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path: root/src/shared/lua_api/load_net.cpp
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extern "C" {
  #include <lua.h>
  #include <lauxlib.h>
  #include <lualib.h>
}
#include <string.h>

#include <string>
#include <map>

//nanomsg things
#include <nn.h>
#include <tcp.h>
#include <pair.h>
#include <ipc.h>
#include <pipeline.h>
#include <pubsub.h>
#include <survey.h>
#include <bus.h>

#include "load_net.hpp"

//#include <zmq.h>
#include "../util/hashmap.h"

std::map<int,std::map<std::string,int>> netfuncs;

void gameloop_net(lua_State* L){
	//printf("Doing net of gameloop\n");
	for(std::map<int,std::map<std::string,int>>::iterator it = netfuncs.begin(); it != netfuncs.end(); ++it){
		//printf("Looking for new data for socket %d\n",it->first);
		char* buf = NULL;
		int bytes = nn_recv(it->first, &buf, NN_MSG,NN_DONTWAIT);
		//printf("After recv\n");
		if(bytes < 0 && nn_errno() != EAGAIN){
			lua_pushstring(L,"Failed to receive");
			lua_error(L);
		}else if( bytes < 0 && nn_errno() == EAGAIN){
			//do nothing
		}else{
			//find how long until the first null character
			int msglen = strlen(buf);
			char msg[msglen];
			msg[msglen] = '\0';
			sprintf(msg,"%s",buf);
			std::map<std::string,int> themap = it->second;
			std::string s = std::string(msg);
			std::map<std::string,int>::iterator in = themap.find(s);
			if(in != themap.end()){
				lua_rawgeti(L,LUA_REGISTRYINDEX,(*in).second);
				lua_newtable(L);
				lua_call(L,1,0);
			}
			nn_freemsg(buf);
		}
	}
	//hashmap_iterate(netfuncs,check_socket,0);
}

int bindsocket(lua_State*L){
	const char* s = lua_tostring(L,-1);
	lua_pushstring(L,"fd");
	lua_gettable(L,-2);
	lua_pop(L,2);
	int fd = lua_tonumber(L,-1);
	int id = nn_bind(fd,s);
	if(id < 0){
		const char* errstr = nn_strerror(nn_errno());
		char* failmsg = "Failed to bind socket: ";
		int faillen = strlen(failmsg + 2);
		char buf[faillen + strlen(errstr)];
		sprintf(buf,"%s%s\n",failmsg,errstr);
		lua_pushstring(L,buf);
		lua_error(L);
	}

	lua_pushstring(L,"endpoint");
	lua_pushinteger(L,id);
	lua_settable(L,-3);
	netfuncs[fd] = std::map<std::string,int>();

	return 0;
}

int connectsocket(lua_State* L){
	const char* s = lua_tostring(L,-1);
	lua_pushstring(L,"fd");
	lua_gettable(L,-2);
	int fd = lua_tonumber(L,-1);
	lua_pop(L,2);
	int id = nn_connect(fd,s);

	lua_pushstring(L,"endpoint");
	lua_pushinteger(L,id);
	lua_settable(L,-3);

	netfuncs[fd] = std::map<std::string,int>();

	return 0;
}

int send(lua_State* L){
	const char* data = lua_tostring(L,-1);
	lua_pushstring(L,"fd");
	lua_gettable(L,-2);
	int fd = lua_tonumber(L,-1);
	int dlen = strlen(data);
	int err = nn_send(fd,(void*)data,dlen,0);
	if(err < 0){
		const char* errstr = nn_strerror(nn_errno());
		char* failmsg = "Failed to bind socket: ";
		int faillen = strlen(failmsg + 2);
		char buf[faillen + strlen(errstr)];
		sprintf(buf,"%s%s\n",failmsg,errstr);
		lua_pushstring(L,buf);
		lua_error(L);
	}
	return 0;
}

//LUA:
//socket:receive(s_name,function(socket))
int netreceive(lua_State* L){
	const char* name = lua_tostring(L,-2);
	int slen = strlen(name);
	std::string s = std::string(name);
	int func = luaL_ref(L,LUA_REGISTRYINDEX);
	lua_pushstring(L,"fd");
	lua_gettable(L,-2);
	int fd = lua_tonumber(L,-1);
	lua_pop(L,1);
	netfuncs[fd].insert(std::pair<std::string, int>(s,func));
	return 0;
}

int socketFactory(lua_State*L){
	int domain = luaL_optint(L,-1,0);
	int type = luaL_optint(L,-2,0);
	
	int c = nn_socket(AF_SP,NN_PAIR);
	if(c < 0){
		lua_pushstring(L,"Failed to create socket");
		lua_error(L);
	}
	
	luaL_getmetatable(L,"net.socket");
	lua_setmetatable(L,-2);
	
	lua_newtable(L);
	
	lua_pushstring(L,"fd");
	lua_pushinteger(L,c);
	lua_settable(L,-3);
	
	lua_pushstring(L,"bind");
	lua_pushcfunction(L,bindsocket);
	lua_settable(L,-3);

	lua_pushstring(L,"connect");
	lua_pushcfunction(L,connectsocket);
	lua_settable(L,-3);

	lua_pushstring(L,"send");
	lua_pushcfunction(L,send);
	lua_settable(L,-3);

	lua_pushstring(L,"receive");
	lua_pushcfunction(L,netreceive);
	lua_settable(L,-3);
	
	return 1;
}

static const struct luaL_Reg socket_m[] = {
	{"bind", bindsocket},
	{NULL,NULL}
};

#define set_const(l,x) lua_pushstring(l,#x);lua_pushinteger(l,x);lua_settable(l,-3);

void loadNetLibs(lua_State* L){
	//A table to hold all our net funcs
	lua_newtable(L);
	
	//Push some enums
	set_const(L,AF_SP);
	set_const(L,AF_SP_RAW);
	
	set_const(L,NN_PROTO_PAIR);
	set_const(L,NN_PAIR);
	set_const(L,NN_SUB);
	set_const(L,NN_SUB_SUBSCRIBE);
	set_const(L,NN_PUB);
	set_const(L,NN_SUB_UNSUBSCRIBE);
	
	set_const(L,NN_PUSH);
	set_const(L,NN_PULL);
	set_const(L,NN_PROTO_PIPELINE);
	set_const(L,NN_PROTO_SURVEY);
	set_const(L,NN_SURVEYOR);
	set_const(L,NN_RESPONDENT);
	set_const(L,NN_SURVEYOR_DEADLINE);
	set_const(L,NN_TCP_NODELAY);
	set_const(L,NN_TCP);
	set_const(L,NN_PROTO_BUS);
	set_const(L,NN_BUS);
	
	set_const(L,NN_DONTWAIT);
	set_const(L,PROTO_SP);
	set_const(L,SP_HDR);
	
	lua_pushstring(L,"create_socket");
	lua_pushcfunction(L,socketFactory);
	lua_settable(L,-3);
	
	//Set the table to gobal "net"
	lua_setglobal(L,"net");
	
	//Create the metatable for sockets
	luaL_newmetatable(L,"net.socket");
	lua_pushvalue(L,-1);
	lua_setfield(L,-2,"__index");
	luaL_register(L,NULL,socket_m);
}