Jonas Devlieghere 2861324208 [lldb/Lua] Implement a Simple Lua Script Interpreter Prototype
This implements a very elementary Lua script interpreter. It supports
running a single command as well as running interactively. It uses
editline if available. It's still missing a bunch of stuff though. Some
things that I intentionally ingored for now are that I/O isn't properly
hooked up (so every print goes to stdout) and the non-editline support
which is not handling a bunch of corner cases. The latter is a matter of
reusing existing code in the Python interpreter.

Discussion on the mailing list:
http://lists.llvm.org/pipermail/lldb-dev/2019-December/015812.html

Differential revision: https://reviews.llvm.org/D71234
2019-12-20 11:19:47 -08:00

110 lines
3.5 KiB
C++

//===-- ScriptInterpreterLua.cpp --------------------------------*- C++ -*-===//
//
// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
// See https://llvm.org/LICENSE.txt for license information.
// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
//
//===----------------------------------------------------------------------===//
#include "ScriptInterpreterLua.h"
#include "Lua.h"
#include "lldb/Core/Debugger.h"
#include "lldb/Core/PluginManager.h"
#include "lldb/Core/StreamFile.h"
#include "lldb/Interpreter/CommandReturnObject.h"
#include "lldb/Utility/Stream.h"
#include "lldb/Utility/StringList.h"
#include "lldb/Utility/Timer.h"
using namespace lldb;
using namespace lldb_private;
class IOHandlerLuaInterpreter : public IOHandlerDelegate,
public IOHandlerEditline {
public:
IOHandlerLuaInterpreter(Debugger &debugger)
: IOHandlerEditline(debugger, IOHandler::Type::LuaInterpreter, "lua",
">>> ", "..> ", true, debugger.GetUseColor(), 0,
*this, nullptr),
m_lua() {}
void IOHandlerInputComplete(IOHandler &io_handler,
std::string &data) override {
if (llvm::Error error = m_lua.Run(data)) {
*GetOutputStreamFileSP() << llvm::toString(std::move(error));
}
}
private:
Lua m_lua;
};
ScriptInterpreterLua::ScriptInterpreterLua(Debugger &debugger)
: ScriptInterpreter(debugger, eScriptLanguageLua) {}
ScriptInterpreterLua::~ScriptInterpreterLua() {}
bool ScriptInterpreterLua::ExecuteOneLine(llvm::StringRef command,
CommandReturnObject *result,
const ExecuteScriptOptions &options) {
Lua l;
if (llvm::Error e = l.Run(command)) {
result->AppendErrorWithFormatv(
"lua failed attempting to evaluate '{0}': {1}\n", command,
llvm::toString(std::move(e)));
return false;
}
return true;
}
void ScriptInterpreterLua::ExecuteInterpreterLoop() {
static Timer::Category func_cat(LLVM_PRETTY_FUNCTION);
Timer scoped_timer(func_cat, LLVM_PRETTY_FUNCTION);
Debugger &debugger = m_debugger;
// At the moment, the only time the debugger does not have an input file
// handle is when this is called directly from lua, in which case it is
// both dangerous and unnecessary (not to mention confusing) to try to embed
// a running interpreter loop inside the already running lua interpreter
// loop, so we won't do it.
if (!debugger.GetInputFile().IsValid())
return;
IOHandlerSP io_handler_sp(new IOHandlerLuaInterpreter(debugger));
debugger.PushIOHandler(io_handler_sp);
}
void ScriptInterpreterLua::Initialize() {
static llvm::once_flag g_once_flag;
llvm::call_once(g_once_flag, []() {
PluginManager::RegisterPlugin(GetPluginNameStatic(),
GetPluginDescriptionStatic(),
lldb::eScriptLanguageLua, CreateInstance);
});
}
void ScriptInterpreterLua::Terminate() {}
lldb::ScriptInterpreterSP
ScriptInterpreterLua::CreateInstance(Debugger &debugger) {
return std::make_shared<ScriptInterpreterLua>(debugger);
}
lldb_private::ConstString ScriptInterpreterLua::GetPluginNameStatic() {
static ConstString g_name("script-lua");
return g_name;
}
const char *ScriptInterpreterLua::GetPluginDescriptionStatic() {
return "Lua script interpreter";
}
lldb_private::ConstString ScriptInterpreterLua::GetPluginName() {
return GetPluginNameStatic();
}
uint32_t ScriptInterpreterLua::GetPluginVersion() { return 1; }