How does Luabind work?
I'm interested on how Luabind wrapper 开发者_Go百科make it possible to pass a function without the lua_State *L
and not using the Lua stack.
How does Luabind:
- count the function parameters?
- link the function parameters to Lua stack?
- link those classes
I'm not trying to create another binding like Luabind to other libraries. I'm just wondering how did they do that. Just a curious man.
Good question. I had some vague idea of how luabind does what it does, but I didn't know enough to answer fully and accurately. Armed with an IDE and debugger I started dissecting the following very simple piece:
struct C
{
int i;
int f(int x, const char* s)
};
lua_State* L = luaL_newstate();
open(L);
module(L)
[
class_<C>("C")
.def_readwrite("index", &C::i)
.def("f", &C::f)
];
First thing to notice is that L
is passed to luabind a lot, the call to open
creates a few globals in the Lua state: the __luabind_classes
of type userdata and two functions class
and property
. Luabind doesn't seem to use global variables - everything it needs is saved in the lua environment.
Now we get to module(L)[...]
. The original code is the best explanation, first here's module
:
inline module_ module(lua_State* L, char const* name = 0)
{
return module_(L, name);
}
Simple enough, here's module_
:
class LUABIND_API module_
{
public:
module_(lua_State* L_, char const* name);
void operator[](scope s);
private:
lua_State* m_state;
char const* m_name;
};
So what our little program does is call operator [] on the module_
class with some definitions (that's the scope
parameter), but the module_
class knows in which Lua state to operate. The scope
class is also interesting to look at (some parts are omitted and some slightly simplified):
struct LUABIND_API scope
{
//...
explicit scope(detail::registration* reg);
scope& operator,(scope s);
void register_(lua_State* L) const;
private:
detail::registration* m_chain;
};
scope
is building a linked list of detail::registration
nodes, that list comes from using operator,
. So when one does module(L) [class_<...>..., class_<...>...]
, class_
which inherits from scope
initializes its base with a detail::registration
instance, then the comma operator of scope
builds a linked list of all registrations, this is passed to module_::operator[]
which calls scope::register_
which in turn enumerates the chain and calls register_
on all those detail::registration
objects. The lua_State
is always passed to register_
.
Phew. Now let's see what happens when one does class_<C>("C").def("f", &C::f)
. This constructs an instance of class_<C>
with a certain name which goes in the detail::registration
member in class_
. Calling the class_::def
method writes in the reg structure and whatnot, but here's a very interesting line deeper in the call chain from def
:
object fn = make_function(
L, f, deduce_signature(f, (Class*)0), policies);
Oooh, deduce_signature
, I really wanted to see that. Now I want to unsee it, but the way it works is this: through dark preprocessor sorcery aided by boost (BOOST_PP_ITERATE
and some other utilities) the following is generated for each N between one and LUABIND_MAX_ARITY:
template <class R, class T, class A1, classA2, ..., classAN>
boost::mpl::vectorN_PLUS_2<R, T, A1, A2, ..., AN> // type of return value
deduce_signature(R(T::*)(A1, A2, ..., AN))
{
return boost::mpl::vectorN_PLUS_2<R, T, A1, A2, ..., AN>()
}
Again, a function like this is generated for all N between 1 and LUABIND_MAX_ARITY which is 10 by default. There are a couple of overloads to handle const methods, virtual wrappers and free functions and such, which means that there are around 50 deduce_signature
functions that end up in your sources just after the preprocessor and before compilation has started. From there, it's compiler's job to choose the right deduce_signature
overload for the functions you pass to def
and that will return the correct boost::mpl::vectorX
type. From there make_function
can do anything - it has a [compile time] list of parameter types and through some more template magic these are counted, converted to and from Lua values and so on.
This is where I will stop. Investigation is based on Luabind 0.8.1. Feel free to browse/debug Luabind's code for more answers - it takes some time but it is not that hard after you get used to the style :) Good luck.
TL;DR: Magic... black magic
luabind
has templated wrapper functions for the familiar int luafunction(lua_State* L)
prototype which the C API accepts. In essence, the lua_CFunction is created for you. The actual C or C++ function to call can be stored as an upvalue to the wrapper. In the case of a C++ member function, the this
pointer can be taken from the first argument.
Example code wrapping a C function using upvalues:
template<typename R, typename T1>
int arg1wrapper(lua_State* L)
{
typedef R (*F)(T1);
F func = (F)lua_touserdata(L, lua_upvalueindex(1));
R retValue = func(luaToC<T1>(L, 1));
push(L, retValue);
return 1;
}
// example use
template<typename R, typename T1>
void push(R (*func)(T1))
{
lua_pushlightuserdata(L, func);
lua_pushcclosure(L, &arg1wrapper<R, T1>, 1);
}
(The luaToC
templated function would be specialized for every C and C++ type the library intends to support. The push
function would be overloaded similarily.)
You will notice that the above pair of functions will work for only one particular kind of C function; functions with a non-void return value and a single parameter. Void returns can be easily handled by factoring the return value operations into a third template specialized for void, but to support other amounts of parameters, you need a bunch of overloads. luabind does this: it has one overload for every amount of parameters it supports, including one for 0 parameters (the maximum amount is some arbitrary number they chose).
(note that in C++0x you can use variadic templates to support any amount of parameters with the same template)
I'm not familiar with luabind
, but the whole idea of a "wrapper" is that it's built on top of some lower level abstraction, encapsulating it. luabind
almost certainly does use lua_State
internally.
From the manual:
The first thing you need to do is to call
luabind::open(lua_State*)
which will register the functions to create classes from Lua, and initialize some state-global structures used by luabind.
So my (somewhat educated) guess is that you do the luabind::open
thing and it caches the state for use in the remaining functions. (The clue lies in "initialize some state-global structures".)
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