#ifdef PANDA3DS_ENABLE_LUA #include "emulator.hpp" #include "lua_manager.hpp" #ifndef __ANDROID__ extern "C" { #include "luv.h" } #endif void LuaManager::initialize() { L = luaL_newstate(); // Open Lua if (!L) { printf("Lua initialization failed, continuing without Lua"); initialized = false; return; } luaL_openlibs(L); #ifndef __ANDROID__ lua_pushstring(L, "luv"); luaopen_luv(L); lua_settable(L, LUA_GLOBALSINDEX); #endif initializeThunks(); initialized = true; haveScript = false; } void LuaManager::close() { if (initialized) { lua_close(L); initialized = false; haveScript = false; L = nullptr; } } void LuaManager::loadFile(const char* path) { // Initialize Lua if it has not been initialized if (!initialized) { initialize(); } // If init failed, don't execute if (!initialized) { printf("Lua initialization failed, file won't run\n"); haveScript = false; return; } int status = luaL_loadfile(L, path); // load Lua script int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script if (ret != 0) { haveScript = false; fprintf(stderr, "%s\n", lua_tostring(L, -1)); // tell us what mistake we made } else { haveScript = true; } } void LuaManager::loadString(const std::string& code) { // Initialize Lua if it has not been initialized if (!initialized) { initialize(); } // If init failed, don't execute if (!initialized) { printf("Lua initialization failed, file won't run\n"); haveScript = false; return; } int status = luaL_loadstring(L, code.c_str()); // load Lua script int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script if (ret != 0) { haveScript = false; fprintf(stderr, "%s\n", lua_tostring(L, -1)); // tell us what mistake we made } else { haveScript = true; } } void LuaManager::signalEventInternal(LuaEvent e) { lua_getglobal(L, "eventHandler"); // We want to call the event handler lua_pushnumber(L, static_cast(e)); // Push event type // Call the function with 1 argument and 0 outputs, without an error handler lua_pcall(L, 1, 0, 0); } void LuaManager::reset() { // Reset scripts haveScript = false; } // Initialize C++ thunks for Lua code to call here // All code beyond this point is terrible and full of global state, don't judge Emulator* LuaManager::g_emulator = nullptr; #define MAKE_MEMORY_FUNCTIONS(size) \ static int read##size##Thunk(lua_State* L) { \ const u32 vaddr = (u32)lua_tonumber(L, 1); \ lua_pushnumber(L, LuaManager::g_emulator->getMemory().read##size(vaddr)); \ return 1; \ } \ static int write##size##Thunk(lua_State* L) { \ const u32 vaddr = (u32)lua_tonumber(L, 1); \ const u##size value = (u##size)lua_tonumber(L, 2); \ LuaManager::g_emulator->getMemory().write##size(vaddr, value); \ return 0; \ } MAKE_MEMORY_FUNCTIONS(8) MAKE_MEMORY_FUNCTIONS(16) MAKE_MEMORY_FUNCTIONS(32) MAKE_MEMORY_FUNCTIONS(64) #undef MAKE_MEMORY_FUNCTIONS static int getAppIDThunk(lua_State* L) { std::optional id = LuaManager::g_emulator->getMemory().getProgramID(); // If the app has an ID, return true + its ID // Otherwise return false and 0 as the ID if (id.has_value()) { lua_pushboolean(L, 1); // Return true lua_pushnumber(L, u32(*id)); // Return bottom 32 bits lua_pushnumber(L, u32(*id >> 32)); // Return top 32 bits } else { lua_pushboolean(L, 0); // Return false // Return no ID lua_pushnumber(L, 0); lua_pushnumber(L, 0); } return 3; } static int pauseThunk(lua_State* L) { LuaManager::g_emulator->pause(); return 0; } static int resumeThunk(lua_State* L) { LuaManager::g_emulator->resume(); return 0; } static int resetThunk(lua_State* L) { LuaManager::g_emulator->reset(Emulator::ReloadOption::Reload); return 0; } static int loadROMThunk(lua_State* L) { // Path argument is invalid, report that loading failed and exit if (lua_type(L, -1) != LUA_TSTRING) { lua_pushboolean(L, 0); return 1; } size_t pathLength; const char* const str = lua_tolstring(L, -1, &pathLength); const auto path = std::filesystem::path(std::string(str, pathLength)); // Load ROM and reply if it succeeded or not lua_pushboolean(L, LuaManager::g_emulator->loadROM(path) ? 1 : 0); return 1; } // clang-format off static constexpr luaL_Reg functions[] = { { "__read8", read8Thunk }, { "__read16", read16Thunk }, { "__read32", read32Thunk }, { "__read64", read64Thunk }, { "__write8", write8Thunk} , { "__write16", write16Thunk }, { "__write32", write32Thunk }, { "__write64", write64Thunk }, { "__getAppID", getAppIDThunk }, { "__pause", pauseThunk}, { "__resume", resumeThunk}, { "__reset", resetThunk}, { "__loadROM", loadROMThunk}, { nullptr, nullptr }, }; // clang-format on void LuaManager::initializeThunks() { static const char* runtimeInit = R"( Pand = { read8 = function(addr) return GLOBALS.__read8(addr) end, read16 = function(addr) return GLOBALS.__read16(addr) end, read32 = function(addr) return GLOBALS.__read32(addr) end, read64 = function(addr) return GLOBALS.__read64(addr) end, write8 = function(addr, value) GLOBALS.__write8(addr, value) end, write16 = function(addr, value) GLOBALS.__write16(addr, value) end, write32 = function(addr, value) GLOBALS.__write32(addr, value) end, write64 = function(addr, value) GLOBALS.__write64(addr, value) end, getAppID = function() local ffi = require("ffi") result, low, high = GLOBALS.__getAppID() id = bit.bor(ffi.cast("uint64_t", low), (bit.lshift(ffi.cast("uint64_t", high), 32))) return result, id end, pause = function() GLOBALS.__pause() end, resume = function() GLOBALS.__resume() end, reset = function() GLOBALS.__reset() end, loadROM = function(path) return GLOBALS.__loadROM(path) end, Frame = __Frame, } )"; auto addIntConstant = [&](T x, const char* name) { lua_pushinteger(L, (int)x); lua_setglobal(L, name); }; luaL_register(L, "GLOBALS", functions); addIntConstant(LuaEvent::Frame, "__Frame"); // Call our Lua runtime initialization before any Lua script runs luaL_loadstring(L, runtimeInit); int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script if (ret != 0) { initialized = false; fprintf(stderr, "%s\n", lua_tostring(L, -1)); // Init should never fail! } else { initialized = true; } } #endif