Files
CMLeonOS/interpreter/UniLua/LuaFunc.cs
2026-03-08 20:22:53 +08:00

110 lines
2.6 KiB
C#

// The CMLeonOS Project (https://github.com/Leonmmcoset/CMLeonOS)
// Copyright (C) 2025-present LeonOS 2 Developer Team
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// #define DEBUG_FIND_UPVALUE
using System.Collections.Generic;
using ULDebug = UniLua.Tools.ULDebug;
namespace UniLua
{
public partial class LuaState
{
private LuaUpvalue F_FindUpval( StkId level )
{
#if DEBUG_FIND_UPVALUE
Console.WriteLine( "[F_FindUpval] >>>>>>>>>>>>>>>>>>>> level:" + level );
#endif
var node = OpenUpval.First;
LinkedListNode<LuaUpvalue> prev = null;
while( node != null )
{
var upval = node.Value;
#if DEBUG_FIND_UPVALUE
Console.WriteLine("[F_FindUpval] >>>>>>>>>>>>>>>>>>>> upval.V:" + upval.V );
#endif
if(upval.V.Index < level.Index)
break;
var next = node.Next;
if(upval.V == level)
return upval;
prev = node;
node = next;
}
// not found: create a new one
var ret = new LuaUpvalue();
ret.V = level;
// ret.Prev = G.UpvalHead;
// ret.Next = G.UpvalHead.Next;
// ret.Next.Prev = ret;
// G.UpvalHead.Next = ret;
if( prev == null )
OpenUpval.AddFirst( ret );
else
OpenUpval.AddAfter( prev, ret );
#if DEBUG_FIND_UPVALUE
Console.WriteLine("[F_FindUpval] >>>>>>>>>>>>>>>>>>>> create new one:" + ret.V );
#endif
return ret;
}
private void F_Close( StkId level )
{
var node = OpenUpval.First;
while( node != null )
{
var upval = node.Value;
if( upval.V.Index < level.Index )
break;
var next = node.Next;
OpenUpval.Remove( node );
node = next;
upval.Value.V.SetObj(ref upval.V.V);
upval.V = upval.Value;
}
}
private string F_GetLocalName( LuaProto proto, int localNumber, int pc )
{
for( int i=0;
i<proto.LocVars.Count && proto.LocVars[i].StartPc <= pc;
++i )
{
if( pc < proto.LocVars[i].EndPc ) { // is variable active?
--localNumber;
if( localNumber == 0 )
return proto.LocVars[i].VarName;
}
}
return null;
}
}
}