luau/VM/include/lua.h

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// This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
// This code is based on Lua 5.x implementation licensed under MIT License; see lua_LICENSE.txt for details
#pragma once
#include <stdarg.h>
#include <stddef.h>
#include <stdint.h>
#include "luaconf.h"
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// option for multiple returns in `lua_pcall' and `lua_call'
#define LUA_MULTRET (-1)
/*
** pseudo-indices
*/
#define LUA_REGISTRYINDEX (-LUAI_MAXCSTACK - 2000)
#define LUA_ENVIRONINDEX (-LUAI_MAXCSTACK - 2001)
#define LUA_GLOBALSINDEX (-LUAI_MAXCSTACK - 2002)
#define lua_upvalueindex(i) (LUA_GLOBALSINDEX - (i))
#define lua_ispseudo(i) ((i) <= LUA_REGISTRYINDEX)
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// thread status; 0 is OK
enum lua_Status
{
LUA_OK = 0,
LUA_YIELD,
LUA_ERRRUN,
LUA_ERRSYNTAX, // legacy error code, preserved for compatibility
LUA_ERRMEM,
LUA_ERRERR,
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LUA_BREAK, // yielded for a debug breakpoint
};
enum lua_CoStatus
{
LUA_CORUN = 0, // running
LUA_COSUS, // suspended
LUA_CONOR, // 'normal' (it resumed another coroutine)
LUA_COFIN, // finished
LUA_COERR, // finished with error
};
typedef struct lua_State lua_State;
typedef int (*lua_CFunction)(lua_State* L);
typedef int (*lua_Continuation)(lua_State* L, int status);
/*
** prototype for memory-allocation functions
*/
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typedef void* (*lua_Alloc)(void* ud, void* ptr, size_t osize, size_t nsize);
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// non-return type
#define l_noret void LUA_NORETURN
/*
** basic types
*/
#define LUA_TNONE (-1)
/*
* WARNING: if you change the order of this enumeration,
* grep "ORDER TYPE"
*/
// clang-format off
enum lua_Type
{
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LUA_TNIL = 0, // must be 0 due to lua_isnoneornil
LUA_TBOOLEAN = 1, // must be 1 due to l_isfalse
LUA_TLIGHTUSERDATA,
LUA_TNUMBER,
LUA_TVECTOR,
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LUA_TSTRING, // all types above this must be value types, all types below this must be GC types - see iscollectable
LUA_TTABLE,
LUA_TFUNCTION,
LUA_TUSERDATA,
LUA_TTHREAD,
Sync to upstream/release/600 (#1076) ### What's Changed - Improve readability of unions and intersections by limiting the number of elements of those types that can be presented on a single line (gated under `FFlag::LuauToStringSimpleCompositeTypesSingleLine`) - Adds a new option to the compiler `--record-stats` to record and output compilation statistics - `if...then...else` expressions are now optimized into `AND/OR` form when possible. ### VM - Add a new `buffer` type to Luau based on the [buffer RFC](https://github.com/Roblox/luau/pull/739) and additional C API functions to work with it; this release does not include the library. - Internal C API to work with string buffers has been updated to align with Lua version more closely ### Native Codegen - Added support for new X64 instruction (rev) and new A64 instruction (bswap) in the assembler - Simplified the way numerical loop condition is translated to IR ### New Type Solver - Operator inference now handled by type families - Created a new system called `Type Paths` to explain why subtyping tests fail in order to improve the quality of error messages. - Systematic changes to implement Data Flow analysis in the new solver (`Breadcrumb` removed and replaced with `RefinementKey`) --- Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vighnesh Vijay <vvijay@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Arseny Kapoulkine <arseny.kapoulkine@gmail.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com>
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LUA_TBUFFER,
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// values below this line are used in GCObject tags but may never show up in TValue type tags
LUA_TPROTO,
LUA_TUPVAL,
LUA_TDEADKEY,
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// the count of TValue type tags
LUA_T_COUNT = LUA_TPROTO
};
// clang-format on
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// type of numbers in Luau
typedef double lua_Number;
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// type for integer functions
typedef int lua_Integer;
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// unsigned integer type
typedef unsigned lua_Unsigned;
/*
** state manipulation
*/
LUA_API lua_State* lua_newstate(lua_Alloc f, void* ud);
LUA_API void lua_close(lua_State* L);
LUA_API lua_State* lua_newthread(lua_State* L);
LUA_API lua_State* lua_mainthread(lua_State* L);
LUA_API void lua_resetthread(lua_State* L);
LUA_API int lua_isthreadreset(lua_State* L);
/*
** basic stack manipulation
*/
LUA_API int lua_absindex(lua_State* L, int idx);
LUA_API int lua_gettop(lua_State* L);
LUA_API void lua_settop(lua_State* L, int idx);
LUA_API void lua_pushvalue(lua_State* L, int idx);
LUA_API void lua_remove(lua_State* L, int idx);
LUA_API void lua_insert(lua_State* L, int idx);
LUA_API void lua_replace(lua_State* L, int idx);
LUA_API int lua_checkstack(lua_State* L, int sz);
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LUA_API void lua_rawcheckstack(lua_State* L, int sz); // allows for unlimited stack frames
LUA_API void lua_xmove(lua_State* from, lua_State* to, int n);
LUA_API void lua_xpush(lua_State* from, lua_State* to, int idx);
/*
** access functions (stack -> C)
*/
LUA_API int lua_isnumber(lua_State* L, int idx);
LUA_API int lua_isstring(lua_State* L, int idx);
LUA_API int lua_iscfunction(lua_State* L, int idx);
LUA_API int lua_isLfunction(lua_State* L, int idx);
LUA_API int lua_isuserdata(lua_State* L, int idx);
LUA_API int lua_type(lua_State* L, int idx);
LUA_API const char* lua_typename(lua_State* L, int tp);
LUA_API int lua_equal(lua_State* L, int idx1, int idx2);
LUA_API int lua_rawequal(lua_State* L, int idx1, int idx2);
LUA_API int lua_lessthan(lua_State* L, int idx1, int idx2);
LUA_API double lua_tonumberx(lua_State* L, int idx, int* isnum);
LUA_API int lua_tointegerx(lua_State* L, int idx, int* isnum);
LUA_API unsigned lua_tounsignedx(lua_State* L, int idx, int* isnum);
LUA_API const float* lua_tovector(lua_State* L, int idx);
LUA_API int lua_toboolean(lua_State* L, int idx);
LUA_API const char* lua_tolstring(lua_State* L, int idx, size_t* len);
LUA_API const char* lua_tostringatom(lua_State* L, int idx, int* atom);
LUA_API const char* lua_namecallatom(lua_State* L, int* atom);
LUA_API int lua_objlen(lua_State* L, int idx);
LUA_API lua_CFunction lua_tocfunction(lua_State* L, int idx);
LUA_API void* lua_tolightuserdata(lua_State* L, int idx);
Add tagged lightuserdata (#1087) This change adds support for tagged lightuserdata and optional custom typenames for lightuserdata. Background: Lightuserdata is an efficient representation for many kinds of unmanaged handles and resources in a game engine. However, currently the VM only supports one kind of lightuserdata, which makes it problematic in practice. For example, it's not possible to distinguish between different kinds of lightuserdata in Lua bindings, which can lead to unsafe practices and even crashes when a wrong kind of lightuserdata is passed to a binding function. Tagged lightuserdata work similarly to tagged userdata, i.e. they allow checking the tag quickly using lua_tolightuserdatatagged (or lua_lightuserdatatag). The tag is stored in the 'extra' field of TValue so it will add no cost to the (untagged) lightuserdata type. Alternatives would be to use full userdata values or use bitpacking to embed type information into lightuserdata on application level. Unfortunately these options are not that great in practice: full userdata have major performance implications and bitpacking fails in cases where full 64 bits are already used (e.g. pointers or 64-bit hashes). Lightuserdata names are not strictly necessary but they are rather convenient when debugging Lua code. More precise error messages and tostring returning more specific typename are useful to have in practice (e.g. "resource" or "entity" instead of the more generic "userdata"). Impl note: I did not add support for renaming tags in lua_setlightuserdataname as I'm not sure if it's possible to free fixed strings. If it's simple enough, maybe we should allow renaming (although I can't think of a specific need for it)? --------- Co-authored-by: Petri Häkkinen <petrih@rmd.remedy.fi>
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LUA_API void* lua_tolightuserdatatagged(lua_State* L, int idx, int tag);
LUA_API void* lua_touserdata(lua_State* L, int idx);
LUA_API void* lua_touserdatatagged(lua_State* L, int idx, int tag);
LUA_API int lua_userdatatag(lua_State* L, int idx);
Add tagged lightuserdata (#1087) This change adds support for tagged lightuserdata and optional custom typenames for lightuserdata. Background: Lightuserdata is an efficient representation for many kinds of unmanaged handles and resources in a game engine. However, currently the VM only supports one kind of lightuserdata, which makes it problematic in practice. For example, it's not possible to distinguish between different kinds of lightuserdata in Lua bindings, which can lead to unsafe practices and even crashes when a wrong kind of lightuserdata is passed to a binding function. Tagged lightuserdata work similarly to tagged userdata, i.e. they allow checking the tag quickly using lua_tolightuserdatatagged (or lua_lightuserdatatag). The tag is stored in the 'extra' field of TValue so it will add no cost to the (untagged) lightuserdata type. Alternatives would be to use full userdata values or use bitpacking to embed type information into lightuserdata on application level. Unfortunately these options are not that great in practice: full userdata have major performance implications and bitpacking fails in cases where full 64 bits are already used (e.g. pointers or 64-bit hashes). Lightuserdata names are not strictly necessary but they are rather convenient when debugging Lua code. More precise error messages and tostring returning more specific typename are useful to have in practice (e.g. "resource" or "entity" instead of the more generic "userdata"). Impl note: I did not add support for renaming tags in lua_setlightuserdataname as I'm not sure if it's possible to free fixed strings. If it's simple enough, maybe we should allow renaming (although I can't think of a specific need for it)? --------- Co-authored-by: Petri Häkkinen <petrih@rmd.remedy.fi>
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LUA_API int lua_lightuserdatatag(lua_State* L, int idx);
LUA_API lua_State* lua_tothread(lua_State* L, int idx);
Sync to upstream/release/600 (#1076) ### What's Changed - Improve readability of unions and intersections by limiting the number of elements of those types that can be presented on a single line (gated under `FFlag::LuauToStringSimpleCompositeTypesSingleLine`) - Adds a new option to the compiler `--record-stats` to record and output compilation statistics - `if...then...else` expressions are now optimized into `AND/OR` form when possible. ### VM - Add a new `buffer` type to Luau based on the [buffer RFC](https://github.com/Roblox/luau/pull/739) and additional C API functions to work with it; this release does not include the library. - Internal C API to work with string buffers has been updated to align with Lua version more closely ### Native Codegen - Added support for new X64 instruction (rev) and new A64 instruction (bswap) in the assembler - Simplified the way numerical loop condition is translated to IR ### New Type Solver - Operator inference now handled by type families - Created a new system called `Type Paths` to explain why subtyping tests fail in order to improve the quality of error messages. - Systematic changes to implement Data Flow analysis in the new solver (`Breadcrumb` removed and replaced with `RefinementKey`) --- Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vighnesh Vijay <vvijay@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Arseny Kapoulkine <arseny.kapoulkine@gmail.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com>
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LUA_API void* lua_tobuffer(lua_State* L, int idx, size_t* len);
LUA_API const void* lua_topointer(lua_State* L, int idx);
/*
** push functions (C -> stack)
*/
LUA_API void lua_pushnil(lua_State* L);
LUA_API void lua_pushnumber(lua_State* L, double n);
LUA_API void lua_pushinteger(lua_State* L, int n);
LUA_API void lua_pushunsigned(lua_State* L, unsigned n);
#if LUA_VECTOR_SIZE == 4
LUA_API void lua_pushvector(lua_State* L, float x, float y, float z, float w);
#else
LUA_API void lua_pushvector(lua_State* L, float x, float y, float z);
#endif
LUA_API void lua_pushlstring(lua_State* L, const char* s, size_t l);
LUA_API void lua_pushstring(lua_State* L, const char* s);
LUA_API const char* lua_pushvfstring(lua_State* L, const char* fmt, va_list argp);
LUA_API LUA_PRINTF_ATTR(2, 3) const char* lua_pushfstringL(lua_State* L, const char* fmt, ...);
LUA_API void lua_pushcclosurek(lua_State* L, lua_CFunction fn, const char* debugname, int nup, lua_Continuation cont);
LUA_API void lua_pushboolean(lua_State* L, int b);
LUA_API int lua_pushthread(lua_State* L);
Add tagged lightuserdata (#1087) This change adds support for tagged lightuserdata and optional custom typenames for lightuserdata. Background: Lightuserdata is an efficient representation for many kinds of unmanaged handles and resources in a game engine. However, currently the VM only supports one kind of lightuserdata, which makes it problematic in practice. For example, it's not possible to distinguish between different kinds of lightuserdata in Lua bindings, which can lead to unsafe practices and even crashes when a wrong kind of lightuserdata is passed to a binding function. Tagged lightuserdata work similarly to tagged userdata, i.e. they allow checking the tag quickly using lua_tolightuserdatatagged (or lua_lightuserdatatag). The tag is stored in the 'extra' field of TValue so it will add no cost to the (untagged) lightuserdata type. Alternatives would be to use full userdata values or use bitpacking to embed type information into lightuserdata on application level. Unfortunately these options are not that great in practice: full userdata have major performance implications and bitpacking fails in cases where full 64 bits are already used (e.g. pointers or 64-bit hashes). Lightuserdata names are not strictly necessary but they are rather convenient when debugging Lua code. More precise error messages and tostring returning more specific typename are useful to have in practice (e.g. "resource" or "entity" instead of the more generic "userdata"). Impl note: I did not add support for renaming tags in lua_setlightuserdataname as I'm not sure if it's possible to free fixed strings. If it's simple enough, maybe we should allow renaming (although I can't think of a specific need for it)? --------- Co-authored-by: Petri Häkkinen <petrih@rmd.remedy.fi>
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LUA_API void lua_pushlightuserdatatagged(lua_State* L, void* p, int tag);
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LUA_API void* lua_newuserdatatagged(lua_State* L, size_t sz, int tag);
LUA_API void* lua_newuserdatadtor(lua_State* L, size_t sz, void (*dtor)(void*));
Sync to upstream/release/600 (#1076) ### What's Changed - Improve readability of unions and intersections by limiting the number of elements of those types that can be presented on a single line (gated under `FFlag::LuauToStringSimpleCompositeTypesSingleLine`) - Adds a new option to the compiler `--record-stats` to record and output compilation statistics - `if...then...else` expressions are now optimized into `AND/OR` form when possible. ### VM - Add a new `buffer` type to Luau based on the [buffer RFC](https://github.com/Roblox/luau/pull/739) and additional C API functions to work with it; this release does not include the library. - Internal C API to work with string buffers has been updated to align with Lua version more closely ### Native Codegen - Added support for new X64 instruction (rev) and new A64 instruction (bswap) in the assembler - Simplified the way numerical loop condition is translated to IR ### New Type Solver - Operator inference now handled by type families - Created a new system called `Type Paths` to explain why subtyping tests fail in order to improve the quality of error messages. - Systematic changes to implement Data Flow analysis in the new solver (`Breadcrumb` removed and replaced with `RefinementKey`) --- Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vighnesh Vijay <vvijay@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Arseny Kapoulkine <arseny.kapoulkine@gmail.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com>
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LUA_API void* lua_newbuffer(lua_State* L, size_t sz);
/*
** get functions (Lua -> stack)
*/
LUA_API int lua_gettable(lua_State* L, int idx);
LUA_API int lua_getfield(lua_State* L, int idx, const char* k);
LUA_API int lua_rawgetfield(lua_State* L, int idx, const char* k);
LUA_API int lua_rawget(lua_State* L, int idx);
LUA_API int lua_rawgeti(lua_State* L, int idx, int n);
LUA_API void lua_createtable(lua_State* L, int narr, int nrec);
LUA_API void lua_setreadonly(lua_State* L, int idx, int enabled);
LUA_API int lua_getreadonly(lua_State* L, int idx);
LUA_API void lua_setsafeenv(lua_State* L, int idx, int enabled);
LUA_API int lua_getmetatable(lua_State* L, int objindex);
LUA_API void lua_getfenv(lua_State* L, int idx);
/*
** set functions (stack -> Lua)
*/
LUA_API void lua_settable(lua_State* L, int idx);
LUA_API void lua_setfield(lua_State* L, int idx, const char* k);
LUA_API void lua_rawsetfield(lua_State* L, int idx, const char* k);
LUA_API void lua_rawset(lua_State* L, int idx);
LUA_API void lua_rawseti(lua_State* L, int idx, int n);
LUA_API int lua_setmetatable(lua_State* L, int objindex);
LUA_API int lua_setfenv(lua_State* L, int idx);
/*
** `load' and `call' functions (load and run Luau bytecode)
*/
LUA_API int luau_load(lua_State* L, const char* chunkname, const char* data, size_t size, int env);
LUA_API void lua_call(lua_State* L, int nargs, int nresults);
LUA_API int lua_pcall(lua_State* L, int nargs, int nresults, int errfunc);
/*
** coroutine functions
*/
LUA_API int lua_yield(lua_State* L, int nresults);
LUA_API int lua_break(lua_State* L);
LUA_API int lua_resume(lua_State* L, lua_State* from, int narg);
LUA_API int lua_resumeerror(lua_State* L, lua_State* from);
LUA_API int lua_status(lua_State* L);
LUA_API int lua_isyieldable(lua_State* L);
LUA_API void* lua_getthreaddata(lua_State* L);
LUA_API void lua_setthreaddata(lua_State* L, void* data);
LUA_API int lua_costatus(lua_State* L, lua_State* co);
/*
** garbage-collection function and options
*/
enum lua_GCOp
{
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// stop and resume incremental garbage collection
LUA_GCSTOP,
LUA_GCRESTART,
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// run a full GC cycle; not recommended for latency sensitive applications
LUA_GCCOLLECT,
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// return the heap size in KB and the remainder in bytes
LUA_GCCOUNT,
LUA_GCCOUNTB,
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// return 1 if GC is active (not stopped); note that GC may not be actively collecting even if it's running
LUA_GCISRUNNING,
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/*
** perform an explicit GC step, with the step size specified in KB
**
** garbage collection is handled by 'assists' that perform some amount of GC work matching pace of allocation
** explicit GC steps allow to perform some amount of work at custom points to offset the need for GC assists
** note that GC might also be paused for some duration (until bytes allocated meet the threshold)
** if an explicit step is performed during this pause, it will trigger the start of the next collection cycle
*/
LUA_GCSTEP,
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/*
** tune GC parameters G (goal), S (step multiplier) and step size (usually best left ignored)
**
** garbage collection is incremental and tries to maintain the heap size to balance memory and performance overhead
** this overhead is determined by G (goal) which is the ratio between total heap size and the amount of live data in it
** G is specified in percentages; by default G=200% which means that the heap is allowed to grow to ~2x the size of live data.
**
** collector tries to collect S% of allocated bytes by interrupting the application after step size bytes were allocated.
** when S is too small, collector may not be able to catch up and the effective goal that can be reached will be larger.
** S is specified in percentages; by default S=200% which means that collector will run at ~2x the pace of allocations.
**
** it is recommended to set S in the interval [100 / (G - 100), 100 + 100 / (G - 100))] with a minimum value of 150%; for example:
** - for G=200%, S should be in the interval [150%, 200%]
** - for G=150%, S should be in the interval [200%, 300%]
** - for G=125%, S should be in the interval [400%, 500%]
*/
LUA_GCSETGOAL,
LUA_GCSETSTEPMUL,
LUA_GCSETSTEPSIZE,
};
LUA_API int lua_gc(lua_State* L, int what, int data);
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/*
** memory statistics
** all allocated bytes are attributed to the memory category of the running thread (0..LUA_MEMORY_CATEGORIES-1)
*/
LUA_API void lua_setmemcat(lua_State* L, int category);
LUA_API size_t lua_totalbytes(lua_State* L, int category);
/*
** miscellaneous functions
*/
LUA_API l_noret lua_error(lua_State* L);
LUA_API int lua_next(lua_State* L, int idx);
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LUA_API int lua_rawiter(lua_State* L, int idx, int iter);
LUA_API void lua_concat(lua_State* L, int n);
LUA_API uintptr_t lua_encodepointer(lua_State* L, uintptr_t p);
LUA_API double lua_clock();
LUA_API void lua_setuserdatatag(lua_State* L, int idx, int tag);
typedef void (*lua_Destructor)(lua_State* L, void* userdata);
LUA_API void lua_setuserdatadtor(lua_State* L, int tag, lua_Destructor dtor);
LUA_API lua_Destructor lua_getuserdatadtor(lua_State* L, int tag);
// alternative access for metatables already registered with luaL_newmetatable
LUA_API void lua_setuserdatametatable(lua_State* L, int tag, int idx);
LUA_API void lua_getuserdatametatable(lua_State* L, int tag);
Add tagged lightuserdata (#1087) This change adds support for tagged lightuserdata and optional custom typenames for lightuserdata. Background: Lightuserdata is an efficient representation for many kinds of unmanaged handles and resources in a game engine. However, currently the VM only supports one kind of lightuserdata, which makes it problematic in practice. For example, it's not possible to distinguish between different kinds of lightuserdata in Lua bindings, which can lead to unsafe practices and even crashes when a wrong kind of lightuserdata is passed to a binding function. Tagged lightuserdata work similarly to tagged userdata, i.e. they allow checking the tag quickly using lua_tolightuserdatatagged (or lua_lightuserdatatag). The tag is stored in the 'extra' field of TValue so it will add no cost to the (untagged) lightuserdata type. Alternatives would be to use full userdata values or use bitpacking to embed type information into lightuserdata on application level. Unfortunately these options are not that great in practice: full userdata have major performance implications and bitpacking fails in cases where full 64 bits are already used (e.g. pointers or 64-bit hashes). Lightuserdata names are not strictly necessary but they are rather convenient when debugging Lua code. More precise error messages and tostring returning more specific typename are useful to have in practice (e.g. "resource" or "entity" instead of the more generic "userdata"). Impl note: I did not add support for renaming tags in lua_setlightuserdataname as I'm not sure if it's possible to free fixed strings. If it's simple enough, maybe we should allow renaming (although I can't think of a specific need for it)? --------- Co-authored-by: Petri Häkkinen <petrih@rmd.remedy.fi>
2023-12-15 07:05:51 +08:00
LUA_API void lua_setlightuserdataname(lua_State* L, int tag, const char* name);
LUA_API const char* lua_getlightuserdataname(lua_State* L, int tag);
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LUA_API void lua_clonefunction(lua_State* L, int idx);
LUA_API void lua_cleartable(lua_State* L, int idx);
LUA_API lua_Alloc lua_getallocf(lua_State* L, void** ud);
/*
** reference system, can be used to pin objects
*/
#define LUA_NOREF -1
#define LUA_REFNIL 0
LUA_API int lua_ref(lua_State* L, int idx);
LUA_API void lua_unref(lua_State* L, int ref);
#define lua_getref(L, ref) lua_rawgeti(L, LUA_REGISTRYINDEX, (ref))
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define lua_tonumber(L, i) lua_tonumberx(L, i, NULL)
#define lua_tointeger(L, i) lua_tointegerx(L, i, NULL)
#define lua_tounsigned(L, i) lua_tounsignedx(L, i, NULL)
#define lua_pop(L, n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_newuserdata(L, s) lua_newuserdatatagged(L, s, 0)
#define lua_strlen(L, i) lua_objlen(L, (i))
#define lua_isfunction(L, n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L, n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L, n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L, n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L, n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isvector(L, n) (lua_type(L, (n)) == LUA_TVECTOR)
#define lua_isthread(L, n) (lua_type(L, (n)) == LUA_TTHREAD)
Sync to upstream/release/600 (#1076) ### What's Changed - Improve readability of unions and intersections by limiting the number of elements of those types that can be presented on a single line (gated under `FFlag::LuauToStringSimpleCompositeTypesSingleLine`) - Adds a new option to the compiler `--record-stats` to record and output compilation statistics - `if...then...else` expressions are now optimized into `AND/OR` form when possible. ### VM - Add a new `buffer` type to Luau based on the [buffer RFC](https://github.com/Roblox/luau/pull/739) and additional C API functions to work with it; this release does not include the library. - Internal C API to work with string buffers has been updated to align with Lua version more closely ### Native Codegen - Added support for new X64 instruction (rev) and new A64 instruction (bswap) in the assembler - Simplified the way numerical loop condition is translated to IR ### New Type Solver - Operator inference now handled by type families - Created a new system called `Type Paths` to explain why subtyping tests fail in order to improve the quality of error messages. - Systematic changes to implement Data Flow analysis in the new solver (`Breadcrumb` removed and replaced with `RefinementKey`) --- Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Vighnesh Vijay <vvijay@roblox.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> --------- Co-authored-by: Arseny Kapoulkine <arseny.kapoulkine@gmail.com> Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com> Co-authored-by: Andy Friesen <afriesen@roblox.com> Co-authored-by: Lily Brown <lbrown@roblox.com> Co-authored-by: Aaron Weiss <aaronweiss@roblox.com> Co-authored-by: Alexander McCord <amccord@roblox.com> Co-authored-by: Aviral Goel <agoel@roblox.com>
2023-10-21 09:10:30 +08:00
#define lua_isbuffer(L, n) (lua_type(L, (n)) == LUA_TBUFFER)
#define lua_isnone(L, n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= LUA_TNIL)
#define lua_pushliteral(L, s) lua_pushlstring(L, "" s, (sizeof(s) / sizeof(char)) - 1)
#define lua_pushcfunction(L, fn, debugname) lua_pushcclosurek(L, fn, debugname, 0, NULL)
#define lua_pushcclosure(L, fn, debugname, nup) lua_pushcclosurek(L, fn, debugname, nup, NULL)
Add tagged lightuserdata (#1087) This change adds support for tagged lightuserdata and optional custom typenames for lightuserdata. Background: Lightuserdata is an efficient representation for many kinds of unmanaged handles and resources in a game engine. However, currently the VM only supports one kind of lightuserdata, which makes it problematic in practice. For example, it's not possible to distinguish between different kinds of lightuserdata in Lua bindings, which can lead to unsafe practices and even crashes when a wrong kind of lightuserdata is passed to a binding function. Tagged lightuserdata work similarly to tagged userdata, i.e. they allow checking the tag quickly using lua_tolightuserdatatagged (or lua_lightuserdatatag). The tag is stored in the 'extra' field of TValue so it will add no cost to the (untagged) lightuserdata type. Alternatives would be to use full userdata values or use bitpacking to embed type information into lightuserdata on application level. Unfortunately these options are not that great in practice: full userdata have major performance implications and bitpacking fails in cases where full 64 bits are already used (e.g. pointers or 64-bit hashes). Lightuserdata names are not strictly necessary but they are rather convenient when debugging Lua code. More precise error messages and tostring returning more specific typename are useful to have in practice (e.g. "resource" or "entity" instead of the more generic "userdata"). Impl note: I did not add support for renaming tags in lua_setlightuserdataname as I'm not sure if it's possible to free fixed strings. If it's simple enough, maybe we should allow renaming (although I can't think of a specific need for it)? --------- Co-authored-by: Petri Häkkinen <petrih@rmd.remedy.fi>
2023-12-15 07:05:51 +08:00
#define lua_pushlightuserdata(L, p) lua_pushlightuserdatatagged(L, p, 0)
#define lua_setglobal(L, s) lua_setfield(L, LUA_GLOBALSINDEX, (s))
#define lua_getglobal(L, s) lua_getfield(L, LUA_GLOBALSINDEX, (s))
#define lua_tostring(L, i) lua_tolstring(L, (i), NULL)
#define lua_pushfstring(L, fmt, ...) lua_pushfstringL(L, fmt, ##__VA_ARGS__)
/*
** {======================================================================
** Debug API
** =======================================================================
*/
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typedef struct lua_Debug lua_Debug; // activation record
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// Functions to be called by the debugger in specific events
typedef void (*lua_Hook)(lua_State* L, lua_Debug* ar);
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LUA_API int lua_stackdepth(lua_State* L);
LUA_API int lua_getinfo(lua_State* L, int level, const char* what, lua_Debug* ar);
LUA_API int lua_getargument(lua_State* L, int level, int n);
LUA_API const char* lua_getlocal(lua_State* L, int level, int n);
LUA_API const char* lua_setlocal(lua_State* L, int level, int n);
LUA_API const char* lua_getupvalue(lua_State* L, int funcindex, int n);
LUA_API const char* lua_setupvalue(lua_State* L, int funcindex, int n);
LUA_API void lua_singlestep(lua_State* L, int enabled);
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LUA_API int lua_breakpoint(lua_State* L, int funcindex, int line, int enabled);
typedef void (*lua_Coverage)(void* context, const char* function, int linedefined, int depth, const int* hits, size_t size);
LUA_API void lua_getcoverage(lua_State* L, int funcindex, void* context, lua_Coverage callback);
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// Warning: this function is not thread-safe since it stores the result in a shared global array! Only use for debugging.
LUA_API const char* lua_debugtrace(lua_State* L);
struct lua_Debug
{
const char* name; // (n)
const char* what; // (s) `Lua', `C', `main', `tail'
const char* source; // (s)
const char* short_src; // (s)
int linedefined; // (s)
int currentline; // (l)
unsigned char nupvals; // (u) number of upvalues
unsigned char nparams; // (a) number of parameters
char isvararg; // (a)
void* userdata; // only valid in luau_callhook
char ssbuf[LUA_IDSIZE];
};
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// }======================================================================
/* Callbacks that can be used to reconfigure behavior of the VM dynamically.
* These are shared between all coroutines.
*
* Note: interrupt is safe to set from an arbitrary thread but all other callbacks
* can only be changed when the VM is not running any code */
struct lua_Callbacks
{
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void* userdata; // arbitrary userdata pointer that is never overwritten by Luau
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void (*interrupt)(lua_State* L, int gc); // gets called at safepoints (loop back edges, call/ret, gc) if set
void (*panic)(lua_State* L, int errcode); // gets called when an unprotected error is raised (if longjmp is used)
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void (*userthread)(lua_State* LP, lua_State* L); // gets called when L is created (LP == parent) or destroyed (LP == NULL)
int16_t (*useratom)(const char* s, size_t l); // gets called when a string is created; returned atom can be retrieved via tostringatom
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void (*debugbreak)(lua_State* L, lua_Debug* ar); // gets called when BREAK instruction is encountered
void (*debugstep)(lua_State* L, lua_Debug* ar); // gets called after each instruction in single step mode
void (*debuginterrupt)(lua_State* L, lua_Debug* ar); // gets called when thread execution is interrupted by break in another thread
void (*debugprotectederror)(lua_State* L); // gets called when protected call results in an error
};
typedef struct lua_Callbacks lua_Callbacks;
LUA_API lua_Callbacks* lua_callbacks(lua_State* L);
/******************************************************************************
* Copyright (c) 2019-2023 Roblox Corporation
* Copyright (C) 1994-2008 Lua.org, PUC-Rio. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/