cpp
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class state_view;
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class state : state_view, std::unique_ptr<lua_State*, deleter>;
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The most important class here is ``state_view``. This structure takes a ``lua_State*`` that was already created and gives you simple, easy access to Lua's interfaces without taking ownership. ``state`` derives from ``state_view``, inheriting all of this functionality, but has the additional purpose of creating a fresh ``lua_State*`` and managing its lifetime for you in its constructors.
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The majority of the members between ``state_view`` and :doc:`sol::table<table>` are identical, with a few added for this higher-level type. Therefore, all of the examples and notes in :doc:`sol::table<table>` apply here as well.
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``state_view`` is cheap to construct and creates 2 references to things in the ``lua_State*`` while it is alive: the global Lua table, and the Lua C Registry.
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.. _state-automatic-handlers:
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``sol::state`` automatic handlers
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---------------------------------
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One last thing you should understand: constructing a ``sol::state`` does a few things behind-the-scenes for you, mostly to ensure compatibility and good error handler/error handling. The function it uses to do this is ``set_default_state``. They are as follows:
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* set a default panic handler with ``state_view::set_panic``/``lua_atpnic``
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* set a default ``sol::protected_function`` handler with ``sol::protected_function::set_default_handler``, using a ``sol::reference`` to ``&sol::detail::default_traceback_error_handler`` as the default handler function
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* set a default exception handler to ``&sol::detail::default_exception_handler``
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* register the state as the main thread (only does something for Lua 5.1, which does not have a way to get the main thread) using ``sol::stack::register_main_thread(L)``
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* register the LuaJIT C function exception handler with ``stack::luajit_exception_handler(L)``
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You can read up on the various panic and exception handlers on the :ref:`exceptions page<lua-handlers>`.
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sol::state_view does none of these things for you. If you want to make sure your self-created or self-managed state has the same properties, please apply this function once to the state. Please note that it will override your panic handler and, if using LuaJIT, your LuaJIT C function handler.
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.. warning::
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It is your responsibility to make sure ``sol::state_view`` goes out of scope before you call ``lua_close`` on a pre-existing state, or before ``sol::state`` goes out of scope and its destructor gets called. Failure to do so can result in intermittent crashes because the ``sol::state_view`` has outstanding references to an already-dead ``lua_State*``, and thusly will try to decrement the reference counts for the Lua Registry and the Global Table on a dead state. Please use ``{`` and ``}`` to create a new scope, or other lifetime techniques, when you know you are going to call ``lua_close`` so that you have a chance to specifically control the lifetime of a ``sol::state_view`` object.
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enumerations
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------------
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.. code-block:: cpp
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:caption: in-lua libraries
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:name: lib-enum
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enum class lib : char {
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base,
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package,
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coroutine,
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string,
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os,
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math,
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table,
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debug,
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bit32,
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io,
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ffi,
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jit,
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count // do not use
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};
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This enumeration details the various base libraries that come with Lua. See the `standard lua libraries`_ for details about the various standard libraries.
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members
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-------
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.. code-block:: cpp
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:caption: function: open standard libraries/modules
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:name: open-libraries
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template<typename... Args>
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void open_libraries(Args&&... args);
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This function takes a number of :ref:`sol::lib<lib-enum>` as arguments and opens up the associated Lua core libraries.
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.. code-block:: cpp
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:caption: function: script / safe_script / script_file / safe_script_file / unsafe_script / unsafe_script_file
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:name: state-script-function
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function_result script(const string_view& code, const std::string& chunk_name = "[string]", load_mode mode = load_mode::any);
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protected_function_result script(const string_view& code, const environment& env, const std::string& chunk_name = "[string]", load_mode mode = load_mode::any);
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template <typename ErrorFunc>
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protected_function_result script(const string_view& code, ErrorFunc&& on_error, const std::string& chunk_name = "[string]", load_mode mode = load_mode::any);
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template <typename ErrorFunc>
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protected_function_result script(const string_view& code, const environment& env, ErrorFunc&& on_error, const std::string& chunk_name = "[string]", load_mode mode = load_mode::any);
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function_result script_file(const std::string& filename, load_mode mode = load_mode::any);
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protected_function_result script_file(const std::string& filename, const environment& env, load_mode mode = load_mode::any);
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template <typename ErrorFunc>
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protected_function_result script_file(const std::string& filename, ErrorFunc&& on_error, load_mode mode = load_mode::any);
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template <typename ErrorFunc>
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protected_function_result script_file(const std::string& filename, const environment& env, ErrorFunc&& on_error, load_mode mode = load_mode::any);
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If you need safety, please use the version of these functions with ``safe`` (such as ``safe_script(_file)``) appended in front of them. They will always check for errors and always return a ``sol::protected_function_result``. If you explicitly do not want to check for errors and want to simply invoke ``lua_error`` in the case of errors (which will call ``panic``), use ``unsafe_script(_file)`` versions.
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These functions run the desired blob of either code that is in a string, or code that comes from a filename, on the ``lua_State*``. It will not run isolated: any scripts or code run will affect code in the ``lua_State*`` the object uses as well (unless ``local`` is applied to a variable declaration, as specified by the Lua language). Code ran in this fashion is not isolated. If you need isolation, consider creating a new state or traditional Lua sandboxing techniques.
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If your script returns a value, you can capture it from the returned :ref:`sol::unsafe_function_result<unsafe-function-result>`/:ref:`sol::protected_function_result<protected-function-result>`. Note that the plain versions that do not take an environment or a callback function assume that the contents internally not only loaded properly but ran to completion without errors, for the sake of simplicity and performance.
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To handle errors when using the second overload, provide a callable function/object that takes a ``lua_State*`` as its first argument and a ``sol::protected_function_result`` as its second argument. ``sol::script_default_on_error`` and ``sol::script_pass_on_error`` are 2 functions provided by sol that will either generate a traceback error to return / throw (if throwing is allowed); or, pass the error on through and return it to the user (respectively). An example of having your:
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.. literalinclude:: ../../../examples/source/docs/state_script_safe.cpp
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:linenos:
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:name: state-script-safe
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You can also pass a :doc:`sol::environment<environment>` to ``script``/``script_file`` to have the script have sandboxed / contained in a way inside of a state. This is useful for runnig multiple different "perspectives" or "views" on the same state, and even has fallback support. See the :doc:`sol::environment<environment>` documentation for more details.
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.. code-block:: cpp
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:caption: function: require / require_file
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:name: state-require-function
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sol::object require(const std::string& key, lua_CFunction open_function, bool create_global = true);
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sol::object require_script(const std::string& key, const std::string& code, bool create_global = true);
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sol::object require_file(const std::string& key, const std::string& file, bool create_global = true);
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These functions play a role similar to `luaL_requiref`_ except that they make this functionality available for loading a one-time script or a single file. The code here checks if a module has already been loaded, and if it has not, will either load / execute the file or execute the string of code passed in. If ``create_global`` is set to true, it will also link the name ``key`` to the result returned from the open function, the code or the file. Regardless or whether a fresh load happens or not, the returned module is given as a single :doc:`sol::object<object>` for you to use as you see fit.
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Thanks to `Eric (EToreo) for the suggestion on this one`_!
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.. code-block:: cpp
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:caption: function: load / load_file
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:name: state-load-code
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sol::load_result load(lua_Reader reader, void* data, const std::string& chunk_name = "[string]", load_mode mode = load_mode::any);
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sol::load_result load(const string_view& code, const std::string& chunk_name = "[string]", load_mode mode = load_mode::any);
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sol::load_result load_buffer(const char* buff, std::size_t buffsize, const std::string& chunk_name = "[string]", load_mode mode = load_mode::any);
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sol::load_result load_file(const std::string& filename, load_mode mode = load_mode::any);
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These functions *load* the desired blob of either code that is in a string, or code that comes from a filename, on the ``lua_State*``. That blob will be turned into a Lua Function. It will not be run: it returns a ``load_result`` proxy that can be called to actually run the code, when you are ready. It can also be turned into a ``sol::function``, a ``sol::protected_function``, or some other abstraction that can serve to call the function. If it is called, it will run on the object's current ``lua_State*``: it is not isolated. If you need isolation, consider using :doc:`sol::environment<environment>`, creating a new state, or other Lua sandboxing techniques.
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Finally, if you have a custom source of data, you can use the ``lua_Reader`` overloaded function alongside passing in a ``void*`` pointing to a single type that has everything you need to run it. Use that callback to provide data to the underlying Lua implementation to read data, as explained `in the Lua manual`_.
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This is a low-level function and if you do not understand the difference between loading a piece of code versus running that code, you should be using :ref:`state_view::script<state-script-function>`.
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.. code-block:: cpp
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:caption: function: do_string / do_file
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:name: state-do-code
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sol::protected_function_result do_string(const string_view& code);
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sol::protected_function_result do_file(const std::string& filename);
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sol::protected_function_result do_string(const string_view& code, sol::environment env);
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sol::protected_function_result do_file(const std::string& filename, sol::environment env);
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These functions *loads and performs* the desired blob of either code that is in a string, or code that comes from a filename, on the ``lua_State*``. It *will* run, and then return a ``protected_function_result`` proxy that can be examined for either an error or the return value. This function does not provide a callback like :ref:`state_view::script<state-script-function>` does. It is a lower-level function that performs less checking and directly calls ``load(_file)`` before running the result, with the optional environment.
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It is advised that, unless you have specific needs or the callback function is not to your liking, that you work directly with :ref:`state_view::script<state-script-function>`.
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.. code-block:: cpp
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:caption: function: global table / registry table
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sol::global_table globals() const;
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sol::table registry() const;
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Get either the global table or the Lua registry as a :doc:`sol::table<table>`, which allows you to modify either of them directly. Note that getting the global table from a ``state``/``state_view`` is usually unnecessary as it has all the exact same functions as a :doc:`sol::table<table>` anyhow.
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.. code-block:: cpp
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:caption: function: set_panic
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:name: set-panic
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void set_panic(lua_CFunction panic);
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Overrides the panic function Lua calls when something unrecoverable or unexpected happens in the Lua VM. Must be a function of the that matches the ``int(lua_State*)`` function signature.
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.. code-block:: cpp
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:caption: function: memory_used
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:name: memory-used
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std::size_t memory_used() const;
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Returns the amount of memory used *in bytes* by the Lua State.
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.. code-block:: cpp
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:caption: function: collect_garbage
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:name: collect-garbage
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void collect_garbage();
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Attempts to run the garbage collector. Note that this is subject to the same rules as the Lua API's collect_garbage function: memory may or may not be freed, depending on dangling references or other things, so make sure you don't have tables or other stack-referencing items currently alive or referenced that you want to be collected.
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.. code-block:: cpp
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:caption: function: make a table
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sol::table create_table(int narr = 0, int nrec = 0);
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template <typename Key, typename Value, typename... Args>
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sol::table create_table(int narr, int nrec, Key&& key, Value&& value, Args&&... args);
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template <typename... Args>
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sol::table create_table_with(Args&&... args);
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static sol::table create_table(lua_State* L, int narr = 0, int nrec = 0);
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template <typename Key, typename Value, typename... Args>
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static sol::table create_table(lua_State* L, int narr, int nrec, Key&& key, Value&& value, Args&&... args);
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Creates a table. Forwards its arguments to :ref:`table::create<table-create>`. Applies the same rules as :ref:`table.set<set-value>` when putting the argument values into the table, including how it handles callable objects.
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.. _standard lua libraries: http://www.lua.org/manual/5.3/manual.html#6
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.. _luaL_requiref: https://www.lua.org/manual/5.3/manual.html#luaL_requiref
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.. _Eric (EToreo) for the suggestion on this one: https://github.com/ThePhD/sol2/issues/90
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.. _in the Lua manual: https://www.lua.org/manual/5.3/manual.html#lua_Reader
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