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diff --git a/mds/cstruct2luatable.txt b/mds/cstruct2luatable.txt new file mode 100644 index 0000000..e95cc6b --- /dev/null +++ b/mds/cstruct2luatable.txt @@ -0,0 +1,485 @@ +== 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. 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. 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. + +==== 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. +This tutorial will be targeting Lua 5.3. We’ll also be using a +not-so-simple structure to turn into a Lua table. + +==== What you’ll need + +* A working C compiler(I’ll be using clang) +* Make +* you can get the repo +https://github.com/bloodstalker/blogstuff/tree/master/src/cstruct2luatbale[here]. + +=== C Structs + +First let’s take a look at the C structures we’ll be using. The primary +structure is called `a_t` which has, inside it, two more structures +`b_t` and `c_t`: + +[source,c] +---- +typedef struct { + uint64_t a_int; + double a_float; + char* a_string; + b_t* a_p; + c_t** a_pp; +} a_t; +---- + +[source,c] +---- +typedef struct { + uint32_t b_int; + double b_float; +} b_t; +---- + +[source,c] +---- +typedef struct { + char* c_string; + uint32_t c_int; +} c_t; +---- + +The structures are purely artificial. + +=== First Step: Lua Types + +First let’s take a look at `a_t` and decide how we want to do this. +`a_t` has five members: + +* `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`. +* `a_pp` which is a double pointer. We will turn this into a table of +`userdata`. + +=== 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`. Next, we want to be able to +push and pop our new table from the Lua stack. We can also use Lua’s +type check to make sure our library code complains when someone passes a +bad type. 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: + +[source,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. This amounts to our ``pop'' +functionality for our new type. Now let’s write a ``push'': The function +will look like this: + +[source,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). Now let’s talk about what we are actually doing here: 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. 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. 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`. 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. Lastly we +just set our key-value pair with `LUA_REGISTRYINDEX`. + +Next we will write a function that pushes the fields of the structure +onto the stack: + +[source,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. + +Next up is our new function: + +[source,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. 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. + +=== Third Step: Setters and Getters + +Now lets move onto writing our setter and getter functions. For the +non-userdata types its fairly straightforward: + +[source,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: + +[source,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: + +[source,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`. + +[source,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). 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). + +Our setters methods would be called like this in Lua: + +[source,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)`. 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. + +We do the same steps above for `b_t` and `c_t` getter functions. + +Now let’s look at our setters: + +[source,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; +} +---- + +[source,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: + +== Fourth Step: Metatable + +First, if you haven’t already, take a look at the chapter on metatable +and metamethods on pil https://www.lua.org/pil/13.html[here]. + +[source,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. Lua +expects the C functions that we register with Lua to have the form +`(int)(func_ptr*)(lua_State*)`. Also, it’s a good idea to take a look at +the metatable events that Lua 5.3 supports +http://lua-users.org/wiki/MetatableEvents[here]. 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). + +Now we move on to registering our metatable with Lua: + +[source,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? 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). +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. + +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.). 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. + +Remember metatable events? That’s what we’ll use. Lua metatables support +something called metatable events. Eeach event has a string key and the +value is whatever you put as the value. 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. The events +are a powerful tool that help us customize how our new table behaves. + +For a constructor, we will use the `__call` event. That means when +someone calls our metatable in Lua, like this(call event is triggered +when our table is called, syntactically speaking): + +[source,lua] +---- +local a = a_t() +---- + +`a` will become a new instance of our table. 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: + +[source,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. + +=== 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. Any feedback, +suggestions and/or fixes to the tutorial is much appreciated. + +=== Shameless Plug + +I needed to turn a C struct into a lua table for an application I’m +working https://github.com/bloodstalker/mutator/tree/master/bruiser[on]. +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 https://github.com/bloodstalker/luatablegen[luatablegen]. +`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. +`lautablegen` is in its early stages, so again, any feedback or help +will be appreciated. + +timestamp:1705630055 + +version:1.0.0 + +https://blog.terminaldweller.com/rss/feed + +https://raw.githubusercontent.com/terminaldweller/blog/main/mds/cstruct2luatable.md |