2024-07-17 12:39:44 +01:00
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package internal
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/*
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2024-07-17 16:44:41 +01:00
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#cgo CFLAGS: -Iluau/VM/include -I/usr/lib/gcc/x86_64-pc-linux-gnu/14.1.1/include
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#cgo LDFLAGS: -L${SRCDIR}/luau/cmake -lLuau.VM
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2024-07-17 12:39:44 +01:00
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#include <lua.h>
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#include <lualib.h>
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#include <stdlib.h>
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2024-07-17 16:44:41 +01:00
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#include "clua.h"
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2024-07-17 12:39:44 +01:00
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*/
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import "C"
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import "unsafe"
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type lua_Number C.double
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type lua_Integer C.int
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type lua_Unsigned C.uint
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type lua_CFunction func(L *C.lua_State) C.int
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type lua_Continuation func(L *C.lua_State, status C.int) C.int
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type lua_Udestructor = func(*C.void)
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type lua_Destructor = func(L *C.lua_State, _ *C.void)
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type lua_Alloc = func(ud, ptr *C.void, osize, nsize C.size_t) *C.void
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type clua_Alloc = func(ptr unsafe.Pointer, osize, nsize uint) unsafe.Pointer
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//export go_allocf
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func go_allocf(fp uintptr, ptr uintptr, osize uint, nsize uint) uintptr {
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p := ((*((*clua_Alloc)(unsafe.Pointer(fp))))(unsafe.Pointer(ptr), osize, nsize))
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return uintptr(p)
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}
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//
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// ==================
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// VM state
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// ==================
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//
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func NewState(ud unsafe.Pointer) *C.lua_State {
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return C.clua_newstate(unsafe.Pointer(ud))
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}
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func LuaClose(L *C.lua_State) {
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C.lua_close(L)
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}
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func NewThread(L *C.lua_State) *C.lua_State {
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return C.lua_newthread(L)
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}
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func MainThread(L *C.lua_State) *C.lua_State {
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return C.lua_mainthread(L)
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}
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func ResetThread(L *C.lua_State) {
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C.lua_resetthread(L)
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}
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func IsThreadReset(L *C.lua_State) bool {
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return C.lua_isthreadreset(L) != 0
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}
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//
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// ==================
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// VM Stack
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// ==================
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//
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func AbsIndex(L *C.lua_State, idx C.int) C.int {
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return C.lua_absindex(L, idx)
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}
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func GetTop(L *C.lua_State) C.int {
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return C.lua_gettop(L)
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}
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func SetTop(L *C.lua_State, idx C.int) {
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C.lua_settop(L, idx)
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}
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func PushValue(L *C.lua_State, idx C.int) {
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C.lua_pushvalue(L, idx)
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}
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func Remove(L *C.lua_State, idx C.int) {
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C.lua_remove(L, idx)
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}
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func Insert(L *C.lua_State, idx C.int) {
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C.lua_insert(L, idx)
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}
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func Replace(L *C.lua_State, idx C.int) {
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C.lua_replace(L, idx)
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}
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func CheckStack(L *C.lua_State, sz C.int) bool {
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return C.lua_checkstack(L, sz) != 0
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}
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func RawCheckStack(L *C.lua_State, sz C.int) {
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C.lua_rawcheckstack(L, sz)
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}
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func XMove(from, to *C.lua_State, n C.int) {
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C.lua_xmove(from, to, n)
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}
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func XPush(from, to *C.lua_State, idx C.int) {
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C.lua_xpush(from, to, idx)
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}
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//
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// ======================
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// Stack Values
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// ======================
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//
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func IsNumber(L *C.lua_State, idx C.int) bool {
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return C.lua_isnumber(L, idx) != 0
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}
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func IsString(L *C.lua_State, idx C.int) bool {
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return C.lua_isstring(L, idx) != 0
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}
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func IsCFunction(L *C.lua_State, idx C.int) bool {
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return C.lua_iscfunction(L, idx) != 0
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}
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func IsLFunction(L *C.lua_State, idx C.int) bool {
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return C.lua_isLfunction(L, idx) != 0
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}
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func IsUserData(L *C.lua_State, idx C.int) bool {
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return C.lua_isuserdata(L, idx) != 0
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}
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func Type(L *C.lua_State, idx C.int) bool {
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return C.lua_type(L, idx) != 0
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}
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func TypeName(L *C.lua_State, tp C.int) *C.char {
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return C.lua_typename(L, tp)
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}
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func Equal(L *C.lua_State, idx1, idx2 C.int) bool {
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return C.lua_equal(L, idx1, idx2) != 0
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}
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func RawEqual(L *C.lua_State, idx1, idx2 C.int) bool {
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return C.lua_rawequal(L, idx1, idx2) != 0
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}
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func LessThan(L *C.lua_State, idx1, idx2 C.int) bool {
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return C.lua_lessthan(L, idx1, idx2) != 0
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}
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func ToNumberX(L *C.lua_State, idx C.int, isnum bool) lua_Number {
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isnumInner := C.int(0)
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if isnum {
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isnumInner = C.int(1)
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}
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return lua_Number(C.lua_tonumberx(L, idx, &isnumInner))
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}
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func ToIntegerX(L *C.lua_State, idx C.int, isnum bool) lua_Integer {
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isnumInner := C.int(0)
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if isnum {
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isnumInner = C.int(1)
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}
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return lua_Integer(C.lua_tointegerx(L, idx, &isnumInner))
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}
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func ToUnsignedX(L *C.lua_State, idx C.int, isnum bool) lua_Unsigned {
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isnumInner := C.int(0)
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if isnum {
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isnumInner = C.int(1)
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}
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return lua_Unsigned(C.lua_tounsignedx(L, idx, &isnumInner))
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}
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// TODO: Rest of it
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// TODO: Convert C.* types in args to go types
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