/* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #pragma once #include #include #include #include #include "lua_bindings.h" class lua_scripts { public: lua_scripts(const AP_Int32 &vm_steps, const AP_Int32 &heap_size, const AP_Int8 &debug_level); /* Do not allow copies */ lua_scripts(const lua_scripts &other) = delete; lua_scripts &operator=(const lua_scripts&) = delete; // return true if initialisation failed bool heap_allocated() const { return _heap != nullptr; } // run scripts, does not return unless an error occured void run(void); static bool overtime; // script exceeded it's execution slot, and we are bailing out private: typedef struct script_info { int lua_ref; // reference to the loaded script object uint64_t next_run_ms; // time (in milliseconds) the script should next be run at char *name; // filename for the script // FIXME: This information should be available from Lua script_info *next; } script_info; script_info *load_script(lua_State *L, char *filename); void load_all_scripts_in_dir(lua_State *L, const char *dirname); void run_next_script(lua_State *L); void remove_script(lua_State *L, script_info *script); // reschedule the script for execution. It is assumed the script is not in the list already void reschedule_script(script_info *script); script_info *scripts; // linked list of scripts to be run, sorted by next run time (soonest first) // hook will be run when CPU time for a script is exceeded // it must be static to be passed to the C API static void hook(lua_State *L, lua_Debug *ar); // lua panic handler, will jump back to the start of run static int atpanic(lua_State *L); static jmp_buf panic_jmp; lua_State *lua_state; const AP_Int32 & _vm_steps; const AP_Int8 & _debug_level; static void *alloc(void *ud, void *ptr, size_t osize, size_t nsize); static void *_heap; };