/*
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"
#include
#ifndef REPL_DIRECTORY
#if HAL_OS_FATFS_IO
#define REPL_DIRECTORY "/APM/repl"
#else
#define REPL_DIRECTORY "./repl"
#endif //HAL_OS_FATFS_IO
#endif // REPL_DIRECTORY
#ifndef SCRIPTING_DIRECTORY
#if HAL_OS_FATFS_IO
#define SCRIPTING_DIRECTORY "/APM/scripts"
#else
#define SCRIPTING_DIRECTORY "./scripts"
#endif //HAL_OS_FATFS_IO
#endif // SCRIPTING_DIRECTORY
#ifndef REPL_IN
#define REPL_IN REPL_DIRECTORY "/in"
#endif // REPL_IN
#ifndef REPL_OUT
#define REPL_OUT REPL_DIRECTORY "/out"
#endif // REPL_OUT
class lua_scripts
{
public:
lua_scripts(const AP_Int32 &vm_steps, const AP_Int32 &heap_size, const AP_Int8 &debug_level, struct AP_Scripting::terminal_s &_terminal);
/* 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:
void create_sandbox(lua_State *L);
void repl_cleanup(void);
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 reset_loop_overtime(lua_State *L);
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);
// REPL stuff
struct AP_Scripting::terminal_s &terminal;
void doREPL(lua_State *L);
void l_print(lua_State *L);
void terminal_print(const char *str);
int loadline(lua_State *L);
int multiline(lua_State *L);
int addreturn(lua_State *L);
int pushline(lua_State *L, int firstline);
int incomplete(lua_State *L, int status);
const char * get_prompt(lua_State *L, int firstline);
int docall(lua_State *L, int narg, int nres);
int sandbox_ref;
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;
};