Setting: I'm using Lua from a C/C++ environment.
I have several lua files on disk. Those are read into memory and some more memory-only lua files become available during runtime. Think e.g. of an editor, with additional unsaved lua files.
So, I have a list<identifier, lua_file_content>
in memory. Some of these files have require
statements in them. When I try to load all these files to a lua instance (currently via lua_dostring
) I get attempt to call global require (a nil value)
.
Is there a possibility to provide a require
function, which replaces the old one and just uses the provided in memory files (those files are on the C side)?
Is there another way of allowing require
in these files without having the required files on disk?
An example would be to load the lua stdlib from memory only without altering it. (This is actually my test case.)
Instead of replacing require
, why not add a function to package.loaders
? The code is nearly the same.
int my_loader(lua_State* state) {
// get the module name
const char* name = lua_tostring(state);
// find if you have such module loaded
if (mymodules.find(name) != mymodules.end())
{
luaL_loadbuffer(state, buffer, size, name);
// the chunk is now at the top of the stack
return 1;
}
// didn't find anything
return 0;
}
// When you load the lua state, insert this into package.loaders
http://www.lua.org/manual/5.1/manual.html#pdf-package.loaders
A pretty straightforward C++ function that would mimic require
could be: (pseudocode)
int my_require(lua_State* state) {
// get the module name
const char* name = lua_tostring(state);
// find if you have such module loaded
if (mymodules.find(name) != mymodules.end())
luaL_loadbuffer(state, buffer, size, name);
// the chunk is now at the top of the stack
lua_call(state)
return 1;
}
Expose this function to Lua as require
and you're good to go.
I'd also like to add that to completely mimic require
's behaviour, you'd probably need to take care of package.loaded
, to avoid the code to be loaded twice.
There is no package.loaders in lua 5.2
It called package.searchers now.
#include <stdio.h>
#include <string>
#include <lua.hpp>
std::string module_script;
int MyLoader(lua_State *L)
{
const char *name = luaL_checkstring(L, 1); // Module name
// std::string result = SearchScript(name); // Search your database.
std::string result = module_script; // Just for demo.
if( luaL_loadbuffer(L, result.c_str(), result.size(), name) )
{
printf("%s", lua_tostring(L, -1));
lua_pop(L, 1);
}
return 1;
}
void SetLoader(lua_State* L)
{
lua_register(L, "my_loader", MyLoader);
std::string str;
// str += "table.insert(package.loaders, 2, my_loader) \n"; // Older than lua v5.2
str += "table.insert(package.searchers, 2, my_loader) \n";
luaL_dostring(L, str.c_str());
}
void SetModule()
{
std::string str;
str += "print([[It is add.lua]]) \n";
str += "return { func = function() print([[message from add.lua]]) end } \n";
module_script=str;
}
void LoadMainScript(lua_State* L)
{
std::string str;
str += "dev = require [[add]] \n";
str += "print([[It is main.lua]]) \n";
str += "dev.func() \n";
if ( luaL_loadbuffer(L, str.c_str(), str.size(), "main") )
{
printf("%s", lua_tostring(L, -1));
lua_pop(L, 1);
return;
}
}
int main()
{
lua_State* L = luaL_newstate();
luaL_openlibs(L);
SetModule(L); // Write down module in memory. Lua not load it yet.
SetLoader(L);
LoadMainScript(L);
lua_pcall(L,0,0,0);
lua_close(L);
return 0;
}
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