Panda3DS/src/lua.cpp

383 lines
11 KiB
C++

#ifdef PANDA3DS_ENABLE_LUA
#include <teakra/disassembler.h>
#include <array>
#include "capstone.hpp"
#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<int>(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 readFloatThunk(lua_State* L) {
const u32 vaddr = (u32)lua_tonumber(L, 1);
lua_pushnumber(L, (lua_Number)Helpers::bit_cast<float, u32>(LuaManager::g_emulator->getMemory().read32(vaddr)));
return 1;
}
static int writeFloatThunk(lua_State* L) {
const u32 vaddr = (u32)lua_tonumber(L, 1);
const float value = (float)lua_tonumber(L, 2);
LuaManager::g_emulator->getMemory().write32(vaddr, Helpers::bit_cast<u32, float>(value));
return 0;
}
static int readDoubleThunk(lua_State* L) {
const u32 vaddr = (u32)lua_tonumber(L, 1);
lua_pushnumber(L, (lua_Number)Helpers::bit_cast<double, u64>(LuaManager::g_emulator->getMemory().read64(vaddr)));
return 1;
}
static int writeDoubleThunk(lua_State* L) {
const u32 vaddr = (u32)lua_tonumber(L, 1);
const double value = (double)lua_tonumber(L, 2);
LuaManager::g_emulator->getMemory().write64(vaddr, Helpers::bit_cast<u64, double>(value));
return 0;
}
static int getAppIDThunk(lua_State* L) {
std::optional<u64> 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;
}
static int getButtonsThunk(lua_State* L) {
auto buttons = LuaManager::g_emulator->getServiceManager().getHID().getOldButtons();
lua_pushinteger(L, static_cast<lua_Integer>(buttons));
return 1;
}
static int getCirclepadThunk(lua_State* L) {
auto& hid = LuaManager::g_emulator->getServiceManager().getHID();
s16 x = hid.getCirclepadX();
s16 y = hid.getCirclepadY();
lua_pushinteger(L, static_cast<lua_Number>(x));
lua_pushinteger(L, static_cast<lua_Number>(y));
return 2;
}
static int getButtonThunk(lua_State* L) {
auto& hid = LuaManager::g_emulator->getServiceManager().getHID();
// This function accepts a mask. You can use it to check if one or more buttons are pressed at a time
const u32 mask = (u32)lua_tonumber(L, 1);
const bool result = (hid.getOldButtons() & mask) == mask;
// Return whether the selected buttons are all pressed
lua_pushboolean(L, result ? 1 : 0);
return 1;
}
static int disassembleARMThunk(lua_State* L) {
static Common::CapstoneDisassembler disassembler;
// We want the disassembler to only be fully initialized when this function is first used
if (!disassembler.isInitialized()) {
disassembler.init(CS_ARCH_ARM, CS_MODE_ARM);
}
const u32 pc = u32(lua_tonumber(L, 1));
const u32 instruction = u32(lua_tonumber(L, 2));
std::string disassembly;
// Convert instruction to byte array to pass to Capstone
std::array<u8, 4> bytes = {
u8(instruction & 0xff),
u8((instruction >> 8) & 0xff),
u8((instruction >> 16) & 0xff),
u8((instruction >> 24) & 0xff),
};
disassembler.disassemble(disassembly, pc, std::span(bytes));
lua_pushstring(L, disassembly.c_str());
return 1;
}
static int disassembleTeakThunk(lua_State* L) {
const u16 instruction = u16(lua_tonumber(L, 1));
const u16 expansion = u16(lua_tonumber(L, 2));
std::string disassembly = Teakra::Disassembler::Do(instruction, expansion);
lua_pushstring(L, disassembly.c_str());
return 1;
}
// clang-format off
static constexpr luaL_Reg functions[] = {
{ "__read8", read8Thunk },
{ "__read16", read16Thunk },
{ "__read32", read32Thunk },
{ "__read64", read64Thunk },
{ "__readFloat", readFloatThunk },
{ "__readDouble", readDoubleThunk },
{ "__write8", write8Thunk} ,
{ "__write16", write16Thunk },
{ "__write32", write32Thunk },
{ "__write64", write64Thunk },
{ "__writeFloat", writeFloatThunk },
{ "__writeDouble", writeDoubleThunk },
{ "__getAppID", getAppIDThunk },
{ "__pause", pauseThunk },
{ "__resume", resumeThunk },
{ "__reset", resetThunk },
{ "__loadROM", loadROMThunk },
{ "__getButtons", getButtonsThunk },
{ "__getCirclepad", getCirclepadThunk },
{ "__getButton", getButtonThunk },
{ "__disassembleARM", disassembleARMThunk },
{ "__disassembleTeak", disassembleTeakThunk },
{ 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,
readFloat = function(addr) return GLOBALS.__readFloat(addr) end,
readDouble = function(addr) return GLOBALS.__readDouble(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,
writeFloat = function(addr, value) GLOBALS.__writeFloat(addr, value) end,
writeDouble = function(addr, value) GLOBALS.__writeDouble(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,
getButtons = function() return GLOBALS.__getButtons() end,
getButton = function(button) return GLOBALS.__getButton(button) end,
getCirclepad = function() return GLOBALS.__getCirclepad() end,
disassembleARM = function(pc, instruction) return GLOBALS.__disassembleARM(pc, instruction) end,
disassembleTeak = function(opcode, exp) return GLOBALS.__disassembleTeak(opcode, exp or 0) end,
Frame = __Frame,
ButtonA = __ButtonA,
ButtonB = __ButtonB,
ButtonX = __ButtonX,
ButtonY = __ButtonY,
ButtonL = __ButtonL,
ButtonR = __ButtonR,
ButtonUp = __ButtonUp,
ButtonDown = __ButtonDown,
ButtonLeft = __ButtonLeft,
ButtonRight= __ButtonRight,
}
)";
auto addIntConstant = [&]<typename T>(T x, const char* name) {
lua_pushinteger(L, (int)x);
lua_setglobal(L, name);
};
luaL_register(L, "GLOBALS", functions);
// Add values for event enum
addIntConstant(LuaEvent::Frame, "__Frame");
// Add enums for 3DS keys
addIntConstant(HID::Keys::A, "__ButtonA");
addIntConstant(HID::Keys::B, "__ButtonB");
addIntConstant(HID::Keys::X, "__ButtonX");
addIntConstant(HID::Keys::Y, "__ButtonY");
addIntConstant(HID::Keys::Up, "__ButtonUp");
addIntConstant(HID::Keys::Down, "__ButtonDown");
addIntConstant(HID::Keys::Left, "__ButtonLeft");
addIntConstant(HID::Keys::Right, "__ButtonRight");
addIntConstant(HID::Keys::L, "__ButtonL");
addIntConstant(HID::Keys::R, "__ButtonR");
// 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