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1 /*
2  * Copyright (c) 2021, The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *     http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "LuaEngine.h"
18 
19 #include <utility>
20 
21 extern "C" {
22 #include "lauxlib.h"
23 #include "lualib.h"
24 }
25 
26 namespace android {
27 namespace automotive {
28 namespace telemetry {
29 namespace script_executor {
30 
LuaEngine()31 LuaEngine::LuaEngine() {
32     // Instantiate Lua environment
33     mLuaState = luaL_newstate();
34     luaL_openlibs(mLuaState);
35 }
36 
~LuaEngine()37 LuaEngine::~LuaEngine() {
38     lua_close(mLuaState);
39 }
40 
GetLuaState()41 lua_State* LuaEngine::GetLuaState() {
42     return mLuaState;
43 }
44 
ResetListener(ScriptExecutorListener * listener)45 void LuaEngine::ResetListener(ScriptExecutorListener* listener) {
46     mListener.reset(listener);
47 }
48 
LoadScript(const char * scriptBody)49 int LuaEngine::LoadScript(const char* scriptBody) {
50     // As the first step in Lua script execution we want to load
51     // the body of the script into Lua stack and have it processed by Lua
52     // to catch any errors.
53     // More on luaL_dostring: https://www.lua.org/manual/5.3/manual.html#lual_dostring
54     // If error, pushes the error object into the stack.
55     const auto status = luaL_dostring(mLuaState, scriptBody);
56     if (status) {
57         // Removes error object from the stack.
58         // Lua stack must be properly maintained due to its limited size,
59         // ~20 elements and its critical function because all interaction with
60         // Lua happens via the stack.
61         // Starting read about Lua stack: https://www.lua.org/pil/24.2.html
62         // TODO(b/192284232): add test case to trigger this.
63         lua_pop(mLuaState, 1);
64     }
65     return status;
66 }
67 
PushFunction(const char * functionName)68 bool LuaEngine::PushFunction(const char* functionName) {
69     // Interaction between native code and Lua happens via Lua stack.
70     // In such model, a caller first pushes the name of the function
71     // that needs to be called, followed by the function's input
72     // arguments, one input value pushed at a time.
73     // More info: https://www.lua.org/pil/24.2.html
74     lua_getglobal(mLuaState, functionName);
75     const auto status = lua_isfunction(mLuaState, /*idx= */ -1);
76     // TODO(b/192284785): add test case for wrong function name in Lua.
77     if (status == 0) lua_pop(mLuaState, 1);
78     return status;
79 }
80 
Run()81 int LuaEngine::Run() {
82     // Performs blocking call of the provided Lua function. Assumes all
83     // input arguments are in the Lua stack as well in proper order.
84     // On how to call Lua functions: https://www.lua.org/pil/25.2.html
85     // Doc on lua_pcall: https://www.lua.org/manual/5.3/manual.html#lua_pcall
86     // TODO(b/189241508): Once we implement publishedData parsing, nargs should
87     // change from 1 to 2.
88     // TODO(b/192284612): add test case for failed call.
89     return lua_pcall(mLuaState, /* nargs= */ 1, /* nresults= */ 0, /*errfunc= */ 0);
90 }
91 
92 }  // namespace script_executor
93 }  // namespace telemetry
94 }  // namespace automotive
95 }  // namespace android
96