从 C++ 迭代 Lua 表?

发布于 2024-08-04 23:04:44 字数 4531 浏览 4 评论 0原文

我正在尝试将表从 Lua 加载到 C++,但我无法获取没错。 我很好地完成了第一次迭代,但在第二次调用时 lua_next 崩溃了。有什么想法吗?

Lua 文件:

level = { 1, 2, 3, }

C++ 文件 - 首先我这样做了:

lua_getglobal( L, "level" );
for( lua_pushnil( L ); lua_next( L, 1 ); lua_pop( L, -2 ) )
{
    if( lua_isnumber( L, -1 ) ) {
        int i = (int)lua_tonumber( L, -1 );
        //use number
    }
}
lua_pop( L, 1 );

然后我尝试了 参考手册< /a>:

lua_getglobal( L, "level" );
int t = 1;
lua_pushnil( L );
while( lua_next( L, t ) ) {
    printf( "%s - %s", 
        lua_typename( L, lua_type( L, -2 ) ),
        lua_typename( L, lua_type( L, -1 ) ) );
    lua_pop( L, 1 );
}
lua_pop( L, 1 );

最后是这样的:

lua_getglobal( L, "level" );
lua_pushnil( L );

lua_next( L, 1 );
if( lua_isnumber( L, -1 ) ) {
    int i = (int)lua_tonumber( L, -1 );
    //use number fine
}
lua_pop( L, 1 );

lua_next( L, 1 ); //crashes

etc...

自然地,L 是一个 lua_State*,我正在初始化它并解析文件。

编辑: 为了回应 Jesse Beder 的回答,我用记录器尝试了这段代码,但我仍然无法让它工作。

Log::Get().Write( "engine", "stack size: %i", lua_gettop( L ) );

lua_getglobal(L, "level");
if( lua_istable( L, -1 ) )
    Log::Get().Write( "engine", "-1 is a table" );

lua_pushnil(L);
if( lua_isnil( L, -1 ) )
    Log::Get().Write( "engine", "-1 is now nil" );
if( lua_istable( L, -2 ) )
    Log::Get().Write( "engine", "-2 is now table" );

int pred = lua_next( L, -2 );
Log::Get().Write( "engine", "pred: %i", pred );
while( pred ) {
    Log::Get().Write( "engine", "loop stuff" );
    if( lua_isnumber( L, -1 ) ) {
        int i = (int)lua_tonumber( L, -1 );
        //use number
        Log::Get().Write( "engine", "num: %i", i );
    }
    Log::Get().Write( "engine", "stack size: %i", lua_gettop( L ) );
    if( lua_istable( L, -3 ) )
        Log::Get().Write( "engine", "-3 is now table" );

    lua_pop( L, 1 );
    Log::Get().Write( "engine", "stack size: %i", lua_gettop( L ) );
    if( lua_istable( L, -2 ) )
        Log::Get().Write( "engine", "-2 is now table" );

    pred = lua_next( L, -2 );
    Log::Get().Write( "engine", "pred: %i", pred );
}
lua_pop( L, 1 );

这给出了这样的输出:

stack size: 0
-1 is a table
-1 is now nil
-2 is now table
pred: 1
loop stuff
num: 1
stack size: 3
-3 is now table
stack size: 2
-2 is now table

杰西,你所说的一切似乎都是正确的。但仍然无法进入下一次迭代。

编辑2: 我尝试将确切的代码复制到一个新项目中,跳过所有周围的类和我懒得在这里或那里包含的东西,它可以工作。但这里却没有,它只会在调用 lua_next 后继续存在。

编辑3: 我现在已经缩小了范围。我使用 hge 作为我的 2D 引擎。 我将之前的所有代码都放在功能测试中:

test(); //works
if( hge->System_Initiate() )
{       
    test(); //fails
    hge->System_Start();
}

据我了解,hge 不会对 lua 执行任何操作。 这里是我所做的一个小测试的源代码。 hge 1.81 的源代码位于此处

编辑4: 问题的大小已经失控,但也无济于事。这是我能够减少到的最小代码。

extern "C"
{
    #include <lua/lua.h>
    #include <lua/lualib.h>
    #include <lua/lauxlib.h>
}
#include <hge\hge.h>

bool frame_func()
{   
    return true;
}

bool render_func()
{
    return false;
}

void test()
{
    lua_State *L = lua_open();
    luaL_openlibs( L );

    if( luaL_dofile( L, "levels.lua" ) ) {
        lua_pop( L, -1 );
        return;
    }
    lua_getglobal(L, "level");
    lua_pushnil(L);

    while( lua_next( L, -2 ) ) {
        if( lua_isnumber( L, -1 ) ) {
            int i = (int)lua_tonumber( L, -1 );
            //use number
        }
        lua_pop( L, 1 );
    }
    lua_pop( L, 1 );

    lua_close( L );
}

int main()
{
    HGE *hge = hgeCreate( HGE_VERSION );

    hge->System_SetState( HGE_FRAMEFUNC, frame_func );
    hge->System_SetState( HGE_RENDERFUNC, render_func );
    hge->System_SetState( HGE_WINDOWED, true );
    hge->System_SetState( HGE_SCREENWIDTH, 800 );
    hge->System_SetState( HGE_SCREENHEIGHT, 600 );
    hge->System_SetState( HGE_SCREENBPP, 32 );

    //test(); //works

    if( hge->System_Initiate() )
    {       
        test(); //fails
        hge->System_Start();
    }

    hge->Release();

    return 0;
}

I'm trying to load tables from Lua to C++ but I'm having trouble getting it right.
I'm getting through the first iteration just fine but then at the second call to
lua_next it crashes. Any ideas?

Lua file:

level = { 1, 2, 3, }

C++ file - First I did this:

lua_getglobal( L, "level" );
for( lua_pushnil( L ); lua_next( L, 1 ); lua_pop( L, -2 ) )
{
    if( lua_isnumber( L, -1 ) ) {
        int i = (int)lua_tonumber( L, -1 );
        //use number
    }
}
lua_pop( L, 1 );

Then I tried from the reference manual:

lua_getglobal( L, "level" );
int t = 1;
lua_pushnil( L );
while( lua_next( L, t ) ) {
    printf( "%s - %s", 
        lua_typename( L, lua_type( L, -2 ) ),
        lua_typename( L, lua_type( L, -1 ) ) );
    lua_pop( L, 1 );
}
lua_pop( L, 1 );

And finally this:

lua_getglobal( L, "level" );
lua_pushnil( L );

lua_next( L, 1 );
if( lua_isnumber( L, -1 ) ) {
    int i = (int)lua_tonumber( L, -1 );
    //use number fine
}
lua_pop( L, 1 );

lua_next( L, 1 ); //crashes

etc...

Naturally L is a lua_State* and I'm initializing it and parsing the file okay.

Edit:
In response to Jesse Beder answer I tried this code, with a logger, but I still can't get it to work.

Log::Get().Write( "engine", "stack size: %i", lua_gettop( L ) );

lua_getglobal(L, "level");
if( lua_istable( L, -1 ) )
    Log::Get().Write( "engine", "-1 is a table" );

lua_pushnil(L);
if( lua_isnil( L, -1 ) )
    Log::Get().Write( "engine", "-1 is now nil" );
if( lua_istable( L, -2 ) )
    Log::Get().Write( "engine", "-2 is now table" );

int pred = lua_next( L, -2 );
Log::Get().Write( "engine", "pred: %i", pred );
while( pred ) {
    Log::Get().Write( "engine", "loop stuff" );
    if( lua_isnumber( L, -1 ) ) {
        int i = (int)lua_tonumber( L, -1 );
        //use number
        Log::Get().Write( "engine", "num: %i", i );
    }
    Log::Get().Write( "engine", "stack size: %i", lua_gettop( L ) );
    if( lua_istable( L, -3 ) )
        Log::Get().Write( "engine", "-3 is now table" );

    lua_pop( L, 1 );
    Log::Get().Write( "engine", "stack size: %i", lua_gettop( L ) );
    if( lua_istable( L, -2 ) )
        Log::Get().Write( "engine", "-2 is now table" );

    pred = lua_next( L, -2 );
    Log::Get().Write( "engine", "pred: %i", pred );
}
lua_pop( L, 1 );

Which gave this output:

stack size: 0
-1 is a table
-1 is now nil
-2 is now table
pred: 1
loop stuff
num: 1
stack size: 3
-3 is now table
stack size: 2
-2 is now table

Everything you said, Jesse, seems to hold true. But it still fails to go to the next iteration.

Edit2:
I tried to copy the exact code into a new project, skipping all the surrounding classes and stuff I didn't bother to include here and there it works. But here it doesn't, and it will just survive one call the lua_next.

Edit3:
I've narrowed it down a bit further now. I'm using hge as my 2D engine.
I put all the previous code in the function test:

test(); //works
if( hge->System_Initiate() )
{       
    test(); //fails
    hge->System_Start();
}

As far as I understand hge doesn't do anything with lua.
Here's the source code for a small test I made. The source for hge 1.81 is here.

Edit4:
The question size is getting out of control but it can't be helped. This is the smallest code I've been able to reduce it to.

extern "C"
{
    #include <lua/lua.h>
    #include <lua/lualib.h>
    #include <lua/lauxlib.h>
}
#include <hge\hge.h>

bool frame_func()
{   
    return true;
}

bool render_func()
{
    return false;
}

void test()
{
    lua_State *L = lua_open();
    luaL_openlibs( L );

    if( luaL_dofile( L, "levels.lua" ) ) {
        lua_pop( L, -1 );
        return;
    }
    lua_getglobal(L, "level");
    lua_pushnil(L);

    while( lua_next( L, -2 ) ) {
        if( lua_isnumber( L, -1 ) ) {
            int i = (int)lua_tonumber( L, -1 );
            //use number
        }
        lua_pop( L, 1 );
    }
    lua_pop( L, 1 );

    lua_close( L );
}

int main()
{
    HGE *hge = hgeCreate( HGE_VERSION );

    hge->System_SetState( HGE_FRAMEFUNC, frame_func );
    hge->System_SetState( HGE_RENDERFUNC, render_func );
    hge->System_SetState( HGE_WINDOWED, true );
    hge->System_SetState( HGE_SCREENWIDTH, 800 );
    hge->System_SetState( HGE_SCREENHEIGHT, 600 );
    hge->System_SetState( HGE_SCREENBPP, 32 );

    //test(); //works

    if( hge->System_Initiate() )
    {       
        test(); //fails
        hge->System_Start();
    }

    hge->Release();

    return 0;
}

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评论(3

岁月蹉跎了容颜 2024-08-11 23:04:44

当你调用lua_next时,第二个参数应该是表的索引。由于您只是将表推入堆栈,

lua_getglobal(L, "level");

之后调用您的堆栈将看起来像

-1: table "level"

(不是 +1,因为堆栈是向下读取的)。然后你调用

lua_pushnil(L);

,你的堆栈将是

-1: key (nil)
-2: table "level"

你的表位于-2,所以当你调用lua_next时,你应该使用索引-2。最后,在每次迭代之后,您的堆栈应如下所示:

-1: value
-2: key
-3: table "level"

因此您想要读取值(在 -1 处),然后弹出它(因此只需弹出一次),然后调用 lua_next< /code> 获取下一个密钥。所以这样的事情应该有效:

lua_getglobal(L, "level");
lua_pushnil(L);

while(lua_next(L, -2)) {  // <== here is your mistake
    if(lua_isnumber(L, -1)) {
        int i = (int)lua_tonumber(L, -1);
        //use number
    }
    lua_pop(L, 1);
}
lua_pop(L, 1);

根据您的第二次编辑进行编辑

因为它在您删除外部内容时有效,但在您将其添加回来时无效,我最好的猜测是您正在破坏以某种方式堆栈(C++ 堆栈或 lua 堆栈)。仔细查看您的指针,尤其是在操作 lua 状态时。

When you call lua_next, the second argument should be the index of the table. Since you're just pushing the table onto the stack with

lua_getglobal(L, "level");

after that call your stack will look like

-1: table "level"

(not +1, since the stack is read going down). Then you call

lua_pushnil(L);

so your stack will be

-1: key (nil)
-2: table "level"

Your table is at -2, so when you call lua_next, you should use the index -2. Finally, after each iteration, your stack should look like:

-1: value
-2: key
-3: table "level"

So you want to read the value (at -1) and then pop it (so just pop once), and then call lua_next to get the next key. So something like this should work:

lua_getglobal(L, "level");
lua_pushnil(L);

while(lua_next(L, -2)) {  // <== here is your mistake
    if(lua_isnumber(L, -1)) {
        int i = (int)lua_tonumber(L, -1);
        //use number
    }
    lua_pop(L, 1);
}
lua_pop(L, 1);

Edit based on your second edit

Since it works when you remove external stuff, but doesn't when you add it back in, my best guess is that you're corrupting the stack somehow (either the C++ stack or the lua stack). Look really carefully at your pointers, especially when you manipulate the lua state.

多彩岁月 2024-08-11 23:04:44

阅读LUA手册lua_next你会发现在a上使用lua_tostring可能会出现问题直接使用 key ,也就是说你必须检查 key 的值,然后决定使用 lua_tostring 还是 lua_tonumber。所以你可以尝试这个代码:

   std::string key
   while(lua_next(L, -2) != 0){ // in your case index may not be -2, check

    // uses 'key' (at index -2) and 'value' (at index -1)

    if (lua_type(L, -2)==LUA_TSTRING){ // check if key is a string
         // you may use key.assign(lua_tostring(L,-2));
    }
    else if (lua_type(L, -2)==LUA_TNUMBER){ //or if it is a number
         // this is likely to be your case since you table level = { 1, 2, 3, }
         // don't declare field ID's
         // try:
         // sprintf(buf,"%g",lua_tonumber(L,-2));
         // key.assign(buf);
    }
    else{
        // do some other stuff
    }
    key.clear();
    lua_pop(L,1)
   }

希望它有帮助。

Reading LUA manual lua_next you find that problems may arise on using lua_tostring on a key directly, that is you have to check the value of the key and then decide to use lua_tostring or lua_tonumber. So you could try this code:

   std::string key
   while(lua_next(L, -2) != 0){ // in your case index may not be -2, check

    // uses 'key' (at index -2) and 'value' (at index -1)

    if (lua_type(L, -2)==LUA_TSTRING){ // check if key is a string
         // you may use key.assign(lua_tostring(L,-2));
    }
    else if (lua_type(L, -2)==LUA_TNUMBER){ //or if it is a number
         // this is likely to be your case since you table level = { 1, 2, 3, }
         // don't declare field ID's
         // try:
         // sprintf(buf,"%g",lua_tonumber(L,-2));
         // key.assign(buf);
    }
    else{
        // do some other stuff
    }
    key.clear();
    lua_pop(L,1)
   }

Hope it helps.

远昼 2024-08-11 23:04:44

为什么要在参考手册的版本末尾添加额外的 lua_pop(L, 1) ?我可以看出这可能是一个问题,因为您超出了堆栈深度。

Why are you doing the extra lua_pop(L, 1) at the end of the version from the reference manual? I can see how that could be a problem, since you're popping beyond the stack depth.

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