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diff --git a/mds/cstruct2luatable.md b/mds/cstruct2luatable.md new file mode 100644 index 0000000..36c9d45 --- /dev/null +++ b/mds/cstruct2luatable.md @@ -0,0 +1,342 @@ +# C Struct to Lua table + +## Overview +For this tutorial we'll change a C struct into a Lua table. The structure we'll be using won't be the simplest structure you'll come across in the wild so hopefully the tutorial will do a little more than just cover the basics.<br/> +We'll add the structures as `userdata` and not as `lightuserdata`. Because of that, we won't have to manage the memory ourselves, instead we will let Lua's GC handle it for us.<br/> +Disclaimer: +* This turotial is not supposed to be a full dive into lua tables, metatables and their implementation or behavior. The tutorial is meant as an entry point into implementing custom Lua tables.<br/> + +### Yet Another One? +There are already a couple of tutorials on this, yes, but the ones I managed to find were all targeting older versions of lua and as the Lua devs have clearly stated, different Lua version are really different. The other reason I wrote this is I needed a structures that had structure members themselves and I couldn't find a tutorial for that.<br/> +This tutorial will be targeting Lua 5.3.<br/> +We'll also be using a not-so-simple structure to turn into a Lua table.<br/> + +### What you'll need +* A working C compiler(I'll be using clang) +* Make +* you can get the repo [here](https://github.com/bloodstalker/blogstuff/tree/master/src/cstruct2luatbale).<br> + +## C Structs +First let's take a look at the C structures we'll be using.<br/> +The primary structure is called `a_t` which has, inside it, two more structures `b_t` and `c_t`: + +```c +typedef struct { + uint64_t a_int; + double a_float; + char* a_string; + b_t* a_p; + c_t** a_pp; +} a_t; +``` +```c +typedef struct { + uint32_t b_int; + double b_float; +} b_t; +``` +```c +typedef struct { + char* c_string; + uint32_t c_int; +} c_t; +``` +The structures are purely artificial.<br/> + +## First Step: Lua Types +First let's take a look at `a_t` and decide how we want to do this.<br/> +`a_t` has five members:<br/> +* `a_int` which in Lua we can turn into an `integer`. +* `a_float` which we can turn into a `number`. +* `a_string` which will be a Lua `string`. +* `a_p` which is a pointer to another structure. As previously stated, we will turn this into a `userdata`.<br/> +* `a_pp` which is a double pointer. We will turn this into a table of `userdata`.<br/> + +## Second Step: Helper Functions +Now let's think about what we need to do. First we need to think about how we will be using our structures. For this example we will go with a pointer, i.e., our library code will get a pointer to the structure so we need to turn the table into `userdata`.<br/> +Next, we want to be able to push and pop our new table from the Lua stack.<br/> +We can also use Lua's type check to make sure our library code complains when someone passes a bad type.<br/> +We will also add functions for pushing the structure arguments onto the stack, a fucntion that acts as our constructor for our new table(more on that later) and getter and setter methods to access our C structures fields. + +Let's start: +First we will write a function that checks the type and returns the C structure:<br/> +```c +static a_t* pop_a_t(lua_State* ls, int index) { + a_t* dummy; + dummy = luaL_checkudata(ls, index, "a_t"); + if (!dummy) printf("error:bad type, expected a_t\n"); + return dummy; +} +``` +We check to see if the stack index we are getting is actually a userdata type and then check the type of the userdata we get to make sure we get the right userdata type. We check the type of the userdata by checking its metatable. We will get into that later.<br/> +This amounts to our "pop" functionality for our new type.<br/> +Now let's write a "push":<br/> +The function will look like this:<br/> + +```c +a_t* push_a_t(lua_State* ls) { + if (!lua_checkstack(ls, 1)) { + printf("o woe is me. no more room in hell...I mean stack...\n");return NULL; + } + a_t* dummy = lua_newuserdata(ls, sizeof(a_t)); + luaL_getmetatable(ls, "a_t"); + lua_setmetatable(ls, -2); + lua_pushlughtuserdata(ls, dummy); + lua_pushvalue(ls, -2); + lua_settable(ls, LUA_REGISTRYINDEX); + return dummy; +} +``` + +Notice that we reserve new memory here using `lua_newuserdata` instead of `malloc` or what have you. This way we leave it up to Lua to handle the GC(in the real world however, you might not have the luxury of doing so).<br/> +Now let's talk about what we are actually doing here:<br/> +First off we reserve memory for our new table using `lua_newuserdata`. Then we get and set the metatable that we will register later in the tutorial with Lua for our newly constructed userdata.<br/> +Setting the metatable is our way of telling Lua what our userdata is, what methods it has along with some customizations that we will talk about later.<br/> +We need to have a method of retrieving our full userdata when we need it. We do that by registering our userdata inside `LUA_REGISTRYINDEX`.<br/> +We will need a key. for simplicity's sake we use the pointer that `lua_newuserdata` returned as the key for each new full userdata. As for the value of the key, we will use the full userdata itself. That's why we are using `lua_pushvalue`. Please note that lua doesn't have a `push_fulluserdata` function and we can't just pass the pointer to our userdata as the key since that would just be a lihgtuserdata and not a userdata so we just copy the fulluserdata onto the stack as the value for the key.<br/> +Lastly we just set our key-value pair with `LUA_REGISTRYINDEX`.<br/> + +Next we will write a function that pushes the fields of the structure onto the stack:<br/> +```c +int a_t_push_args(lua_State* ls, a_t* a) { + if (!lua_checkstack(ls, 5)) { + printf("welp. lua doesn't love you today so no more stack space for you\n"); + return 0; + } + lua_pushinteger(ls, a->a_int); + lua_pushnumber(ls, a->a_float); + lua_pushstring(ls, a->a_string); + push_b_t(ls); + lua_pushlightuserdata(ls, a->a_pp); + return 5; +} +``` +Notice that we are returning 5, since our new next function which is the new function expects to see the 5 fields on top of the stack.<br/> + +Next up is our new function:<br/> +```c +int new_a_t(lua_State* ls) { + if (!lua_checkstack(ls, 6)) { + printf("today isnt your day, is it?no more room on top of stack\n"); + return 0; + } + int a_int = lua_tointeger(ls, -1); + float a_float = lua_tonumber(ls, -2); + char* a_string = lua_tostring(ls, -3); + void* a_p = lua_touserdata(ls, -4); + void** a_pp = lua_touserdata(ls, -5); + lua_pop(ls, 5); + a_t* dummy = push_a_t(ls); + dummy->a_int = a_int; + dummy->a_float = a_float; + dummy->a_string = a_string; + dummy->a_p = a_p; + dummy->a_pp = a_pp; + return 1; +} +``` +We just push an `a_t` on top of stack and then populate the fields with the values already on top of stack.<br/> +The fact that we wrote tha two separate functions for pushing the arguments and returning a new table instance means we can use `new_a_t` as a constructor from lua as well. We'll later talk about that.<br> + +## Third Step: Setters and Getters +Now lets move onto writing our setter and getter functions.<br/> +For the non-userdata types its fairly straightforward:<br/> + +```c +static int getter_a_float(lua_State* ls) { + a_t* dummy = pop_a_t(ls, -1); + lua_pushnumber(ls, dummy->a_number); + return 1; +} + +static int getter_a_string(lua_State* ls) { + a_t* dummy = pop_a_t(ls, -1); + lua_pushstring(ls, dummy->a_string); + return 1; +} +``` +As for the setters:<br/> + +```c +static int setter_a_int(lua_State* ls) { + a_t* dummy = pop_a_t(ls, 1); + dummy->a_int = lua_checkinteger(ls, 2); + return 1; +} +``` + +Now for the 4th and 5th fields:<br/> +```c +static int getter_a_p(lua_State *ls) { + a_t* dummy = pop_a_t(ls, 1); + lua_pop(ls, -1); + lua_pushlightuserdata(ls, dummy->a_p); + lua_gettable(ls, LUA_REGISTRYINDEX); + return 1; +} +``` + +For the sake of laziness, let's assume `a_t->a_int` denotes the number of entries in `a_t->a_pp`.<br/> + +```c +static int getter_a_pp(lua_State* ls) { + a_t* dummy = pop_a_t(ls, 1); + lua_pop(ls, -1); + if (!lua_checkstack(ls, 3)) { + printf("sacrifice a keyboard to the moon gods or something... couldnt grow stack.\n"); + return 0; + } + lua_newtable(ls); + for (uint64_t i = 0; i < dummy->a_int; ++i) { + lua_pushinteger(ls, i + 1); + if (dummy->a_pp[i] != NULL) { + lua_pushlightuserdata(ls, dummy->a_pp[i]); + lua_gettable(ls, LUA_REGISTRYINDEX); + } else { + lua_pop(ls, 1); + continue; + } + lua_settable(ls, -3); + } + return 1; +} +``` + +Since we register all our tables with `LUA_REGISTRYINDEX` we just retreive the key which in our case, conviniently is the pointer to the userdata and retrieve the value(our userdata).<br/> +As you can see, for setters we are assuming that the table itself is being passed as the first argument(the `pop_a_t` line assumes that).<br/> + +Our setters methods would be called like this in Lua:<br/> +```lua +local a = a_t() +a:set_a_int(my_int) +``` +The `:` operator in Lua is syntactic sugar. The second line from the above snippet is equivalent to `a.set_a_int(self, my_int)`.<br/> +As you can see, the table itself will always be our first argument. That's why our assumption above will always be true if the lua code is well-formed.<br/> + +We do the same steps above for `b_t` and `c_t` getter functions.<br/> + +Now let's look at our setters:<br/> +```c +static int setter_a_string(lua_State *ls) { + a_t* dummy = pop_a_t(ls, 1); + dummy->a_string = lua_tostring(ls, 2); + lua_settop(ls, 1); + return 0; +} + +static int setter_a_p(lua_State *ls) { + a_t* dummy = pop_a_t(ls, 1); + dummy->a_p = luaL_checkudata(ls, 2, "b_t"); + lua_pop(ls, 1); + lua_settop(ls, 1); + return 0; +} +``` + +```c +static int setter_a_pp(lua_State* ls) { + a_t* dummy = pop_a_t(ls, 1); + dummy->a_pp = lua_newuserdata(ls, sizeof(void*)); + if (!lua_checkstack(ls, 3)) { + printf("is it a curse or something? couldnt grow stack.\n"); + return 0; + } + int table_length = lua_rawlen(ls, 2); + for (int i = 1; i <= table_length; ++i) { + lua_rawgeti(ls, 2, i); + dummy->a_pp[i - 1] = luaL_checkudata(ls, -1, "c_t"); + lua_pop(ls, 1); + } + return 0; +} +``` + +We are all done with the functions we needed for our new table. Now we need to register the metatable we kept using:<br/> + +# Fourth Step: Metatable +First, if you haven't already, take a look at the chapter on metatable and metamethods on pil [here](https://www.lua.org/pil/13.html).<br/> +```c +static const luaL_Reg a_t_methods[] = { + {"new", new_a_t}, + {"set_a_int", setter_a_int}, + {"set_a_float", setter_a_float}, + {"set_a_string", setter_a_string}, + {"set_a_p", setter_a_p}, + {"set_a_pp", setter_a_pp}, + {"a_int", getter_a_int}, + {"a_float", getter_a_float}, + {"a_string", getter_a_string}, + {"a_p", getter_a_p}, + {"a_pp", getter_a_pp}, + {0, 0}}; + +static const luaL_Reg a_t_meta[] = {{0, 0}}; +``` +We just list the functions we want to be accessible inside Lua code.<br/> +Lua expects the C functions that we register with Lua to have the form `(int)(func_ptr*)(lua_State*)`.<br/> +Also, it's a good idea to take a look at the metatable events that Lua 5.3 supports [here](http://lua-users.org/wiki/MetatableEvents). They provide customization options for our new table type(as an example we get the same functionality as C++ where we get to define what an operator does for our table type).<br/> + +Now we move on to registering our metatable with Lua:<br/> +```c +int a_t_register(lua_State *ls) { + lua_checkstack(ls, 4); + lua_newtable(ls); + luaL_setfuncs(ls, a_t_methods, 0); + luaL_newmetatable(ls, "a_t"); + luaL_setfuncs(ls, a_t_methods, 0); + luaL_setfuncs(ls, a_t_meta, 0); + lua_pushliteral(ls, "__index"); + lua_pushvalue(ls, -3); + lua_rawset(ls, -3); + lua_pushliteral(ls, "__metatable"); + lua_pushvalue(ls, -3); + lua_rawset(ls, -3); + lua_setglobal(ls, "a_t"); + return 0; +} +``` +Please note that we are registering the metatable as a global. It is generally not recommended to do so.Why you ask?<br/> +Adding a new enrty to the global table in Lua means you are already reserving that keyword, so if another library also needs that key, you are going to have lots of fun(the term `fun` here is borrowed from the Dwarf Fortress literature).<br/> +Entries in the global table will require Lua to look things up in the global table so it slows things down a bit, though whether the slow-down is signifacant enough really depends on you and your requirements.<br/> + +We are almost done with our new table but there is one thing remaining and that is our table doesn't have a cozy constructor(Cozy constructors are not a thing. Seriously. I just made it up.).<br/> +We can use our `new` function as a constructor, we have registered it with our metatable, but it requires you to pass all the arguments at the time of construction. Sometimes it's convinient to hold off on passing all or some of the args at construction time, mostly because you are writing a library and your power users will do all sorts of unconventional and crazy/creative things with your library.<br/> + +Remember metatable events?<br/> +That's what we'll use.<br/> +Lua metatables support something called metatable events. Eeach event has a string key and the value is whatever you put as the value.<br/> +The values are used whenever that event happens. Some the events are: +* `__call` +* `__pairs` +* `__sub` +* `__add` +* `__gc` +The `__sub` event is triggered when your table is the operand of a suntraction operator. `__gc` is used when lua want to dispose of the table so if you are handling the memory yourself, in contrast to letting Lua handle it for you, here's where you free memory.<br/> +The events are a powerful tool that help us customize how our new table behaves.<br/> + +For a constructor, we will use the `__call` event.<br/> +That means when someone calls our metatable in Lua, like this(call event is triggered when our table is called, syntactically speaking):<br/> +```lua +local a = a_t() +``` +`a` will become a new instance of our table.<br/> +We can add a value for our metatable's `__call` key from either Lua or C. Since we are talking about Lua and haven't almost written anything in Lua, let's do it in Lua:<br/> +```lua +setmetatable(a_t, {__call = + function(self, arg1, arg2, arg3, arg4, arg5) + local t = self.new(arg1, arg2, arg3, arg4, arg5) + return t + end + } +) +``` +We use our `new` method which we previously registered for our metatable. Note that Lua will pass `nil` for the argument if we don't provide any. That's how our cozy constructor works.<br/> + +## Final Words +The tutorial's goal is to show you one way of doing the task and not necessarily the best way of doing it. Besides, depending on your situation, you might want to do things differently so by no means is this tutorial enough. It's an entry level tutorial.<br/> +Any feedback, suggestions and/or fixes to the tutorial is much appreciated.<br/> + +## Shameless Plug +I needed to turn a C struct into a lua table for an application I'm working [on](https://github.com/bloodstalker/mutator/tree/master/bruiser). Further down the line, I needed to do the same for a lot more C structs with the possibility of me having to do the same for a lot more C structs. I just couldn't bring myself to do it manually for that many C structs so I decided to work on a code generator that does that for me. The result is [luatablegen](https://github.com/bloodstalker/luatablegen).<br/> +`luatablegen` is a simple script that takes the description of your C structures in an XML file and generates the C code for your new tables and metatables. It does everything we did by hand automatically for us.<br/> +`lautablegen` is in its early stages, so again, any feedback or help will be appreciated.<br/> diff --git a/mds/lazymakefiles.md b/mds/lazymakefiles.md new file mode 100644 index 0000000..fab72e3 --- /dev/null +++ b/mds/lazymakefiles.md @@ -0,0 +1,98 @@ +[original Medium post](https://medium.com/@thabogre/lazy-makefiles-ce1997412700) + +# Lazy Makefiles + +I kept finding myself needing to build some C or C++ code but I just couldn't be bothered to write a makefile from ground up. My life's too short for that. The code was either not that big of a deal or the build process was not anything complicated.<br/> +Yes, I'm lazy.<br/> +The alternative to writing a makefile is just typing in gcc or clang instead of make into the terminal. I know. The horror. It's 2018. What sort of a barbarian does that?<br/> +So I just decided to write a lazy makefile so I would never have to type in the name of my compiler of choice ever again. Mostly because that's what you do with things that you love. Forget about them until you need them. We're still talking about compilers and makefiles for your information. Don't go assuming things about my personal life.<br/> + +First off, you can find the makefiles [here](https://github.com/bloodstalker/lazymakefiles). They are licensed under the Unlicense. And I'm using plural because there's one for C and one for C++.<br/> +Now that we are done with the mandatory whimsical introduction, let's talk about the contents of the makefiles.<br/> +There are also a couple of things to note:<br/> +* The makefiles have been written with gnu make in mind. +* Most targets will be fine with gcc but the full functionality is achieved by using clang.<br/> +* This is not a makefile 101. +* I'm not going to try to copy the makefile contents here line by line. You are expected to have the makefile open while reading this. +* I will be explaining some of the more, let's say, esoteric behaviours of make which can get the beginners confused. +* gnu make variables are considered macros by C/C++ standards. I will use the term "variable" since it's what the gnu make documents use. +* The makefiles are not supposed to be hands-off. I change bits here and there from project to project.<br/> +* The makefile recognizes the following extensions: `.c` and `.cpp`. If you use different extensions, change the makefile accordingly.<br/> + +## The Macros +`TARGET` holds the target name. It uses the `?=` assignment operator so you can pass it a different value from a script, just in case.<br/> +There are a bunch of varibales that you can assign on the terminal to replace the makefile's defaults. Among those there are some that are first getting a default value assigned and then get the `?=` assignemnt operator so you can assign them values from the terminal, e.g:<br/> +```make +CC=clang +CC?=clang +``` +It looks a bit backwards but there is a reason for that. The reason why we need to do that is because those variables are called `implicit variables` in gnu make terminology. Implicit variables are already defined by your makefile even if you havent defined them so they get some special treatment.<br/> +In order to assign them values from the terminal, we first assign them a value and then use the `?=` operator on them. We don't really need to assign the default value here again, but I felt like it would be more expressive to assign the default for a second time.<br/> + +Variables `CC_FLAGS`, `CXX_FLAGS` and `LD_FLAGS` have accompanying variables, namely `CC_FLAGS_EXTRA`, `CXX_FLAGS_EXTRA` and `LD_FLAGS_EXTRA`. The extra ones use the `?=` assignment. The scheme is to have the first set to host the invariant options and use the second set, to change the options that would need changing between different builds, if need be.<br/> + +The variable `BUILD_MODE` is used for the sanitizer builds of clang. `ADDSAN` will build the code with the address sanitizer. `MEMSAN` will build the code with memory sanitizer and `UBSAN` will build the code with undefined behaviour sanitizers. The build mode will affect all the other targets, meaning you will get a dynamically-linked executable in debug mode with address sanitizers if you assign `MEMSAN` to `BUILD_MODE`.<br/> + +## Targets + +### default +The default target is `all`. `all` depends on `TARGET`.<br/> + +### all +`all` is an aggregate target. calling it will build, or rather, try to build everything(given your source-code's sitation, some targets might not make any sense).<br/> + +### depend +`depend` depends on `.depend` which is a file generated by the makefile that holds the header dependencies. This is how we are making the makefile sensitive to header changes.<br/> +The file's contents look like this:<br/> +```make +main.c:main.h +myfile1.c:myfile1.h myfile2.h +``` +The inclusion directive is prefixed with a `-`. That's make lingo for ignore-if-error. My shell prompt has a `make -q` part in it so just `cd`ing into a folder will generate the `.depend` file for me.Lazy and Convinient.<br/> + +### Objects +For the objects, there are three sets. You have the normal garden variety objects that end in `.o`. You get the debug enabled objects that end in `.odbg` and you get the instrumented objectes that are to be used for coverage that end in `.ocov`. I made the choice of having three distinct sets of objects since I personally sometimes struggle to remember whether the current objects are normal, debug or coverage. This way, I don't need to. That's the makefile's problem now.<br/> + +### TARGET +Vanilla i.e. the dynamically-linked executable.<br/> + +### TARGET-static +The statically-linked executable.<br/> + +### TARGET-dbg +The dynamically-linked executble in debug mode.<br/> + +### TARGET-cov +The instrumented-for-coverage executable, dynaimclly-linked.<br/> + +### cov +The target generates the coverage report. it depend on `runcov` which itself, in turn, depends on `$(TARGET)-cov` so if you change `runcov` to how your executable should run, cov will handle rebuilding the objects and then running and generating the coverage report.<br/> + +### covrep +The exact same as above but generates coverage report in a different format.<br/> + +### ASM +Generates the assembly files for your objects, in intel style.<br/> + +### SO +Will try to build your target as a shared object.<br/> + +### A +Will try to build your target as an archive, i.e. static library.<br/> + +### TAGS +Depends on the `tags` target, generates a tags file. The tags file includes tags from the header files included by your source as well.<br/> + +### valgrind +Depends on `$(TARGET)` by default, runs valgrind with `--leak-check=yes`. You probably need to change this for the makefile to run your executable correctly.<br/> + +### format +Runs clang-format on all your source files and header files and **__EDITS THEM IN PLACE__**. Expects a clang format file to be present in the directory.<br/> + +### clean and deepclean +`clean` cleans almost everything. `deepclean` depends on `clean`. basically a two level scheme so you can have two different sets of clean commands.<br/> + +### help +prints out the condensed version of what I've been trying to put into words.<br/> + +Well that's about it.<br/> diff --git a/mds/telegram-i3.md b/mds/telegram-i3.md new file mode 100644 index 0000000..7491911 --- /dev/null +++ b/mds/telegram-i3.md @@ -0,0 +1,67 @@ +[original Medium post](https://medium.com/@thabogre/turning-a-c-structure-into-a-lua-table-563f5f99fc1d) + +# Telegram-cli Notifications for i3wm + +My first experience with a Linux desktop environment was gnome. It was fine, I guess, but I spent most of my time in the terminal so I never really learned where anythign was or how to do anything using gnome. I just had it.<br/> +Later on I got introduced to i3wm(i3 for short). Love at first sight.<br/> +I use vim, I use tmux, you'd think I already had enough tabs, panes, windows, sessions. You'd be most certainly wrong. After i3 I realised I still needed more.<br/> +I use telegram because friends, family, life.<br/> +It's annoying to have to pay attention to my cellphone(I know I'm a horrible person, no need to point that out). Having i3 notifications is just more convinient.<br/> +So the next obvious step was to get just that. Telegram-cli has both Python and Lua APIs. I used the Lua API. I have no reason whatsoever to back my decision up other than I just felt like doing it in Lua.<br/> +TL;DR.<br/> +A Telegram-cli Lua script has to implement a couple of hook functions(the API gives us hooks and callbacks).<br/> +* `on_binlog_replay_end(ok_cb, extra)` this one runs when replay of old events has finished.<br/> +* `on_get_difference_end(ok_cb, extra)` runs after the first call to `get_difference`.<br/> +* `on_our_id(our_id)` using this, you can check the id of the user you are logged in as.<br/> +* `on_msg_receive(msg)` it's called when we receive a new message.<br/> +* `on_user_update(user, what_changed)` is called when there is an update on the user's info.<br/> +* `on_chat_update(user, what_changed)` is called when there is an update on a chat info.<br> +* `on_secret_chat_update(user, what_changed)` is called when there is updated info for a secret chat.<br/> + +You can read the Lua API documentation [here](https://github.com/vysheng/tg/blob/master/README-LUA). The documentation could use some help. If you can't find anything there, either look at the source code for the Lua API [here](https://github.com/vysheng/tg/blob/master/lua-tg.c) or just look at the Python API doc [here](https://github.com/vysheng/tg/blob/master/README-PY.md).<br/> +We are only going to implement `on_binlog_replay_end` and `on_msg_receive`.<br/> +Implementing those two hooks would give us a way to know when we receive a new maessage and if for whatever reason we missed that, how many unread messages we have.<br/> +The version of the script I use presonally, sends notifications to a server. Then, a client can query the server for updates. The client is what i3 calls for a block update(I use i3-blocks).<br/> +Also note that telegram-cli will output a lot of things to stdout, so we can't just have our Lua script dump info to stdout and then use `telegram-cli -s myscript.lua` for i3.<br/> +You could run `telegram-cli` in daemon mode and achieve the same thing without a server-client set-up, then register our hook functions as telegram-cli commands and then use `netcat` to have our custom command executed by the daemon(the command registered with i3 would be the netcat command). For more on that you can look [here](https://github.com/vysheng/tg/wiki/Running-Telegram-CLI-as-Daemon).<br/> +How you use this is up to you and I'll leave that part to you. We'll just cover the hook functions.<br/> +For `on_msg_receive` we have:<br/> +```lua +function on_msg_receive(msg) + if (msg.from.print_name == "JohnDoe") then + return + end + local socket = require("socket") + local host, port = "localhost", 11111 + local tcp = assert(socket.tcp()) + tcp:connect(host, port) + print(msg.from.print_name) + tcp:send("JohnDoe".."\n") + tcp:close() +end +``` +The function above will only notify us if our contact `JohnDoe` has sent us a message. If you want to be notified of all new messages, you can just get rid of the if.<br/> + +To get the unread messages we do:<br/> +```lua +function ok_cb(extra, success, result) + for k, v in pairs(result) do + if v["unread"] ~= 0. then + if v["peer"]["username"] == "johndoe82" then + local socket = require("socket") + local host, port = "localhost", 11111 + local tcp = assert(socket.tcp()) + tcp:connect(host, port) + tcp:send("JohnDoe".."\n") + tcp:close() + end + end + end +end + +function on_binlog_replay_end() + get_dialog_list(ok_cb, result) +end +``` +For the daemon+netcat variation, you can put the call to `dialog_list` inside a new function and register that as a telegram-cli command and run that command with netcat.<br/> +The last thing is, if you don't want to have telegram-cli runnning all the time, daemon or not, you can call `safe_quit()` in your Lua script to quit telegram-cli.<br/> |