Lua和Objective C没有运行脚本

时间:2021-03-21 20:57:25

I am trying to create an objective c interface that encapsulates the functionality of storing and running a lua script (compiled or not.) My code for the script interface is as follows:

我正在尝试创建一个目标c接口,它封装了存储和运行lua脚本(编译与否)的功能。我的脚本接口代码如下:

#import <Cocoa/Cocoa.h>
#import "Types.h"
#import "lua.h"
#include "lualib.h"
#include "lauxlib.h"

@interface Script : NSObject<NSCoding> {
@public
  s32 size;
  s8* data;
  BOOL done;
}

@property s32 size;
@property s8* data;
@property BOOL done;

- (id) initWithScript: (u8*)data andSize:(s32)size;
- (id) initFromFile: (const char*)file;
- (void) runWithState: (lua_State*)state;
- (void) encodeWithCoder: (NSCoder*)coder;
- (id) initWithCoder: (NSCoder*)coder;

@end

#import "Script.h"

@implementation Script

@synthesize size;
@synthesize data;
@synthesize done;

- (id) initWithScript: (s8*)d andSize:(s32)s
{
        self = [super init];
 self->size = s;
 self->data = d;
 return self;
}

- (id) initFromFile:(const char *)file
{
        FILE* p;
     p = fopen(file, "rb");
     if(p == NULL) return [super init];
      fseek(p, 0, SEEK_END);
        s32 fs = ftell(p);
     rewind(p);
     u8* buffer = (u8*)malloc(fs);
     fread(buffer, 1, fs, p);
      fclose(p);

     return [self initWithScript:buffer andSize:size];
}

 - (void) runWithState: (lua_State*)state
 {
  if(luaL_loadbuffer(state, [self data], [self size], "Script") != 0)
  {
   NSLog(@"Error loading lua chunk.");
   return;
  }
  lua_pcall(state, 0, LUA_MULTRET, 0);

}

- (void) encodeWithCoder: (NSCoder*)coder
{
  [coder encodeInt: size forKey: @"Script.size"];
 [coder encodeBytes:data length:size forKey:@"Script.data"];
}

- (id) initWithCoder: (NSCoder*)coder
{
 self = [super init];
 NSUInteger actualSize;
 size = [coder decodeIntForKey: @"Script.size"];
 data = [[coder decodeBytesForKey:@"Script.data" returnedLength:&actualSize] retain];
 return self;
}

@end

Here is the main method: #import "Script.h"

这是主要方法:#import“Script.h”

int main(int argc, char* argv[])
{
 Script* script = [[Script alloc] initFromFile:"./test.lua"];
 lua_State* state = luaL_newstate();
 luaL_openlibs(state);
 luaL_dostring(state, "print(_VERSION)");
 [script runWithState:state];
 luaL_dostring(state, "print(_VERSION)");
 lua_close(state);
}

And the lua script is just: print("O Hai World!")

而lua脚本只是:print(“O Hai World!”)

Loading the file is correct, but I think it messes up at pcall.

加载文件是正确的,但我认为它在pcall上搞砸了。

Any Help is greatly appreciated.

任何帮助是极大的赞赏。

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2 个解决方案

#1


2  

Your code is so complex that there are no obvious faults. However, your next step should be to check the return value from lua_pcall. If it is nonzero, there will be an error message on the top of the stack which you can print via

您的代码非常复杂,没有明显的错误。但是,您的下一步应该是检查lua_pcall的返回值。如果它不为零,则堆栈顶部会出现一条错误消息,您可以通过该消息进行打印

fprintf(stderr, "Pcall failed: %s\n", lua_tostring(state, -1));

If you don't get a useful error message, my next step would be to dump the Lua stack. How many elements are on it? What is the (Lua) type of each element? What is the value. Functions lua_top, and luaL_typename will be useful. To print the value you will have to switch on the results of lua_type. Good luck.

如果您没有收到有用的错误消息,我的下一步将是转储Lua堆栈。它上面有多少元素?每个元素的(Lua)类型是什么?什么是价值。函数lua_top和luaL_typename将非常有用。要打印该值,您必须打开lua_type的结果。祝你好运。

#2


0  

I didn't run your code. But at first glance, I found that the signature of initWithScript: are different between header file (using u8*) and source file (using s8*).

我没有运行你的代码。但乍一看,我发现initWithScript的签名:头文件(使用u8 *)和源文件(使用s8 *)之间是不同的。

#1


2  

Your code is so complex that there are no obvious faults. However, your next step should be to check the return value from lua_pcall. If it is nonzero, there will be an error message on the top of the stack which you can print via

您的代码非常复杂,没有明显的错误。但是,您的下一步应该是检查lua_pcall的返回值。如果它不为零,则堆栈顶部会出现一条错误消息,您可以通过该消息进行打印

fprintf(stderr, "Pcall failed: %s\n", lua_tostring(state, -1));

If you don't get a useful error message, my next step would be to dump the Lua stack. How many elements are on it? What is the (Lua) type of each element? What is the value. Functions lua_top, and luaL_typename will be useful. To print the value you will have to switch on the results of lua_type. Good luck.

如果您没有收到有用的错误消息,我的下一步将是转储Lua堆栈。它上面有多少元素?每个元素的(Lua)类型是什么?什么是价值。函数lua_top和luaL_typename将非常有用。要打印该值,您必须打开lua_type的结果。祝你好运。

#2


0  

I didn't run your code. But at first glance, I found that the signature of initWithScript: are different between header file (using u8*) and source file (using s8*).

我没有运行你的代码。但乍一看,我发现initWithScript的签名:头文件(使用u8 *)和源文件(使用s8 *)之间是不同的。