luapanda 是腾讯开源的lua调试插件,非常好用,我是在cocos2d上的。
从插件市场下载luapanda插件,然后把lupanda.lua文件放在src目录下和main.lua文件同级,在main.lua文件 require"cocos.init” 这一句前面加上require("LuaPanda").start("127.0.0.1",8818)。cmd+shift+d调出调试界面点击设置按钮配置launch.json, “stopOnEntry”:false,要设置为false 不然刚进入的时候就会断点一次 。然后添加启动二进制文件,就可以啦。
配置好后
-- Tencent is pleased to support the open source community by making LuaPanda available.
-- Copyright (C) 2019 THL A29 Limited, a Tencent company. All rights reserved.
-- Licensed under the BSD 3-Clause License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
-- https://opensource.org/licenses/BSD-3-Clause
-- Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
-- API:
-- LuaPanda.printToVSCode(logStr, printLevel, type)
-- 打印日志到VSCode Output下 LuaPanda Debugger 中
-- @printLevel: debug(0)/info(1)/error(2) 这里的日志等级需高于launch.json中配置等级日志才能输出 (可选参数,默认0)
-- @type(可选参数,默认0): 0:VSCode output console 1:VSCode tip 2:VSCode debug console
-- LuaPanda.BP()
-- 强制打断点,可以在协程中使用。建议使用以下写法:
-- local ret = LuaPanda and LuaPanda.BP and LuaPanda.BP();
-- 如果成功加入断点ret返回true,否则是nil
-- LuaPanda.getInfo()
-- 返回获取调试器信息。包括版本号,是否使用lib库,系统是否支持loadstring(load方法)。返回值类型string, 推荐在调试控制台中使用。
-- LuaPanda.testBreakpoint()
-- 测试断点,用于分析路径错误导致断点无法停止的情况。测试方法是
-- 1. launch.json 中开启 stopOnEntry, 或者在代码中加入LuaPanda.BP()。
-- 2. 运行调试器和 lua 进程,当停止在 stopOnEntry 或者 LuaPanda.BP() 时在调试控制台输入 LuaPanda.testBreakpoint()
-- 3. 根据提示更新断点后再次输入 LuaPanda.testBreakpoint()。此时系统会输出一些提示,帮助用户分析断点可能无法停止的原因。
-- LuaPanda.doctor()
-- 返回对当前环境的诊断信息,提示可能存在的问题。返回值类型string, 推荐在调试控制台中使用。
-- LuaPanda.getBreaks()
-- 获取断点信息,推荐在调试控制台中使用。
-- LuaPanda.serializeTable(table)
-- 把table序列化为字符串,返回值类型是string。
-- LuaPanda.stopAttach()
-- 断开连接,停止attach,本次被调试程序运行过程无法再次进行attach连接。
-- 其他说明:
-- 关于真机调试,首次使用真机调试时要注意下方"用户设置项"中的配置
-- 1. 确定 attach 开关打开: openAttachMode = true; 这样可以避免先启动手机app之后启动调试器无法连接。
-- 2. 把连接时间放长: connectTimeoutSec 设置为 0.5 或者 1。首次尝试真机调试时这个值可以设置大一点,之后再根据自己的网络状况向下调整。
-- 调试方法可以参考 github 文档
--用户设置项
local openAttachMode = true; --是否开启attach模式。attach模式开启后可以在任意时刻启动vscode连接调试。缺点是没有连接调试时也会略降低lua执行效率(会不断进行attach请求)
local attachInterval = 1; --attach间隔时间(s)
local connectTimeoutSec = 0.005; --lua进程作为Client时, 连接超时时间, 单位s. 时间过长等待attach时会造成卡顿,时间过短可能无法连接。建议值0.005 - 0.05
local listeningTimeoutSec = 0.5; -- lua进程作为Server时,连接超时时间, 单位s. 时间过长等待attach时会造成卡顿,时间过短可能无法连接。建议值0.1 - 1
local userDotInRequire = true; --兼容require中使用 require(a.b) 和 require(a/b) 的形式引用文件夹中的文件,默认无需修改
local traversalUserData = false; --如果可以的话(取决于userdata原表中的__pairs),展示userdata中的元素。 如果在调试器中展开userdata时有错误,请关闭此项.
local customGetSocketInstance = nil; --支持用户实现一个自定义调用luasocket的函数,函数返回值必须是一个socket实例。例: function() return require("socket.core").tcp() end;
local consoleLogLevel = 2; --打印在控制台(print)的日志等级 0 : all/ 1: info/ 2: error.
--用户设置项END
local debuggerVer = "3.2.0"; --debugger版本号
LuaPanda = {};
local this = LuaPanda;
local tools = {}; --引用的开源工具,包括json解析和table展开工具等
this.tools = tools;
this.curStackId = 0;
--json处理
local json;
--hook状态列表
local hookState = {
DISCONNECT_HOOK = 0, --断开连接
LITE_HOOK = 1, --全局无断点
MID_HOOK = 2, --全局有断点,本文件无断点
ALL_HOOK = 3, --本文件有断点
};
--运行状态列表
local runState = {
DISCONNECT = 0, --未连接
WAIT_CMD = 1, --已连接,等待命令
STOP_ON_ENTRY = 2, --初始状态
RUN = 3,
STEPOVER = 4,
STEPIN = 5,
STEPOUT = 6,
STEPOVER_STOP = 7,
STEPIN_STOP = 8,
STEPOUT_STOP = 9,
HIT_BREAKPOINT = 10
};
local TCPSplitChar = "|*|"; --json协议分隔符,请不要修改
local MAX_TIMEOUT_SEC = 3600 * 24; --网络最大超时等待时间
--当前运行状态
local currentRunState;
local currentHookState;
--断点信息
local breaks = {}; --保存断点的数组
this.breaks = breaks; --供hookLib调用
local recCallbackId = "";
--VSCode端传过来的配置,在VSCode端的launch配置,传过来并赋值
local luaFileExtension = ""; --vscode传过来的脚本后缀
local cwd = ""; --工作路径
local DebuggerFileName = ""; --Debugger文件名(原始,未经path处理), 函数中会自动获取
local DebuggerToolsName = "";
local lastRunFunction = {}; --上一个执行过的函数。在有些复杂场景下(find,getcomponent)一行会挺两次
local currentCallStack = {}; --获取当前调用堆栈信息
local hitBP = false; --BP()中的强制断点命中标记
local TempFilePath_luaString = ""; --VSCode端配置的临时文件存放路径
local recordHost; --记录连接端IP
local recordPort; --记录连接端口号
local sock; --lua socket 文件描述符
local server; --server 描述符
local OSType; --VSCode识别出的系统类型,也可以自行设置。Windows_NT | Linux | Darwin
local clibPath; --chook库在VScode端的路径,也可自行设置。
local hookLib; --chook库的引用实例
local adapterVer; --VScode传来的adapter版本号
local truncatedOPath; --VScode中用户设置的用于截断opath路径的标志,注意这里可以接受lua魔法字符
local distinguishSameNameFile = false; --是否区分lua同名文件中的断点,在VScode launch.json 中 distinguishSameNameFile 控制
--标记位
local logLevel = 1; --日志等级all/info/error. 此设置对应的是VSCode端设置的日志等级.
local variableRefIdx = 1; --变量索引
local variableRefTab = {}; --变量记录table
local lastRunFilePath = ""; --最后执行的文件路径
local pathCaseSensitivity = true; --路径是否发大小写敏感,这个选项接收VScode设置,请勿在此处更改
local recvMsgQueue = {}; --接收的消息队列
local coroutinePool = {}; --保存用户协程的队列
local winDiskSymbolUpper = false;--设置win下盘符的大小写。以此确保从VSCode中传入的断点路径,cwd和从lua虚拟机获得的文件路径盘符大小写一致
local isNeedB64EncodeStr = false;-- 记录是否使用base64编码字符串
local loadclibErrReason = 'launch.json文件的配置项useCHook被设置为false.';
local OSTypeErrTip = "";
local pathErrTip = ""
local winDiskSymbolTip = "";
local isAbsolutePath = false;
local stopOnEntry; --用户在VSCode端设置的是否打开stopOnEntry
local userSetUseClib; --用户在VSCode端设置的是否是用clib库
local autoPathMode = false;
local autoExt; --调试器启动时自动获取到的后缀, 用于检测lua虚拟机返回的路径是否带有文件后缀。他可以是空值或者".lua"等
local luaProcessAsServer;
local testBreakpointFlag = false; -- 测试断点的标志位。结合 LuaPanda.testBreakpoint() 测试断点无法停止的原因
--Step控制标记位
local stepOverCounter = 0; --STEPOVER over计数器
local stepOutCounter = 0; --STEPOVER out计数器
local HOOK_LEVEL = 3; --调用栈偏移量,使用clib时为3,lua中不再使用此变量,而是通过函数getSpecificFunctionStackLevel获取
local isUseLoadstring = 0;
local debugger_loadString;
--临时变量
local recordBreakPointPath; --记录最后一个[可能命中]的断点,用于getInfo以及doctor的断点测试
local coroutineCreate; --用来记录lua原始的coroutine.create函数
local stopConnectTime = 0; --用来临时记录stop断开连接的时间
local isInMainThread;
local receiveMsgTimer = 0;
local isUserSetClibPath = false; --用户是否在本文件中自设了clib路径
local hitBpTwiceCheck; -- 命中断点的Vscode校验结果,默认true (true是命中,false是未命中)
local formatPathCache = {}; -- getinfo -> format
function this.formatPathCache() return formatPathCache; end
local fakeBreakPointCache = {}; --其中用 路径-{行号列表} 形式保存错误命中信息
function this.fakeBreakPointCache() return fakeBreakPointCache; end
--5.1/5.3兼容
if _VERSION == "Lua 5.1" then
debugger_loadString = loadstring;
else
debugger_loadString = load;
end
--用户在控制台输入信息的环境变量
local env = setmetatable({ }, {
__index = function( _ , varName )
local ret = this.getWatchedVariable( varName, _G.LuaPanda.curStackId , false);
return ret;
end,
__newindex = function( _ , varName, newValue )
this.setVariableValue( varName, _G.LuaPanda.curStackId, newValue);
end
});
-----------------------------------------------------------------------------
-- 流程
-----------------------------------------------------------------------------
---this.bindServer 当lua进程作为Server时,server绑定函数
--- server 在bind时创建, 连接成功后关闭listen , disconnect时置空。reconnect时会查询server,没有的话重新绑定,如果已存在直接accept
function this.bindServer(host, port)
server = sock
server:settimeout(listeningTimeoutSec);
assert(server:bind(host, port));
server:setoption("reuseaddr", true); --防止已连接状态下新的连接进入,不再reuse
assert(server:listen(0));
end
-- 以lua作为服务端的形式启动调试器
-- @host 绑定ip , 默认 0.0.0.0
-- @port 绑定port, 默认 8818
function this.startServer(host, port)
host = tostring(host or "0.0.0.0") ;
port = tonumber(port) or 8818;
luaProcessAsServer = true;
this.printToConsole("Debugger start as SERVER. bind host:" .. host .. " port:".. tostring(port), 1);
if sock ~= nil then
this.printToConsole("[Warning] 调试器已经启动,请不要再次调用start()" , 1);
return;
end
--尝试初次连接
this.changeRunState(runState.DISCONNECT);
if not this.reGetSock() then
this.printToConsole("[Error] LuaPanda debugger start success , but get Socket fail , please install luasocket!", 2);
return;
end
recordHost = host;
recordPort = port;
this.bindServer(recordHost, recordPort);
local connectSuccess = server:accept();
sock = connectSuccess;
if connectSuccess then
this.printToConsole("First connect success!");
this.connectSuccess();
else
this.printToConsole("First connect failed!");
this.changeHookState(hookState.DISCONNECT_HOOK);
end
end
-- 启动调试器
-- @host adapter端ip, 默认127.0.0.1
-- @port adapter端port ,默认8818
function this.start(host, port)
host = tostring(host or "127.0.0.1") ;
port = tonumber(port) or 8818;
this.printToConsole("Debugger start as CLIENT. connect host:" .. host .. " port:".. tostring(port), 1);
if sock ~= nil then
this.printToConsole("[Warning] 调试器已经启动,请不要再次调用start()" , 1);
return;
end
--尝试初次连接
this.changeRunState(runState.DISCONNECT);
if not this.reGetSock() then
this.printToConsole("[Error] Start debugger but get Socket fail , please install luasocket!", 2);
return;
end
recordHost = host;
recordPort = port;
sock:settimeout(connectTimeoutSec);
local connectSuccess = this.sockConnect(sock);
if connectSuccess then
this.printToConsole("First connect success!");
this.connectSuccess();
else
this.printToConsole("First connect failed!");
this.changeHookState(hookState.DISCONNECT_HOOK);
end
end
function this.sockConnect(sock)
if sock then
local connectSuccess, status = sock:connect(recordHost, recordPort);
if status == "connection refused" then
this.reGetSock();
end
return connectSuccess;
end
return nil;
end
-- 连接成功,开始初始化
function this.connectSuccess()
if server then
server:close(); -- 停止listen
end
this.changeRunState(runState.WAIT_CMD);
this.printToConsole("connectSuccess", 1);
--设置初始状态
local ret = this.debugger_wait_msg();
--获取debugger文件路径
if DebuggerFileName == "" then
local info = debug.getinfo(1, "S")
for k,v in pairs(info) do
if k == "source" then
DebuggerFileName = tostring(v);
-- 从代码中去后缀
autoExt = DebuggerFileName:gsub('.*[Ll][Uu][Aa][Pp][Aa][Nn][Dd][Aa]', '');
if hookLib ~= nil then
hookLib.sync_debugger_path(DebuggerFileName);
end
end
end
end
if DebuggerToolsName == "" then
DebuggerToolsName = tools.getFileSource();
if hookLib ~= nil then
hookLib.sync_tools_path(DebuggerToolsName);
end
end
if ret == false then
this.printToVSCode("[debugger error]初始化未完成, 建立连接但接收初始化消息失败。请更换端口重试", 2);
return;
end
this.printToVSCode("debugger init success", 1);
this.changeHookState(hookState.ALL_HOOK);
if hookLib == nil then
--协程调试
if coroutineCreate == nil and type(coroutine.create) == "function" then
this.printToConsole("change coroutine.create");
coroutineCreate = coroutine.create;
coroutine.create = function(...)
local co = coroutineCreate(...)
table.insert(coroutinePool, co);
--运行状态下,创建协程即启动hook
this.changeCoroutineHookState();
return co;
end
else
this.printToConsole("restart coroutine");
this.changeCoroutineHookState();
end
end
end
--重置数据
function this.clearData()
OSType = nil;
clibPath = nil;
-- reset breaks
breaks = {};
formatPathCache = {};
fakeBreakPointCache = {};
this.breaks = breaks;
if hookLib ~= nil then
hookLib.sync_breakpoints(); --清空断点信息
hookLib.clear_pathcache(); --清空路径缓存
end
end
-- 本次连接过程中停止attach ,以提高运行效率
function this.stopAttach()
openAttachMode = false;
this.printToConsole("Debugger stopAttach", 1);
this.clearData()
this.changeHookState( hookState.DISCONNECT_HOOK );
stopConnectTime = os.time();
this.changeRunState(runState.DISCONNECT);
if sock ~= nil then
sock:close();
if luaProcessAsServer and server then server = nil; end;
end
end
--断开连接
function this.disconnect()
this.printToConsole("Debugger disconnect", 1);
this.clearData()
this.changeHookState( hookState.DISCONNECT_HOOK );
stopConnectTime = os.time();
this.changeRunState(runState.DISCONNECT);
if sock ~= nil then
sock:close();
sock = nil;
server = nil;
end
if recordHost == nil or recordPort == nil then
--异常情况处理, 在调用LuaPanda.start()前首先调用了LuaPanda.disconnect()
this.printToConsole("[Warning] User call LuaPanda.disconnect() before set debug ip & port, please call LuaPanda.start() first!", 2);
return;
end
this.reGetSock();
end
-----------------------------------------------------------------------------
-- 调试器通用方法
-----------------------------------------------------------------------------
-- 返回断点信息
function this.getBreaks()
return breaks;
end
---testBreakpoint 测试断点
function this.testBreakpoint()
if recordBreakPointPath and recordBreakPointPath ~= "" then
-- testBreakpointFlag = false;
return this.breakpointTestInfo();
else
local strTable = {};
strTable[#strTable + 1] = "正在准备进行断点测试,请按照如下步骤操作\n"
strTable[#strTable + 1] = "1. 请[删除]当前项目中所有断点;\n"
strTable[#strTable + 1] = "2. 在当前停止行打一个断点;\n"
strTable[#strTable + 1] = "3. 再次运行 'LuaPanda.testBreakpoint()'"
testBreakpointFlag = true;
return table.concat(strTable);
end
end
-- 返回路径相关信息
-- cwd:配置的工程路径 | info["source"]:通过 debug.getinfo 获得执行文件的路径 | format:格式化后的文件路径
function this.breakpointTestInfo()
local ly = this.getSpecificFunctionStackLevel(lastRunFunction.func);
if type(ly) ~= "number" then
ly = 2;
end
local runSource = lastRunFunction["source"];
if runSource == nil and hookLib ~= nil then
runSource = this.getPath(tostring(hookLib.get_last_source()));
end
local info = debug.getinfo(ly, "S");
local NormalizedPath = this.formatOpath(info["source"]);
NormalizedPath = this.truncatedPath(NormalizedPath, truncatedOPath);
local strTable = {}
local FormatedPath = tostring(runSource);
strTable[#strTable + 1] = "\n- BreakPoint Test:"
strTable[#strTable + 1] = "\nUser set lua extension: ." .. tostring(luaFileExtension);
strTable[#strTable + 1] = "\nAuto get lua extension: " .. tostring(autoExt);
if truncatedOPath and truncatedOPath ~= '' then
strTable[#strTable + 1] = "\nUser set truncatedOPath: " .. truncatedOPath;
end
strTable[#strTable + 1] = "\nGetInfo: ".. info["source"];
strTable[#strTable + 1] = "\nNormalized: " .. NormalizedPath;
strTable[#strTable + 1] = "\nFormated: " .. FormatedPath;
if recordBreakPointPath and recordBreakPointPath ~= "" then
strTable[#strTable + 1] = "\nBreakpoint: " .. recordBreakPointPath;
end
if not autoPathMode then
if isAbsolutePath then
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的是绝对路径,Formated使用GetInfo路径。" .. winDiskSymbolTip;
else
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的路径(GetInfo)是相对路径,调试器运行依赖的绝对路径(Formated)是来源于cwd+GetInfo拼接。如Formated路径错误请尝试调整cwd或改变VSCode打开文件夹的位置。也可以在Formated对应的文件下打一个断点,调整直到Formated和Breaks Info中断点路径完全一致。" .. winDiskSymbolTip;
end
else
strTable[#strTable + 1] = "\n说明:自动路径(autoPathMode)模式已开启。";
if recordBreakPointPath and recordBreakPointPath ~= "" then
if string.find(recordBreakPointPath , FormatedPath, (-1) * string.len(FormatedPath) , true) then
-- 短路径断点命中
if distinguishSameNameFile == false then
strTable[#strTable + 1] = "本文件中断点可正常命中。"
strTable[#strTable + 1] = "同名文件中的断点识别(distinguishSameNameFile) 未开启,请确保 VSCode 断点不要存在于同名 lua 文件中。";
else
strTable[#strTable + 1] = "同名文件中的断点识别(distinguishSameNameFile) 已开启。";
if string.find(recordBreakPointPath, NormalizedPath, 1, true) then
strTable[#strTable + 1] = "本文件中断点可被正常命中"
else
strTable[#strTable + 1] = "断点可能无法被命中,因为 lua 虚拟机中获得的路径 Normalized 不是断点路径 Breakpoint 的子串。 如有需要,可以在 launch.json 中设置 truncatedOPath 来去除 Normalized 部分路径。"
end
end
else
strTable[#strTable + 1] = "断点未被命中,原因是 Formated 不是 Breakpoint 路径的子串,或者 Formated 和 Breakpoint 文件后缀不一致"
end
else
strTable[#strTable + 1] = "如果要进行断点测试,请使用 LuaPanda.testBreakpoint()。"
end
end
return table.concat(strTable)
end
--返回版本号等配置
function this.getBaseInfo()
local strTable = {};
local jitVer = "";
if jit and jit.version then
jitVer = "," .. tostring(jit.version);
end
strTable[#strTable + 1] = "Lua Ver:" .. _VERSION .. jitVer .." | Adapter Ver:" .. tostring(adapterVer) .. " | Debugger Ver:" .. tostring(debuggerVer);
local moreInfoStr = "";
if hookLib ~= nil then
local clibVer, forluaVer = hookLib.sync_getLibVersion();
local clibStr = forluaVer ~= nil and tostring(clibVer) .. " for " .. tostring(math.ceil(forluaVer)) or tostring(clibVer);
strTable[#strTable + 1] = " | hookLib Ver:" .. clibStr;
moreInfoStr = moreInfoStr .. "说明: 已加载 libpdebug 库.";
else
moreInfoStr = moreInfoStr .. "说明: 未能加载 libpdebug 库。原因请使用 LuaPanda.doctor() 查看";
end
local outputIsUseLoadstring = false
if type(isUseLoadstring) == "number" and isUseLoadstring == 1 then
outputIsUseLoadstring = true;
end
strTable[#strTable + 1] = " | supportREPL:".. tostring(outputIsUseLoadstring);
strTable[#strTable + 1] = " | useBase64EncodeString:".. tostring(isNeedB64EncodeStr);
strTable[#strTable + 1] = " | codeEnv:" .. tostring(OSType);
strTable[#strTable + 1] = " | distinguishSameNameFile:" .. tostring(distinguishSameNameFile) .. '\n';
strTable[#strTable + 1] = moreInfoStr;
if OSTypeErrTip ~= nil and OSTypeErrTip ~= '' then
strTable[#strTable + 1] = '\n' ..OSTypeErrTip;
end
return table.concat(strTable);
end
--自动诊断当前环境的错误,并输出信息
function this.doctor()
local strTable = {};
if debuggerVer ~= adapterVer then
strTable[#strTable + 1] = "\n- 建议更新版本\nLuaPanda VSCode插件版本是" .. adapterVer .. ", LuaPanda.lua文件版本是" .. debuggerVer .. "。建议检查并更新到最新版本。";
strTable[#strTable + 1] = "\n更新方式 : https://github.com/Tencent/LuaPanda/blob/master/Docs/Manual/update.md";
strTable[#strTable + 1] = "\nRelease版本: https://github.com/Tencent/LuaPanda/releases";
end
--plibdebug
if hookLib == nil then
strTable[#strTable + 1] = "\n\n- libpdebug 库没有加载\n";
if userSetUseClib then
--用户允许使用clib插件
if isUserSetClibPath == true then
--用户自设了clib地址
strTable[#strTable + 1] = "用户使用 LuaPanda.lua 中 clibPath 变量指定了 plibdebug 的位置: " .. clibPath;
if this.tryRequireClib("libpdebug", clibPath) then
strTable[#strTable + 1] = "\n引用成功";
else
strTable[#strTable + 1] = "\n引用错误:" .. loadclibErrReason;
end
else
--使用默认clib地址
local clibExt, platform;
if OSType == "Darwin" then clibExt = "/?.so;"; platform = "mac";
elseif OSType == "Linux" then clibExt = "/?.so;"; platform = "linux";
else clibExt = "/?.dll;"; platform = "win"; end
local lua_ver;
if _VERSION == "Lua 5.1" then
lua_ver = "501";
else
lua_ver = "503";
end
local x86Path = clibPath .. platform .."/x86/".. lua_ver .. clibExt;
local x64Path = clibPath .. platform .."/x86_64/".. lua_ver .. clibExt;
strTable[#strTable + 1] = "尝试引用x64库: ".. x64Path;
if this.tryRequireClib("libpdebug", x64Path) then
strTable[#strTable + 1] = "\n引用成功";
else
strTable[#strTable + 1] = "\n引用错误:" .. loadclibErrReason;
strTable[#strTable + 1] = "\n尝试引用x86库: ".. x86Path;
if this.tryRequireClib("libpdebug", x86Path) then
strTable[#strTable + 1] = "\n引用成功";
else
strTable[#strTable + 1] = "\n引用错误:" .. loadclibErrReason;
end
end
end
else
strTable[#strTable + 1] = "原因是" .. loadclibErrReason;
end
end
--path
--尝试直接读当前getinfo指向的文件,看能否找到。如果能,提示正确,如果找不到,给出提示,建议玩家在这个文件中打一个断点
--检查断点,文件和当前文件的不同,给出建议
local runSource = lastRunFilePath;
if hookLib ~= nil then
runSource = this.getPath(tostring(hookLib.get_last_source()));
end
-- 在精确路径模式下的路径错误检测
if not autoPathMode and runSource and runSource ~= "" then
-- 读文件
local isFileExist = this.fileExists(runSource);
if not isFileExist then
strTable[#strTable + 1] = "\n\n- 路径存在问题\n";
--解析路径,得到文件名,到断点路径中查这个文件名
local pathArray = this.stringSplit(runSource, '/');
--如果pathArray和断点能匹配上
local fileMatch= false;
for key, _ in pairs(this.getBreaks()) do
if string.find(key, pathArray[#pathArray], 1, true) then
--和断点匹配了
fileMatch = true;
-- retStr = retStr .. "\n请对比如下路径:\n";
strTable[#strTable + 1] = this.breakpointTestInfo();
strTable[#strTable + 1] = "\nfilepath: " .. key;
if isAbsolutePath then
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的是绝对路径,format使用getinfo路径。";
else
strTable[#strTable + 1] = "\n说明:从lua虚拟机获取到的是相对路径,调试器运行依赖的绝对路径(format)是来源于cwd+getinfo拼接。";
end
strTable[#strTable + 1] = "\nfilepath是VSCode通过获取到的文件正确路径 , 对比format和filepath,调整launch.json中CWD,或改变VSCode打开文件夹的位置。使format和filepath一致即可。\n如果format和filepath路径仅大小写不一致,设置launch.json中 pathCaseSensitivity:false 可忽略路径大小写";
end
end
if fileMatch == false then
--未能和断点匹配
strTable[#strTable + 1] = "\n找不到文件:" .. runSource .. ", 请检查路径是否正确。\n或者在VSCode文件" .. pathArray[#pathArray] .. "中打一个断点后,再执行一次doctor命令,查看路径分析结果。";
end
end
end
--日志等级对性能的影响
if logLevel < 1 or consoleLogLevel < 1 then
strTable[#strTable + 1] = "\n\n- 日志等级\n";
if logLevel < 1 then
strTable[#strTable + 1] = "当前日志等级是" .. logLevel .. ", 会产生大量日志,降低调试速度。建议调整launch.json中logLevel:1";
end
if consoleLogLevel < 1 then
strTable[#strTable + 1] = "当前console日志等级是" .. consoleLogLevel .. ", 过低的日志等级会降低调试速度,建议调整LuaPanda.lua文件头部consoleLogLevel=2";
end
end
if #strTable == 0 then
strTable[#strTable + 1] = "未检测出问题";
end
return table.concat(strTable);
end
function this.fileExists(path)
local f=io.open(path,"r");
if f~= nil then io.close(f) return true else return false end
end
--返回一些信息,帮助用户定位问题
function this.getInfo()
--用户设置项
local strTable = {};
strTable[#strTable + 1] = "\n- Base Info: \n";
strTable[#strTable + 1] = this.getBaseInfo();
--已经加载C库,x86/64 未能加载,原因
strTable[#strTable + 1] = "\n\n- User Setting: \n";
strTable[#strTable + 1] = "stopOnEntry:" .. tostring(stopOnEntry) .. ' | ';
-- strTable[#strTable + 1] = "luaFileExtension:" .. luaFileExtension .. ' | ';
strTable[#strTable + 1] = "logLevel:" .. logLevel .. ' | ' ;
strTable[#strTable + 1] = "consoleLogLevel:" .. consoleLogLevel .. ' | ';
strTable[#strTable + 1] = "pathCaseSensitivity:" .. tostring(pathCaseSensitivity) .. ' | ';
strTable[#strTable + 1] = "attachMode:".. tostring(openAttachMode).. ' | ';
strTable[#strTable + 1] = "autoPathMode:".. tostring(autoPathMode).. ' | ';
if userSetUseClib then
strTable[#strTable + 1] = "useCHook:true";
else
strTable[#strTable + 1] = "useCHook:false";
end
if logLevel == 0 or consoleLogLevel == 0 then
strTable[#strTable + 1] = "\n说明:日志等级过低,会影响执行效率。请调整logLevel和consoleLogLevel值 >= 1";
end
strTable[#strTable + 1] = "\n\n- Path Info: \n";
strTable[#strTable + 1] = "clibPath: " .. tostring(clibPath) .. '\n';
strTable[#strTable + 1] = "debugger: " .. DebuggerFileName .. " | " .. this.getPath(DebuggerFileName) .. '\n';
strTable[#strTable + 1] = "cwd : " .. cwd .. '\n';
strTable[#strTable + 1] = this.breakpointTestInfo();
if pathErrTip ~= nil and pathErrTip ~= '' then
strTable[#strTable + 1] = '\n' .. pathErrTip;
end
strTable[#strTable + 1] = "\n\n- Breaks Info: \nUse 'LuaPanda.getBreaks()' to watch.";
return table.concat(strTable);
end
--判断是否在协程中
function this.isInMain()
return isInMainThread;
end
--添加路径,尝试引用库。完成后把cpath还原,返回引用结果true/false
-- @libName 库名
-- path lib的cpath路径
function this.tryRequireClib(libName , libPath)
this.printToVSCode("tryRequireClib search : [" .. libName .. "] in "..libPath);
local savedCpath = package.cpath;
package.cpath = package.cpath .. ';' .. libPath;
this.printToVSCode("package.cpath:" .. package.cpath);
local status, err = pcall(function() hookLib = require(libName) end);
if status then
if type(hookLib) == "table" and this.getTableMemberNum(hookLib) > 0 then
this.printToVSCode("tryRequireClib success : [" .. libName .. "] in "..libPath);
package.cpath = savedCpath;
return true;
else
loadclibErrReason = "tryRequireClib fail : require success, but member function num <= 0; [" .. libName .. "] in "..libPath;
this.printToVSCode(loadclibErrReason);
hookLib = nil;
package.cpath = savedCpath;
return false;
end
else
-- 此处考虑到tryRequireClib会被调用两次,日志级别设置为0,防止输出不必要的信息。
loadclibErrReason = err;
this.printToVSCode("[Require clib error]: " .. err, 0);
end
package.cpath = savedCpath;
return false
end
------------------------字符串处理-------------------------
-- 倒序查找字符串 a.b/c查找/ , 返回4
-- @str 被查找的长串
-- @subPattern 查找的子串, 也可以是pattern
-- @plain plane text / pattern
-- @return 未找到目标串返回nil. 否则返回倒序找到的字串位置
function this.revFindString(str, subPattern, plain)
local revStr = string.reverse(str);
local _, idx = string.find(revStr, subPattern, 1, plain);
if idx == nil then return nil end;
return string.len(revStr) - idx + 1;
end
-- 反序裁剪字符串 如:print(subString("a.b/c", "/"))输出c
-- @return 未找到目标串返回nil. 否则返回被裁剪后的字符串
function this.revSubString(str, subStr, plain)
local idx = this.revFindString(str, subStr, plain)
if idx == nil then return nil end;
return string.sub(str, idx + 1, str.length)
end
-- 把字符串按reps分割成并放入table
-- @str 目标串
-- @reps 分割符。注意这个分隔符是一个pattern
function this.stringSplit( str, separator )
local retStrTable = {}
string.gsub(str, '[^' .. separator ..']+', function ( word )
table.insert(retStrTable, word)
end)
return retStrTable;
end
-- 保存CallbackId(通信序列号)
function this.setCallbackId( id )
if id ~= nil and id ~= "0" then
recCallbackId = tostring(id);
end
end
-- 读取CallbackId(通信序列号)。读取后记录值将被置空
function this.getCallbackId()
if recCallbackId == nil then
recCallbackId = "0";
end
local id = recCallbackId;
recCallbackId = "0";
return id;
end
-- reference from https://www.lua.org/pil/20.1.html
function this.trim (s)
return (string.gsub(s, "^%s*(.-)%s*$", "%1"))
end
--返回table中成员数量(数字key和非数字key之和)
-- @t 目标table
-- @return 元素数量
function this.getTableMemberNum(t)
local retNum = 0;
if type(t) ~= "table" then
this.printToVSCode("[debugger Error] getTableMemberNum get "..tostring(type(t)), 2)
return retNum;
end
for k,v in pairs(t) do
retNum = retNum + 1;
end
return retNum;
end
-- 生成一个消息Table
function this.getMsgTable(cmd ,callbackId)
callbackId = callbackId or 0;
local msgTable = {};
msgTable["cmd"] = cmd;
msgTable["callbackId"] = callbackId;
msgTable["info"] = {};
return msgTable;
end
function this.serializeTable(tab, name)
local sTable = tools.serializeTable(tab, name);
return sTable;
end
------------------------日志打印相关-------------------------
-- 把日志打印在VSCode端
-- @str: 日志内容
-- @printLevel: all(0)/info(1)/error(2)
-- @type: 0:vscode console 1:vscode tip
function this.printToVSCode(str, printLevel, type)
type = type or 0;
printLevel = printLevel or 0;
if currentRunState == runState.DISCONNECT or logLevel > printLevel then
return;
end
local sendTab = {};
sendTab["callbackId"] = "0";
if type == 0 then
sendTab["cmd"] = "output";
elseif type == 1 then
sendTab["cmd"] = "tip";
else -- type == 2
sendTab["cmd"] = "debug_console";
end
sendTab["info"] = {};
sendTab["info"]["logInfo"] = tostring(str);
this.sendMsg(sendTab);
end
-- 把日志打印在控制台
-- @str: 日志内容
-- @printLevel: all(0)/info(1)/error(2)
function this.printToConsole(str, printLevel)
printLevel = printLevel or 0;
if consoleLogLevel > printLevel then
return;
end
print("[LuaPanda] ".. tostring(str));
end
-----------------------------------------------------------------------------
-- 提升兼容性方法
-----------------------------------------------------------------------------
--生成平台无关的路径。
--return:nil(error)/path
function this.genUnifiedPath(path)
if path == "" or path == nil then
return "";
end
--大小写不敏感时,路径全部转为小写
if pathCaseSensitivity == false then
path = string.lower(path);
end
--统一路径全部替换成/
path = string.gsub(path, [[\]], "/");
--处理 /../ /./
local pathTab = this.stringSplit(path, '/');
local newPathTab = {};
for k, v in ipairs(pathTab) do
if v == '.' then
--continue
elseif v == ".." and #newPathTab >= 1 and newPathTab[#newPathTab]:sub(2,2) ~= ':' then
--newPathTab有元素,最后一项不是X:
table.remove(newPathTab);
else
table.insert(newPathTab, v);
end
end
--重新拼合后如果是mac路径第一位是/
local newpath = table.concat(newPathTab, '/');
if path:sub(1,1) == '/' then
newpath = '/'.. newpath;
end
--win下按照winDiskSymbolUpper的设置修改盘符大小
if "Windows_NT" == OSType then
if winDiskSymbolUpper then
newpath = newpath:gsub("^%a:", string.upper);
winDiskSymbolTip = "路径中Windows盘符已转为大写。"
else
newpath = newpath:gsub("^%a:", string.lower);
winDiskSymbolTip = "路径中Windows盘符已转为小写。"
end
end
return newpath;
end
function this.getCacheFormatPath(source)
if source == nil then return formatPathCache end;
return formatPathCache[source];
end
function this.setCacheFormatPath(source, dest)
formatPathCache[source] = dest;
end
-- 处理 opath(info.source) 的函数, 生成一个规范的路径函数(和VScode端checkRightPath逻辑完全一致)
function this.formatOpath(opath)
-- delete @
if opath:sub(1,1) == '@' then
opath = opath:sub(2);
end
-- change ./ to /
if opath:sub(1,2) == './' then
opath = opath:sub(2);
end
opath = this.genUnifiedPath(opath);
-- lower
if pathCaseSensitivity == false then
opath = string.lower(opath);
end
--把filename去除后缀
if autoExt == nil or autoExt == '' then
-- 在虚拟机返回路径没有后缀的情况下,用户必须自设后缀
-- 确定filePath中最后一个.xxx 不等于用户配置的后缀, 则把所有的. 转为 /
if not opath:find(luaFileExtension , (-1) * luaFileExtension:len(), true) then
-- getinfo 路径没有后缀,把 . 全部替换成 / ,我们不允许用户在文件(或文件夹)名称中出现"." , 因为无法区分
opath = string.gsub(opath, "%.", "/");
else
-- 有后缀,那么把除后缀外的部分中的. 转为 /
opath = this.changePotToSep(opath, luaFileExtension);
end
else
-- 虚拟机路径有后缀
opath = this.changePotToSep(opath, autoExt);
end
-- 截取 路径+文件名 (不带后缀)
-- change pot to /
-- opath = string.gsub(opath, "%.", "/");
return opath;
end
-----------------------------------------------------------------------------
-- 内存相关
-----------------------------------------------------------------------------
function this.sendLuaMemory()
local luaMem = collectgarbage("count");
local sendTab = {};
sendTab["callbackId"] = "0";
sendTab["cmd"] = "refreshLuaMemory";
sendTab["info"] = {};
sendTab["info"]["memInfo"] = tostring(luaMem);
this.sendMsg(sendTab);
end
-----------------------------------------------------------------------------
-- 网络相关方法
-----------------------------------------------------------------------------
-- 刷新socket
-- @return true/false 刷新成功/失败
function this.reGetSock()
if server then return true end
if sock ~= nil then
pcall(function() sock:close() end);
end
--call slua-unreal luasocket
sock = lua_extension and lua_extension.luasocket and lua_extension.luasocket().tcp();
if sock == nil then
--call normal luasocket
if pcall(function() sock = require("socket.core").tcp(); end) then
this.printToConsole("reGetSock success");
else
--call custom function to get socket
if customGetSocketInstance and pcall( function() sock = customGetSocketInstance(); end ) then
this.printToConsole("reGetSock custom success");
else
this.printToConsole("[Error] reGetSock fail", 2);
return false;
end
end
else
--set ue4 luasocket
this.printToConsole("reGetSock ue4 success");
end
return true;
end
-- 定时(以函数return为时机) 进行attach连接
-- 返回值 hook 可以继续往下走时返回1 ,无需继续时返回0
function this.reConnect()
if currentHookState == hookState.DISCONNECT_HOOK then
if os.time() - stopConnectTime < attachInterval then
-- 未到重连时间
-- this.printToConsole("Reconnect time less than 1s");
-- this.printToConsole("os.time:".. os.time() .. " | stopConnectTime:" ..stopConnectTime);
return 0;
end
this.printToConsole("Reconnect !");
if sock == nil then
this.reGetSock();
end
local connectSuccess;
if luaProcessAsServer == true and currentRunState == runState.DISCONNECT then
-- 在 Server 模式下,以及当前处于未连接状态下,才尝试accept新链接。如果不判断可能会出现多次连接,导致sock被覆盖
if server == nil then
this.bindServer(recordHost, recordPort);
end
sock = server:accept();
connectSuccess = sock;
else
sock:settimeout(connectTimeoutSec);
connectSuccess = this.sockConnect(sock);
end
if connectSuccess then
this.printToConsole("reconnect success");
this.connectSuccess();
return 1;
else
this.printToConsole("reconnect failed" );
stopConnectTime = os.time();
return 0;
end
end
-- 不必重连,正常继续运行
return 1;
end
-- 向adapter发消息
-- @sendTab 消息体table
function this.sendMsg( sendTab )
if isNeedB64EncodeStr and sendTab["info"] ~= nil then
for _, v in ipairs(sendTab["info"]) do
if v["type"] == "string" then
v["value"] = tools.base64encode(v["value"])
end
end
end
local sendStr = json.encode(sendTab);
if currentRunState == runState.DISCONNECT then
this.printToConsole("[debugger error] disconnect but want sendMsg:" .. sendStr, 2);
this.disconnect();
return;
end
local succ,err;
if pcall(function() succ,err = sock:send(sendStr..TCPSplitChar.."\n"); end) then
if succ == nil then
if err == "closed" then
this.disconnect();
end
end
end
end
-- 处理 收到的消息
-- @dataStr 接收的消息json
function this.dataProcess( dataStr )
this.printToVSCode("debugger get:"..dataStr);
local dataTable = json.decode(dataStr);
if dataTable == nil then
this.printToVSCode("[error] Json is error", 2);
return;
end
if dataTable.callbackId ~= "0" then
this.setCallbackId(dataTable.callbackId);
end
if dataTable.cmd == "continue" then
local info = dataTable.info;
if info.isFakeHit == "true" and info.fakeBKPath and info.fakeBKLine then
-- 设置校验结果标志位,以便hook流程知道结果
hitBpTwiceCheck = false;
if hookLib ~= nil and hookLib.set_bp_twice_check_res then
-- 把结果同步给C
hookLib.set_bp_twice_check_res(0);
end
-- 把假断点的信息加入cache
if nil == fakeBreakPointCache[info.fakeBKPath] then
fakeBreakPointCache[info.fakeBKPath] = {};
end
table.insert(fakeBreakPointCache[info.fakeBKPath] ,info.fakeBKLine);
else
this.changeRunState(runState.RUN);
end
local msgTab = this.getMsgTable("continue", this.getCallbackId());
this.sendMsg(msgTab);
elseif dataTable.cmd == "stopOnStep" then
this.changeRunState(runState.STEPOVER);
local msgTab = this.getMsgTable("stopOnStep", this.getCallbackId());
this.sendMsg(msgTab);
this.changeHookState(hookState.ALL_HOOK);
elseif dataTable.cmd == "stopOnStepIn" then
this.changeRunState(runState.STEPIN);
local msgTab = this.getMsgTable("stopOnStepIn", this.getCallbackId());
this.sendMsg(msgTab);
this.changeHookState(hookState.ALL_HOOK);
elseif dataTable.cmd == "stopOnStepOut" then
this.changeRunState(runState.STEPOUT);
local msgTab = this.getMsgTable("stopOnStepOut", this.getCallbackId());
this.sendMsg(msgTab);
this.changeHookState(hookState.ALL_HOOK);
elseif dataTable.cmd == "setBreakPoint" then
this.printToVSCode("dataTable.cmd == setBreakPoint");
-- 设置断点时,把 fakeBreakPointCache 清空。这是一个简单的做法,也可以清除具体的条目
fakeBreakPointCache = {}
local bkPath = dataTable.info.path;
bkPath = this.genUnifiedPath(bkPath);
if testBreakpointFlag then
recordBreakPointPath = bkPath;
end
if autoPathMode then
-- 自动路径模式下,仅保留文件名
-- table[文件名.后缀] -- [fullpath] -- [line , type]
-- | - [fullpath] -- [line , type]
local bkShortPath = this.getFilenameFromPath(bkPath);
if breaks[bkShortPath] == nil then
breaks[bkShortPath] = {};
end
breaks[bkShortPath][bkPath] = dataTable.info.bks;
-- 当v为空时,从断点列表中去除文件
for k, v in pairs(breaks[bkShortPath]) do
if next(v) == nil then
breaks[bkShortPath][k] = nil;
end
end
else
if breaks[bkPath] == nil then
breaks[bkPath] = {};
end
-- 两级 bk path 是为了和自动路径模式结构保持一致
breaks[bkPath][bkPath] = dataTable.info.bks;
-- 当v为空时,从断点列表中去除文件
for k, v in pairs(breaks[bkPath]) do
if next(v) == nil then
breaks[bkPath][k] = nil;
end
end
end
-- 当v为空时,从断点列表中去除文件
for k, v in pairs(breaks) do
if next(v) == nil then
breaks[k] = nil;
end
end
--sync breaks to c
if hookLib ~= nil then
hookLib.sync_breakpoints();
end
if currentRunState ~= runState.WAIT_CMD then
if hookLib == nil then
local fileBP, G_BP =this.checkHasBreakpoint(lastRunFilePath);
if fileBP == false then
if G_BP == true then
this.changeHookState(hookState.MID_HOOK);
else
this.changeHookState(hookState.LITE_HOOK);
end
else
this.changeHookState(hookState.ALL_HOOK);
end
end
else
local msgTab = this.getMsgTable("setBreakPoint", this.getCallbackId());
this.sendMsg(msgTab);
return;
end
--其他时机收到breaks消息
local msgTab = this.getMsgTable("setBreakPoint", this.getCallbackId());
this.sendMsg(msgTab);
-- 打印调试信息
this.printToVSCode("LuaPanda.getInfo()\n" .. this.getInfo())
this.debugger_wait_msg();
elseif dataTable.cmd == "setVariable" then
if currentRunState == runState.STOP_ON_ENTRY or
currentRunState == runState.HIT_BREAKPOINT or
currentRunState == runState.STEPOVER_STOP or
currentRunState == runState.STEPIN_STOP or
currentRunState == runState.STEPOUT_STOP then
local msgTab = this.getMsgTable("setVariable", this.getCallbackId());
local varRefNum = tonumber(dataTable.info.varRef);
local newValue = tostring(dataTable.info.newValue);
local needFindVariable = true; --如果变量是基础类型,直接赋值,needFindVariable = false; 如果变量是引用类型,needFindVariable = true
local varName = tostring(dataTable.info.varName);
-- 根据首末含有" ' 判断 newValue 是否是字符串
local first_chr = string.sub(newValue, 1, 1);
local end_chr = string.sub(newValue, -1, -1);
if first_chr == end_chr then
if first_chr == "'" or first_chr == '"' then
newValue = string.sub(newValue, 2, -2);
needFindVariable = false;
end
end
--数字,nil,false,true的处理
if newValue == "nil" and needFindVariable == true then newValue = nil; needFindVariable = false;
elseif newValue == "true" and needFindVariable == true then newValue = true; needFindVariable = false;
elseif newValue == "false" and needFindVariable == true then newValue = false; needFindVariable = false;
elseif tonumber(newValue) and needFindVariable == true then newValue = tonumber(newValue); needFindVariable = false;
end
-- 如果新值是基础类型,则不需遍历
if dataTable.info.stackId ~= nil and tonumber(dataTable.info.stackId) ~= nil and tonumber(dataTable.info.stackId) > 1 then
this.curStackId = tonumber(dataTable.info.stackId);
else
this.printToVSCode("未能获取到堆栈层级,默认使用 this.curStackId;")
end
if varRefNum < 10000 then
-- 如果修改的是一个 引用变量,那么可直接赋值。但还是要走变量查询过程。查找和赋值过程都需要steakId。 目前给引用变量赋值Object,steak可能有问题
msgTab.info = this.createSetValueRetTable(varName, newValue, needFindVariable, this.curStackId, variableRefTab[varRefNum]);
else
-- 如果修改的是一个基础类型
local setLimit; --设置检索变量的限定区域
if varRefNum >= 10000 and varRefNum < 20000 then setLimit = "local";
elseif varRefNum >= 20000 and varRefNum < 30000 then setLimit = "global";
elseif varRefNum >= 30000 then setLimit = "upvalue";
end
msgTab.info = this.createSetValueRetTable(varName, newValue, needFindVariable, this.curStackId, nil, setLimit);
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
elseif dataTable.cmd == "getVariable" then
--仅在停止时处理消息,其他时刻收到此消息,丢弃
if currentRunState == runState.STOP_ON_ENTRY or
currentRunState == runState.HIT_BREAKPOINT or
currentRunState == runState.STEPOVER_STOP or
currentRunState == runState.STEPIN_STOP or
currentRunState == runState.STEPOUT_STOP then
--发送变量给游戏,并保持之前的状态,等待再次接收数据
--dataTable.info.varRef 10000~20000局部变量
-- 20000~30000全局变量
-- 30000~ upvalue
-- 1000~2000局部变量的查询,2000~3000全局,3000~4000upvalue
local msgTab = this.getMsgTable("getVariable", this.getCallbackId());
local varRefNum = tonumber(dataTable.info.varRef);
if varRefNum < 10000 then
--查询变量, 此时忽略 stackId
local varTable = this.getVariableRef(dataTable.info.varRef, true);
msgTab.info = varTable;
elseif varRefNum >= 10000 and varRefNum < 20000 then
--局部变量
if dataTable.info.stackId ~= nil and tonumber(dataTable.info.stackId) > 1 then
this.curStackId = tonumber(dataTable.info.stackId);
if type(currentCallStack[this.curStackId - 1]) ~= "table" or type(currentCallStack[this.curStackId - 1].func) ~= "function" then
local str = "getVariable getLocal currentCallStack " .. this.curStackId - 1 .. " Error\n" .. this.serializeTable(currentCallStack, "currentCallStack");
this.printToVSCode(str, 2);
msgTab.info = {};
else
local stackId = this.getSpecificFunctionStackLevel(currentCallStack[this.curStackId - 1].func); --去除偏移量
local varTable = this.getVariable(stackId, true);
msgTab.info = varTable;
end
end
elseif varRefNum >= 20000 and varRefNum < 30000 then
--全局变量
local varTable = this.getGlobalVariable();
msgTab.info = varTable;
elseif varRefNum >= 30000 then
--upValue
if dataTable.info.stackId ~= nil and tonumber(dataTable.info.stackId) > 1 then
this.curStackId = tonumber(dataTable.info.stackId);
if type(currentCallStack[this.curStackId - 1]) ~= "table" or type(currentCallStack[this.curStackId - 1].func) ~= "function" then
local str = "getVariable getUpvalue currentCallStack " .. this.curStackId - 1 .. " Error\n" .. this.serializeTable(currentCallStack, "currentCallStack");
this.printToVSCode(str, 2);
msgTab.info = {};
else
local varTable = this.getUpValueVariable(currentCallStack[this.curStackId - 1 ].func, true);
msgTab.info = varTable;
end
end
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
elseif dataTable.cmd == "initSuccess" then
--初始化会传过来一些变量,这里记录这些变量
--Base64
if dataTable.info.isNeedB64EncodeStr == "true" then
isNeedB64EncodeStr = true;
else
isNeedB64EncodeStr = false;
end
--path
luaFileExtension = dataTable.info.luaFileExtension;
local TempFilePath = dataTable.info.TempFilePath;
if TempFilePath:sub(-1, -1) == [[\]] or TempFilePath:sub(-1, -1) == [[/]] then
TempFilePath = TempFilePath:sub(1, -2);
end
TempFilePath_luaString = TempFilePath;
cwd = this.genUnifiedPath(dataTable.info.cwd);
--logLevel
logLevel = tonumber(dataTable.info.logLevel) or 1;
--autoPathMode
if dataTable.info.autoPathMode == "true" then
autoPathMode = true;
else
autoPathMode = false;
end
if dataTable.info.pathCaseSensitivity == "true" then
pathCaseSensitivity = true;
truncatedOPath = dataTable.info.truncatedOPath or "";
else
pathCaseSensitivity = false;
truncatedOPath = string.lower(dataTable.info.truncatedOPath or "");
end
if dataTable.info.distinguishSameNameFile == "true" then
distinguishSameNameFile = true;
else
distinguishSameNameFile = false;
end
--OS type
if nil == OSType then
--用户未主动设置OSType, 接收VSCode传来的数据
if type(dataTable.info.OSType) == "string" then
OSType = dataTable.info.OSType;
else
OSType = "Windows_NT";
OSTypeErrTip = "未能检测出OSType, 可能是node os库未能加载,系统使用默认设置Windows_NT"
end
else
--用户自设OSType, 使用用户的设置
end
--检测用户是否自设了clib路径
isUserSetClibPath = false;
if nil == clibPath then
--用户未设置clibPath, 接收VSCode传来的数据
if type(dataTable.info.clibPath) == "string" then
clibPath = dataTable.info.clibPath;
else
clibPath = "";
pathErrTip = "未能正确获取libpdebug库所在位置, 可能无法加载libpdebug库。";
end
else
--用户自设clibPath
isUserSetClibPath = true;
end
--查找c++的hook库是否存在. 当lua5.4时默认不使用c库
if tostring(dataTable.info.useCHook) == "true" and "Lua 5.4" ~= _VERSION then
userSetUseClib = true; --用户确定使用clib
if isUserSetClibPath == true then --如果用户自设了clib路径
if luapanda_chook ~= nil then
hookLib = luapanda_chook;
else
if not(this.tryRequireClib("libpdebug", clibPath)) then
this.printToVSCode("Require clib failed, use Lua to continue debug, use LuaPanda.doctor() for more information.", 1);
end
end
else
local clibExt, platform;
if OSType == "Darwin" then clibExt = "/?.so;"; platform = "mac";
elseif OSType == "Linux" then clibExt = "/?.so;"; platform = "linux";
else clibExt = "/?.dll;"; platform = "win"; end
local lua_ver;
if _VERSION == "Lua 5.1" then
lua_ver = "501";
else
lua_ver = "503";
end
local x86Path = clibPath.. platform .."/x86/".. lua_ver .. clibExt;
local x64Path = clibPath.. platform .."/x86_64/".. lua_ver .. clibExt;
if luapanda_chook ~= nil then
hookLib = luapanda_chook;
else
if not(this.tryRequireClib("libpdebug", x64Path) or this.tryRequireClib("libpdebug", x86Path)) then
this.printToVSCode("Require clib failed, use Lua to continue debug, use LuaPanda.doctor() for more information.", 1);
end
end
end
else
userSetUseClib = false;
end
--adapter版本信息
adapterVer = tostring(dataTable.info.adapterVersion);
local msgTab = this.getMsgTable("initSuccess", this.getCallbackId());
--回传是否使用了lib,是否有loadstring函数
local isUseHookLib = 0;
if hookLib ~= nil then
isUseHookLib = 1;
--同步数据给c hook
local luaVerTable = this.stringSplit(debuggerVer , '%.');
local luaVerNum = luaVerTable[1] * 10000 + luaVerTable[2] * 100 + luaVerTable[3];
if hookLib.sync_lua_debugger_ver then
hookLib.sync_lua_debugger_ver(luaVerNum);
end
-- hookLib.sync_config(logLevel, pathCaseSensitivity and 1 or 0, autoPathMode and 1 or 0);
hookLib.sync_config(logLevel, pathCaseSensitivity and 1 or 0);
hookLib.sync_tempfile_path(TempFilePath_luaString);
hookLib.sync_cwd(cwd);
hookLib.sync_file_ext(luaFileExtension);
end
--detect LoadString
isUseLoadstring = 0;
if debugger_loadString ~= nil and type(debugger_loadString) == "function" then
if(pcall(debugger_loadString("return 0"))) then
isUseLoadstring = 1;
end
end
local tab = { debuggerVer = tostring(debuggerVer) , UseHookLib = tostring(isUseHookLib) , UseLoadstring = tostring(isUseLoadstring), isNeedB64EncodeStr = tostring(isNeedB64EncodeStr) };
msgTab.info = tab;
this.sendMsg(msgTab);
--上面getBK中会判断当前状态是否WAIT_CMD, 所以最后再切换状态。
stopOnEntry = dataTable.info.stopOnEntry;
if dataTable.info.stopOnEntry == "true" then
this.changeRunState(runState.STOP_ON_ENTRY); --停止在STOP_ON_ENTRY再接收breaks消息
else
this.debugger_wait_msg(1); --等待1s bk消息 如果收到或超时(没有断点)就开始运行
this.changeRunState(runState.RUN);
end
elseif dataTable.cmd == "getWatchedVariable" then
local msgTab = this.getMsgTable("getWatchedVariable", this.getCallbackId());
local stackId = tonumber(dataTable.info.stackId);
--loadstring系统函数, watch插件加载
if isUseLoadstring == 1 then
--使用loadstring
this.curStackId = stackId;
local retValue = this.processWatchedExp(dataTable.info);
msgTab.info = retValue
this.sendMsg(msgTab);
this.debugger_wait_msg();
return;
else
--旧的查找方式
local wv = this.getWatchedVariable(dataTable.info.varName, stackId, true);
if wv ~= nil then
msgTab.info = wv;
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
elseif dataTable.cmd == "stopRun" then
--停止hook,已不在处理任何断点信息,也就不会产生日志等。发送消息后等待前端主动断开连接
local msgTab = this.getMsgTable("stopRun", this.getCallbackId());
this.sendMsg(msgTab);
if not luaProcessAsServer then
this.disconnect();
end
elseif "LuaGarbageCollect" == dataTable.cmd then
this.printToVSCode("collect garbage!");
collectgarbage("collect");
--回收后刷一下内存
this.sendLuaMemory();
this.debugger_wait_msg();
elseif "runREPLExpression" == dataTable.cmd then
this.curStackId = tonumber(dataTable.info.stackId);
local retValue = this.processExp(dataTable.info);
local msgTab = this.getMsgTable("runREPLExpression", this.getCallbackId());
msgTab.info = retValue
this.sendMsg(msgTab);
this.debugger_wait_msg();
else
end
end
-- 变量赋值的处理函数。基本逻辑是先从当前栈帧(curStackId)中取 newValue 代表的变量,找到之后再把找到的值通过setVariableValue写回。
-- @varName 被设置值的变量名
-- @newValue 新值的名字,它是一个string
-- @needFindVariable 是否需要查找引用变量。(用户输入的是否是一个Object)
-- @curStackId 当前栈帧(查找和变量赋值用)
-- @assigndVar 被直接赋值(省去查找过程)
-- @setLimit 赋值时的限制范围(local upvalue global)
function this.createSetValueRetTable(varName, newValue, needFindVariable, curStackId, assigndVar , setLimit)
local info;
local getVarRet;
-- needFindVariable == true,则使用getWatchedVariable处理(可选, 用来支持 a = b (b为变量的情况))。
if needFindVariable == false then
getVarRet = {};
getVarRet[1] = {variablesReference = 0, value = newValue, name = varName, type = type(newValue)};
else
getVarRet = this.getWatchedVariable( tostring(newValue), curStackId, true);
end
if getVarRet ~= nil then
-- newValue赋变量真实值
local realVarValue;
local displayVarValue = getVarRet[1].value;
if needFindVariable == true then
if tonumber(getVarRet[1].variablesReference) > 0 then
realVarValue = variableRefTab[tonumber(getVarRet[1].variablesReference)];
else
if getVarRet[1].type == 'number' then realVarValue = tonumber(getVarRet[1].value) end
if getVarRet[1].type == 'string' then
realVarValue = tostring(getVarRet[1].value);
local first_chr = string.sub(realVarValue, 1, 1);
local end_chr = string.sub(realVarValue, -1, -1);
if first_chr == end_chr then
if first_chr == "'" or first_chr == '"' then
realVarValue = string.sub(realVarValue, 2, -2);
displayVarValue = realVarValue;
end
end
end
if getVarRet[1].type == 'boolean' then
if getVarRet[1].value == "true" then
realVarValue = true;
else
realVarValue = false;
end
end
if getVarRet[1].type == 'nil' then realVarValue = nil end
end
else
realVarValue = getVarRet[1].value;
end
local setVarRet;
if type(assigndVar) ~= table then
setVarRet = this.setVariableValue( varName, curStackId, realVarValue, setLimit );
else
assigndVar[varName] = realVarValue;
setVarRet = true;
end
if getVarRet[1].type == "string" then
displayVarValue = '"' .. displayVarValue .. '"';
end
if setVarRet ~= false and setVarRet ~= nil then
local retTip = "变量 ".. varName .." 赋值成功";
info = { success = "true", name = getVarRet[1].name , type = getVarRet[1].type , value = displayVarValue, variablesReference = tostring(getVarRet[1].variablesReference), tip = retTip};
else
info = { success = "false", type = type(realVarValue), value = displayVarValue, tip = "找不到要设置的变量"};
end
else
info = { success = "false", type = nil, value = nil, tip = "输入的值无意义"};
end
return info
end
--接收消息
--这里维护一个接收消息队列,因为Lua端未做隔断符保护,变量赋值时请注意其中不要包含隔断符 |*|
-- @timeoutSec 超时时间
-- @return boolean 成功/失败
function this.receiveMessage( timeoutSec )
timeoutSec = timeoutSec or MAX_TIMEOUT_SEC;
sock:settimeout(timeoutSec);
--如果队列中还有消息,直接取出来交给dataProcess处理
if #recvMsgQueue > 0 then
local saved_cmd = recvMsgQueue[1];
table.remove(recvMsgQueue, 1);
this.dataProcess(saved_cmd);
return true;
end
if currentRunState == runState.DISCONNECT then
this.disconnect();
return false;
end
if sock == nil then
this.printToConsole("[debugger error]接收信息失败 | reason: socket == nil", 2);
return;
end
local response, err = sock:receive();
if response == nil then
if err == "closed" then
this.printToConsole("[debugger error]接收信息失败 | reason:"..err, 2);
this.disconnect();
end
return false;
else
--判断是否是一条消息,分拆
local proc_response = string.sub(response, 1, -1 * (TCPSplitChar:len() + 1 ));
local match_res = string.find(proc_response, TCPSplitChar, 1, true);
if match_res == nil then
--单条
this.dataProcess(proc_response);
else
--有粘包
repeat
--待处理命令
local str1 = string.sub(proc_response, 1, match_res - 1);
table.insert(recvMsgQueue, str1);
--剩余匹配
local str2 = string.sub(proc_response, match_res + TCPSplitChar:len() , -1);
match_res = string.find(str2, TCPSplitChar, 1, true);
until not match_res
this.receiveMessage();
end
return true;
end
end
--这里不用循环,在外面处理完消息会在调用回来
-- @timeoutSec 等待时间s
-- @entryFlag 入口标记,用来标识是从哪里调入的
function this.debugger_wait_msg(timeoutSec)
timeoutSec = timeoutSec or MAX_TIMEOUT_SEC;
if currentRunState == runState.WAIT_CMD then
local ret = this.receiveMessage(timeoutSec);
return ret;
end
if currentRunState == runState.STEPOVER or
currentRunState == runState.STEPIN or
currentRunState == runState.STEPOUT or
currentRunState == runState.RUN then
this.receiveMessage(0);
return
end
if currentRunState == runState.STEPOVER_STOP or
currentRunState == runState.STEPIN_STOP or
currentRunState == runState.STEPOUT_STOP or
currentRunState == runState.HIT_BREAKPOINT or
currentRunState == runState.STOP_ON_ENTRY
then
this.sendLuaMemory();
this.receiveMessage(MAX_TIMEOUT_SEC);
return
end
end
-----------------------------------------------------------------------------
-- 调试器核心方法
-----------------------------------------------------------------------------
------------------------堆栈管理-------------------------
--getStackTable需要建立stackTable,保存每层的lua函数实例(用来取upvalue),保存函数展示层级和ly的关系(便于根据前端传来的stackId查局部变量)
-- @level 要获取的层级
function this.getStackTable( level )
local functionLevel = 0
if hookLib ~= nil then
functionLevel = level or HOOK_LEVEL;
else
functionLevel = level or this.getSpecificFunctionStackLevel(lastRunFunction.func);
end
local stackTab = {};
local userFuncSteakLevel = 0; --用户函数的steaklevel
repeat
local info = debug.getinfo(functionLevel, "SlLnf")
if info == nil then
break;
end
if info.source == "=[C]" then
break;
end
local ss = {};
ss.file = this.getPath(info);
local oPathFormated = this.formatOpath(info.source) ; --从lua虚拟机获得的原始路径, 它用于帮助定位VScode端原始lua文件的位置(存在重名文件的情况)。
ss.oPath = this.truncatedPath(oPathFormated, truncatedOPath);
ss.name = "文件名"; --这里要做截取
ss.line = tostring(info.currentline);
--使用hookLib时,堆栈有偏移量,这里统一调用栈顶编号2
local ssindex = functionLevel - 3;
if hookLib ~= nil then
ssindex = ssindex + 2;
end
ss.index = tostring(ssindex);
table.insert(stackTab,ss);
--把数据存入currentCallStack
local callStackInfo = {};
callStackInfo.name = ss.file;
callStackInfo.line = ss.line;
callStackInfo.func = info.func; --保存的function
callStackInfo.realLy = functionLevel; --真实堆栈层functionLevel(仅debug时用)
table.insert(currentCallStack, callStackInfo);
--level赋值
if userFuncSteakLevel == 0 then
userFuncSteakLevel = functionLevel;
end
functionLevel = functionLevel + 1;
until info == nil
return stackTab, userFuncSteakLevel;
end
-- 把路径中去除后缀部分的.变为/,
-- @filePath 被替换的路径
-- @ext 后缀(后缀前的 . 不会被替换)
function this.changePotToSep(filePath, ext)
local idx = filePath:find(ext, (-1) * ext:len() , true)
if idx then
local tmp = filePath:sub(1, idx - 1):gsub("%.", "/");
filePath = tmp .. ext;
end
return filePath;
end
--- this.truncatedPath 从 beTruncatedPath 字符串中去除 rep 匹配到的部分
function this.truncatedPath(beTruncatedPath, rep)
if beTruncatedPath and beTruncatedPath ~= '' and rep and rep ~= "" then
local _, lastIdx = string.find(beTruncatedPath , rep);
if lastIdx then
beTruncatedPath = string.sub(beTruncatedPath, lastIdx + 1);
end
end
return beTruncatedPath;
end
--这个方法是根据的cwd和luaFileExtension对getInfo获取到的路径进行标准化
-- @info getInfo获取的包含调用信息table
function this.getPath( info )
local filePath = info;
if type(info) == "table" then
filePath = info.source;
end
--尝试从Cache中获取路径
local cachePath = this.getCacheFormatPath(filePath);
if cachePath~= nil and type(cachePath) == "string" then
return cachePath;
end
-- originalPath是getInfo的原始路径,后面用来填充路径缓存的key
local originalPath = filePath;
--如果路径头部有@,去除
if filePath:sub(1,1) == '@' then
filePath = filePath:sub(2);
end
--如果路径头部有./,去除
if filePath:sub(1,2) == './' then
filePath = filePath:sub(3);
end
-- getPath的参数路径可能来自于hook, 也可能是一个已标准的路径
if userDotInRequire then
if autoExt == nil or autoExt == '' then
-- 在虚拟机返回路径没有后缀的情况下,用户必须自设后缀
-- 确定filePath中最后一个.xxx 不等于用户配置的后缀, 则把所有的. 转为 /
if not filePath:find(luaFileExtension , (-1) * luaFileExtension:len(), true) then
-- getinfo 路径没有后缀,把 . 全部替换成 / ,我们不允许用户在文件(或文件夹)名称中出现"." , 因为无法区分
filePath = string.gsub(filePath, "%.", "/");
else
-- 有后缀,那么把除后缀外的部分中的. 转为 /
filePath = this.changePotToSep(filePath, luaFileExtension);
end
else
-- 虚拟机路径有后缀
filePath = this.changePotToSep(filePath, autoExt);
end
end
--后缀处理
if luaFileExtension ~= "" then
--判断后缀中是否包含%1等魔法字符.用于从lua虚拟机获取到的路径含.的情况
if string.find(luaFileExtension, "%%%d") then
filePath = string.gsub(filePath, "%.[%w%.]+$", luaFileExtension);
else
filePath = string.gsub(filePath, "%.[%w%.]+$", "");
filePath = filePath .. "." .. luaFileExtension;
end
end
if not autoPathMode then
--绝对路径和相对路径的处理 | 若在Mac下以/开头,或者在Win下以*:开头,说明是绝对路径,不需要再拼。
if filePath:sub(1,1) == [[/]] or filePath:sub(1,2):match("^%a:") then
isAbsolutePath = true;
else
isAbsolutePath = false;
if cwd ~= "" then
--查看filePath中是否包含cwd
local matchRes = string.find(filePath, cwd, 1, true);
if matchRes == nil then
filePath = cwd.."/"..filePath;
end
end
end
end
filePath = this.genUnifiedPath(filePath);
if autoPathMode then
-- 自动路径模式下,只保留文件名
filePath = this.getFilenameFromPath(filePath)
end
--放入Cache中缓存
this.setCacheFormatPath(originalPath, filePath);
return filePath;
end
--从路径中获取[文件名.后缀]
function this.getFilenameFromPath(path)
if path == nil then
return '';
end
return string.match(path, "([^/]*)$");
end
--获取当前函数的堆栈层级
--原理是向上查找,遇到DebuggerFileName就调过。但是可能存在代码段和C导致不确定性。目前使用getSpecificFunctionStackLevel代替。
function this.getCurrentFunctionStackLevel()
-- print(debug.traceback("===getCurrentFunctionStackLevel Stack trace==="))
local funclayer = 2;
repeat
local info = debug.getinfo(funclayer, "S"); --通过name来判断
if info ~= nil then
local matchRes = ((info.source == DebuggerFileName) or (info.source == DebuggerToolsName));
if matchRes == false then
return (funclayer - 1);
end
end
funclayer = funclayer + 1;
until not info
return 0;
end
--获取指定函数的堆栈层级
--通常用来获取最后一个用户函数的层级,用法是从currentCallStack取用户点击的栈,再使用本函数取对应层级。
-- @func 被获取层级的function
function this.getSpecificFunctionStackLevel( func )
local funclayer = 2;
repeat
local info = debug.getinfo(funclayer, "f"); --通过name来判断
if info ~= nil then
if info.func == func then
return (funclayer - 1);
end
end
funclayer = funclayer + 1;
until not info
return 0;
end
--检查当前堆栈是否是Lua
-- @checkLayer 指定的栈层
function this.checkCurrentLayerisLua( checkLayer )
local info = debug.getinfo(checkLayer, "S");
if info == nil then
return nil;
end
info.source = this.genUnifiedPath(info.source);
if info ~= nil then
for k,v in pairs(info) do
if k == "what" then
if v == "C" then
return false;
else
return true;
end
end
end
end
return nil;
end
-- 在 fakeBreakPointCache 中查询此断点是否真实存在
-- 因为同名文件的影响, 有些断点是命中错误的。经过VScode校验后,这些错误命中的断点信息被存在fakeBreakPointCache中
function this.checkRealHitBreakpoint( oPath, line )
-- 在假命中列表中搜索,如果本行有过假命中记录,返回 false
if oPath and fakeBreakPointCache[oPath] then
for _, value in ipairs(fakeBreakPointCache[oPath]) do
if tonumber(value) == tonumber(line) then
this.printToVSCode("cache hit bp in same name file. source:" .. tostring(oPath) .. " line:" .. tostring(line));
return false;
end
end
end
return true;
end
------------------------断点处理-------------------------
--- this.isHitBreakpoint 判断断点是否命中。这个方法在c mod以及lua中都有调用
-- @param breakpointPath 文件名+后缀
-- @param opath getinfo path
-- @param curLine 当前执行行号
function this.isHitBreakpoint(breakpointPath, opath, curLine)
if breaks[breakpointPath] then
local oPathFormated;
for fullpath, fullpathNode in pairs(breaks[breakpointPath]) do
recordBreakPointPath = fullpath; --这里是为了兼容用户断点行号没有打对的情况
local line_hit = false, cur_node;
for _, node in ipairs(fullpathNode) do
if tonumber(node["line"]) == tonumber(curLine) then
line_hit = true; -- fullpath 文件中 有行号命中
cur_node = node;
recordBreakPointPath = fullpath; --行号命中后,再设置一次,保证路径准确
break;
end
end
-- 在lua端不知道是否有同名文件,基本思路是先取文件名,用文件名和breakpointArray 进行匹配。
-- 当文件名匹配上时,可能存在多个同名文件中存在断点的情况。这时候需要用 oPath 和 fullpath 进行对比,取出正确的。
-- 当本地文件中有断点,lua做了初步命中后,可能存在 stack , 断点文件有同名的情况。这就需要vscode端也需要checkfullpath函数,使用opath进行文件校验。
if line_hit then
if oPathFormated == nil then
-- 为了避免性能消耗,仅在行号命中时才处理 opath 到标准化路径
oPathFormated = this.formatOpath(opath);
-- 截取
oPathFormated = this.truncatedPath(oPathFormated, truncatedOPath);
end
if (not distinguishSameNameFile) or (string.match(fullpath, oPathFormated ) and this.checkRealHitBreakpoint(opath, curLine)) then
-- type是TS中的枚举类型,其定义在BreakPoint.tx文件中
-- enum BreakpointType {
-- conditionBreakpoint = 0,
-- logPoint,
-- lineBreakpoint
-- }
-- 处理断点
if cur_node["type"] == "0" then
-- condition breakpoint
-- 注意此处不要使用尾调用,否则会影响调用栈,导致Lua5.3和Lua5.1中调用栈层级不同
local conditionRet = this.IsMeetCondition(cur_node["condition"]);
-- this.printToVSCode("Condition BK: condition:" .. cur_node["condition"] .. " conditionRet " .. tostring(conditionRet));
return conditionRet;
elseif cur_node["type"] == "1" then
-- log point
this.printToVSCode("[LogPoint Output]: " .. cur_node["logMessage"], 2, 2);
return false;
else
-- line breakpoint
return true;
end
end
end
end
else
testBreakpointFlag = false; --如果用户打开了测试断点的标志位而未主动关闭,会在lua继续运行时关闭。
recordBreakPointPath = ''; --当切换文件时置空,避免提示给用户错误信息
end
return false;
end
-- 条件断点处理函数
-- 返回true表示条件成立
-- @conditionExp 条件表达式
function this.IsMeetCondition(conditionExp)
-- 判断条件之前更新堆栈信息
currentCallStack = {};
variableRefTab = {};
variableRefIdx = 1;
if hookLib then
this.getStackTable(4);
else
this.getStackTable();
end
this.curStackId = 2; --在用户空间最上层执行
local conditionExpTable = {["varName"] = conditionExp}
local retTable = this.processWatchedExp(conditionExpTable)
local isMeetCondition = false;
local function HandleResult()
if retTable[1]["isSuccess"] == "true" then
if retTable[1]["value"] == "nil" or (retTable[1]["value"] == "false" and retTable[1]["type"] == "boolean") then
isMeetCondition = false;
else
isMeetCondition = true;
end
else
isMeetCondition = false;
end
end
xpcall(HandleResult, function() isMeetCondition = false; end)
return isMeetCondition;
end
--加入断点函数
function this.BP()
this.printToConsole("BP()");
if hookLib == nil then
if currentHookState == hookState.DISCONNECT_HOOK then
this.printToConsole("BP() but NO HOOK");
return;
end
local co, isMain = coroutine.running();
if _VERSION == "Lua 5.1" then
if co == nil then
isMain = true;
else
isMain = false;
end
end
if isMain == true then
this.printToConsole("BP() in main");
else
this.printToConsole("BP() in coroutine");
debug.sethook(co, this.debug_hook, "lrc");
end
hitBP = true;
else
if hookLib.get_libhook_state() == hookState.DISCONNECT_HOOK then
this.printToConsole("BP() but NO C HOOK");
return;
end
--clib, set hitBP
hookLib.sync_bp_hit(1);
end
this.changeHookState(hookState.ALL_HOOK);
return true;
end
-- 检查当前文件中是否有断点
-- 如果填写参数fileName 返回fileName中有无断点, 全局有无断点
-- fileName为空,返回全局是否有断点
function this.checkHasBreakpoint(fileName)
local hasBk = false;
--有无全局断点
if next(breaks) == nil then
hasBk = false;
else
hasBk = true;
end
--当前文件中是否有断点
if fileName ~= nil then
return breaks[fileName] ~= nil, hasBk;
else
return hasBk;
end
end
function this.checkfuncHasBreakpoint(sLine, eLine, fileName)
if breaks[fileName] == nil then
return false;
end
sLine = tonumber(sLine);
eLine = tonumber(eLine);
--起始行号>结束行号,或者sLine = eLine = 0
if sLine >= eLine then
return true;
end
if this.getTableMemberNum(breaks[fileName]) <= 0 then
return false;
else
for k,v in pairs(breaks[fileName]) do
for _, node in ipairs(v) do
if tonumber(node.line) > sLine and tonumber(node.line) <= eLine then
return true;
end
end
end
end
return false;
end
------------------------HOOK模块-------------------------
-- 钩子函数
-- @event 执行状态(call,return,line)
-- @line 行号
function this.debug_hook(event, line)
if this.reConnect() == 0 then return; end
if logLevel == 0 then
local logTable = {"-----enter debug_hook-----\n", "event:", event, " line:", tostring(line), " currentHookState:",currentHookState," currentRunState:", currentRunState};
local logString = table.concat(logTable);
this.printToVSCode(logString);
end
--litehook 仅非阻塞接收断点
if currentHookState == hookState.LITE_HOOK then
local ti = os.time();
if ti - receiveMsgTimer > 1 then
this.debugger_wait_msg(0);
receiveMsgTimer = ti;
end
return;
end
--运行中
local info;
local co, isMain = coroutine.running();
if _VERSION == "Lua 5.1" then
if co == nil then
isMain = true;
else
isMain = false;
end
end
isInMainThread = isMain;
if isMain == true then
info = debug.getinfo(2, "Slf")
else
info = debug.getinfo(co, 2, "Slf")
end
info.event = event;
this.real_hook_process(info);
end
function this.real_hook_process(info)
local jumpFlag = false;
local event = info.event;
--如果当前行在Debugger中,不做处理
local matchRes = ((info.source == DebuggerFileName) or (info.source == DebuggerToolsName));
if matchRes == true then
return;
end
--即使MID hook在C中, 或者是Run或者单步时也接收消息
if currentRunState == runState.RUN or
currentRunState == runState.STEPOVER or
currentRunState == runState.STEPIN or
currentRunState == runState.STEPOUT then
local ti = os.time();
if ti - receiveMsgTimer > 1 then
this.debugger_wait_msg(0);
receiveMsgTimer = ti;
end
end
--不处理C函数
if info.source == "=[C]" then
this.printToVSCode("current method is C");
return;
end
--不处理 slua "temp buffer"
if info.source == "temp buffer" then
this.printToVSCode("current method is in temp buffer");
return;
end
--不处理 xlua "chunk"
if info.source == "chunk" then
this.printToVSCode("current method is in chunk");
return;
end
--lua 代码段的处理,目前暂不调试代码段。
if info.short_src:match("%[string \"") then
--当shortSrc中出现[string时]。要检查一下source, 区别是路径还是代码段. 方法是看路径中有没有\t \n ;
if info.source:match("[\n;=]") then
--是代码段,调过
this.printToVSCode("hook jump Code String!");
jumpFlag = true;
end
end
--标准路径处理
if jumpFlag == false then
info.orininal_source = info.source; --使用 info.orininal_source 记录lua虚拟机传来的原始路径
info.source = this.getPath(info);
end
--本次执行的函数和上次执行的函数作对比,防止在一行停留两次
if lastRunFunction["currentline"] == info["currentline"] and lastRunFunction["source"] == info["source"] and lastRunFunction["func"] == info["func"] and lastRunFunction["event"] == event then
this.printToVSCode("run twice");
end
--记录最后一次调用信息
if jumpFlag == false then
lastRunFunction = info;
lastRunFunction["event"] = event;
lastRunFilePath = info.source;
end
--输出函数信息到前台
if logLevel == 0 and jumpFlag == false then
local logTable = {"[lua hook] event:", tostring(event), " currentRunState:",tostring(currentRunState)," currentHookState:",tostring(currentHookState)," jumpFlag:", tostring(jumpFlag)};
for k,v in pairs(info) do
table.insert(logTable, tostring(k));
table.insert(logTable, ":");
table.insert(logTable, tostring(v));
table.insert(logTable, " ");
end
local logString = table.concat(logTable);
this.printToVSCode(logString);
end
--仅在line时做断点判断。进了断点之后不再进入本次STEP类型的判断,用Aflag做标记
local isHit = false;
if tostring(event) == "line" and jumpFlag == false then
if currentRunState == runState.RUN or currentRunState == runState.STEPOVER or currentRunState == runState.STEPIN or currentRunState == runState.STEPOUT then
--断点判断
isHit = this.isHitBreakpoint(info.source, info.orininal_source, info.currentline) or hitBP;
if isHit == true then
this.printToVSCode("HitBreakpoint!");
--备份信息
local recordStepOverCounter = stepOverCounter;
local recordStepOutCounter = stepOutCounter;
local recordCurrentRunState = currentRunState;
--计数器清0
stepOverCounter = 0;
stepOutCounter = 0;
this.changeRunState(runState.HIT_BREAKPOINT);
hitBpTwiceCheck = true; -- 命中标志默认设置为true, 如果校验通过,会保留这个标记,校验失败会修改
if hitBP then
hitBP = false; --hitBP是断点硬性命中标记
--发消息并等待
this.SendMsgWithStack("stopOnCodeBreakpoint");
else
--发消息并等待
this.SendMsgWithStack("stopOnBreakpoint");
--若二次校验未命中,恢复状态
if hitBpTwiceCheck == false then
isHit = false;
-- 确认未命中,把状态恢复,继续运行
this.changeRunState(recordCurrentRunState);
stepOverCounter = recordStepOverCounter;
stepOutCounter = recordStepOutCounter;
end
end
end
end
end
if isHit == true then
return;
end
if currentRunState == runState.STEPOVER then
-- line stepOverCounter!= 0 不作操作
-- line stepOverCounter == 0 停止
if event == "line" and stepOverCounter <= 0 and jumpFlag == false then
stepOverCounter = 0;
this.changeRunState(runState.STEPOVER_STOP)
this.SendMsgWithStack("stopOnStep");
elseif event == "return" or event == "tail return" then
--5.1中是tail return
if stepOverCounter ~= 0 then
stepOverCounter = stepOverCounter - 1;
end
elseif event == "call" then
stepOverCounter = stepOverCounter + 1;
end
elseif currentRunState == runState.STOP_ON_ENTRY then
--在Lua入口点处直接停住
if event == "line" and jumpFlag == false then
--初始化内存分析的变量
-- MemProfiler.getSystemVar();
--这里要判断一下是Lua的入口点,否则停到
this.SendMsgWithStack("stopOnEntry");
end
elseif currentRunState == runState.STEPIN then
if event == "line" and jumpFlag == false then
this.changeRunState(runState.STEPIN_STOP)
this.SendMsgWithStack("stopOnStepIn");
end
elseif currentRunState == runState.STEPOUT then
--line 不做操作
--in 计数器+1
--out 计数器-1
if jumpFlag == false then
if stepOutCounter <= -1 then
stepOutCounter = 0;
this.changeRunState(runState.STEPOUT_STOP)
this.SendMsgWithStack("stopOnStepOut");
end
end
if event == "return" or event == "tail return" then
stepOutCounter = stepOutCounter - 1;
elseif event == "call" then
stepOutCounter = stepOutCounter + 1;
end
end
--在RUN时检查并改变状态
if hookLib == nil then
if currentRunState == runState.RUN and jumpFlag == false and currentHookState ~= hookState.DISCONNECT_HOOK then
local fileBP, G_BP = this.checkHasBreakpoint(lastRunFilePath);
if fileBP == false then
--文件无断点
if G_BP == true then
this.changeHookState(hookState.MID_HOOK);
else
this.changeHookState(hookState.LITE_HOOK);
end
else
--文件有断点, 判断函数内是否有断点
local funHasBP = this.checkfuncHasBreakpoint(lastRunFunction.linedefined, lastRunFunction.lastlinedefined, lastRunFilePath);
if funHasBP then
--函数定义范围内
this.changeHookState(hookState.ALL_HOOK);
else
this.changeHookState(hookState.MID_HOOK);
end
end
--MID_HOOK状态下,return需要在下一次hook检查文件(return时,还是当前文件,检查文件时状态无法转换)
if (event == "return" or event == "tail return") and currentHookState == hookState.MID_HOOK then
this.changeHookState(hookState.ALL_HOOK);
end
end
end
end
-- 向Vscode发送标准通知消息,cmdStr是消息类型
-- @cmdStr 命令字
function this.SendMsgWithStack(cmdStr)
local msgTab = this.getMsgTable(cmdStr);
local userFuncLevel = 0;
msgTab["stack"] , userFuncLevel= this.getStackTable();
if userFuncLevel ~= 0 then
lastRunFunction["func"] = debug.getinfo( (userFuncLevel - 1) , 'f').func;
end
this.sendMsg(msgTab);
this.debugger_wait_msg();
end
-- hook状态改变
-- @s 目标状态
function this.changeHookState( s )
if hookLib == nil and currentHookState == s then
return;
end
this.printToConsole("change hook state :"..s)
if s ~= hookState.DISCONNECT_HOOK then
this.printToVSCode("change hook state : "..s)
end
currentHookState = s;
if s == hookState.DISCONNECT_HOOK then
--为了实现通用attach模式,require即开始hook,利用r作为时机发起连接
if openAttachMode == true then
if hookLib then hookLib.lua_set_hookstate(hookState.DISCONNECT_HOOK); else debug.sethook(this.debug_hook, "r", 1000000); end
else
if hookLib then hookLib.endHook(); else debug.sethook(); end
end
elseif s == hookState.LITE_HOOK then
if hookLib then hookLib.lua_set_hookstate(hookState.LITE_HOOK); else debug.sethook(this.debug_hook, "r"); end
elseif s == hookState.MID_HOOK then
if hookLib then hookLib.lua_set_hookstate(hookState.MID_HOOK); else debug.sethook(this.debug_hook, "rc"); end
elseif s == hookState.ALL_HOOK then
if hookLib then hookLib.lua_set_hookstate(hookState.ALL_HOOK); else debug.sethook(this.debug_hook, "lrc");end
end
--coroutine
if hookLib == nil then
this.changeCoroutineHookState();
end
end
-- 运行状态机,状态变更
-- @s 目标状态
-- @isFromHooklib 1:从libc库中发来的状态改变 | 0:lua发来的状态改变
function this.changeRunState(s , isFromHooklib)
local msgFrom;
if isFromHooklib == 1 then
msgFrom = "libc";
else
msgFrom = "lua";
end
--WAIT_CMD状态会等待接收消息,以下两个状态下不能发消息
this.printToConsole("changeRunState :"..s.. " | from:"..msgFrom);
if s ~= runState.DISCONNECT and s ~= runState.WAIT_CMD then
this.printToVSCode("changeRunState :"..s.." | from:"..msgFrom);
end
if hookLib ~= nil and isFromHooklib ~= 1 then
hookLib.lua_set_runstate(s);
end
currentRunState = s;
--状态切换时,清除记录栈信息的状态
currentCallStack = {};
variableRefTab = {};
variableRefIdx = 1;
end
-- 修改协程状态
-- @s hook标志位
function this.changeCoroutineHookState(s)
s = s or currentHookState;
this.printToConsole("change [Coroutine] HookState: "..tostring(s));
for k ,co in pairs(coroutinePool) do
if coroutine.status(co) == "dead" then
table.remove(coroutinePool, k)
else
if s == hookState.DISCONNECT_HOOK then
if openAttachMode == true then
debug.sethook(co, this.debug_hook, "r", 1000000);
else
debug.sethook(co, this.debug_hook, "");
end
elseif s == hookState.LITE_HOOK then debug.sethook(co , this.debug_hook, "r");
elseif s == hookState.MID_HOOK then debug.sethook(co , this.debug_hook, "rc");
elseif s == hookState.ALL_HOOK then debug.sethook(co , this.debug_hook, "lrc");
end
end
end
end
-------------------------变量处理相关-----------------------------
--清空REPL的env环境
function this.clearEnv()
if this.getTableMemberNum(env) > 0 then
--清空env table
env = setmetatable({}, getmetatable(env));
end
end
--返回REPL的env环境
function this.showEnv()
return env;
end
-- 用户观察table的查找函数。用tableVarName作为key去查逐层级查找realVar是否匹配
-- @tableVarName 是用户观察的变量名,已经按层级被解析成table。比如用户输出a.b.c,tableVarName是 a = { b = { c } }
-- @realVar 是待查询 table
-- @return 返回查到的table。没查到返回nil
function this.findTableVar( tableVarName, realVar)
if type(tableVarName) ~= "table" or type(realVar) ~= "table" then
return nil;
end
local layer = 2;
local curVar = realVar;
local jumpOutFlag = false;
repeat
if tableVarName[layer] ~= nil then
--这里优先展示数字key,比如a{"1" = "aa", [1] = "bb"} 会展示[1]的值
local tmpCurVar = nil;
xpcall(function() tmpCurVar = curVar[tonumber(tableVarName[layer])]; end , function() tmpCurVar = nil end );
if tmpCurVar == nil then
xpcall(function() curVar = curVar[tostring(tableVarName[layer])]; end , function() curVar = nil end );
else
curVar = tmpCurVar;
end
layer = layer + 1;
if curVar == nil then
return nil;
end
else
--找到
jumpOutFlag = true;
end
until(jumpOutFlag == true)
return curVar;
end
-- 根据传入信息生成返回的变量信息
-- @variableName 变量名
-- @variableIns 变量实例
-- @return 包含变量信息的格式化table
function this.createWatchedVariableInfo(variableName, variableIns)
local var = {};
var.name = variableName;
var.type = tostring(type(variableIns));
xpcall(function() var.value = tostring(variableIns) end , function() var.value = tostring(type(variableIns)) .. " [value can't trans to string]" end );
var.variablesReference = "0"; --这个地方必须用“0”, 以免variableRefTab[0]出错
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = variableIns;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(variableIns);
var.value = memberNum .." Members ".. var.value;
end
elseif var.type == "string" then
var.value = '"' ..variableIns.. '"';
end
return var;
end
-- 设置 global 变量
-- @varName 被修改的变量名
-- @newValue 新的值
function this.setGlobal(varName, newValue)
_G[varName] = newValue;
this.printToVSCode("[setVariable success] 已设置 _G.".. varName .. " = " .. tostring(newValue) );
return true;
end
-- 设置 upvalue 变量
-- @varName 被修改的变量名
-- @newValue 新的值
-- @stackId 变量所在stack栈层
-- @tableVarName 变量名拆分成的数组
function this.setUpvalue(varName, newValue, stackId, tableVarName)
local ret = false;
local upTable = this.getUpValueVariable(currentCallStack[stackId - 1 ].func, true);
for i, realVar in ipairs(upTable) do
if realVar.name == varName then
if #tableVarName > 0 and type(realVar) == "table" then
--处理a.b.c的table类型
local findRes = this.findTableVar(tableVarName, variableRefTab[realVar.variablesReference]);
if findRes ~= nil then
--命中
local setVarRet = debug.setupvalue (currentCallStack[stackId - 1 ].func, i, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success1] 已设置 upvalue ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error1] 未能设置 upvalue ".. varName .. " = " .. tostring(newValue).." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
else
--命中
local setVarRet = debug.setupvalue (currentCallStack[stackId - 1 ].func, i, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success] 已设置 upvalue ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error] 未能设置 upvalue ".. varName .. " = " .. tostring(newValue).." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
end
end
return ret;
end
-- 设置local 变量
-- @varName 被修改的变量名
-- @newValue 新的值
-- @tableVarName 变量名拆分成的数组
function this.setLocal( varName, newValue, tableVarName, stackId)
local istackId = tonumber(stackId);
local offset = (istackId and istackId - 2) or 0;
local layerVarTab, ly = this.getVariable(nil , true, offset);
local ret = false;
for i, realVar in ipairs(layerVarTab) do
if realVar.name == varName then
if #tableVarName > 0 and type(realVar) == "table" then
--处理a.b.c的table类型
local findRes = this.findTableVar(tableVarName, variableRefTab[realVar.variablesReference]);
if findRes ~= nil then
--命中
local setVarRet = debug.setlocal(ly , layerVarTab[i].index, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success1] 已设置 local ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error1] 未能设置 local ".. varName .. " = " .. tostring(newValue).." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
else
local setVarRet = debug.setlocal(ly , layerVarTab[i].index, newValue);
if setVarRet == varName then
this.printToConsole("[setVariable success] 已设置 local ".. varName .. " = " .. tostring(newValue) );
ret = true;
else
this.printToConsole("[setVariable error] 未能设置 local ".. varName .. " = " .. tostring(newValue) .." , 返回结果: ".. tostring(setVarRet));
end
return ret;
end
end
end
return ret;
end
-- 设置变量的值
-- @varName 被修改的变量名
-- @curStackId 调用栈层级(仅在固定栈层查找)
-- @newValue 新的值
-- @limit 限制符, 10000表示仅在局部变量查找 ,20000 global, 30000 upvalue
function this.setVariableValue (varName, stackId, newValue , limit)
this.printToConsole("setVariableValue | varName:" .. tostring(varName) .. " stackId:".. tostring(stackId) .." newValue:" .. tostring(newValue) .." limit:"..tostring(limit) )
if tostring(varName) == nil or tostring(varName) == "" then
--赋值错误
this.printToConsole("[setVariable Error] 被赋值的变量名为空", 2 );
this.printToVSCode("[setVariable Error] 被赋值的变量名为空", 2 );
return false;
end
--支持a.b.c形式。切割varName
local tableVarName = {};
if varName:match('%.') then
tableVarName = this.stringSplit(varName , '%.');
if type(tableVarName) ~= "table" or #tableVarName < 1 then
return false;
end
varName = tableVarName[1];
end
if limit == "local" then
local ret = this.setLocal( varName, newValue, tableVarName, stackId);
return ret;
elseif limit == "upvalue" then
local ret = this.setUpvalue(varName, newValue, stackId, tableVarName);
return ret
elseif limit == "global" then
local ret = this.setGlobal(varName, newValue);
return ret;
else
local ret = this.setLocal( varName, newValue, tableVarName, stackId) or this.setUpvalue(varName, newValue, stackId, tableVarName) or this.setGlobal(varName, newValue);
this.printToConsole("set Value res :".. tostring(ret));
return ret;
end
end
-- 按照local -> upvalue -> _G 顺序查找观察变量
-- @varName 用户输入的变量名
-- @stackId 调用栈层级(仅在固定栈层查找)
-- @isFormatVariable 是否把变量格式化为VSCode接收的形式
-- @return 查到返回信息,查不到返回nil
function this.getWatchedVariable( varName , stackId , isFormatVariable )
this.printToConsole("getWatchedVariable | varName:" .. tostring(varName) .. " stackId:".. tostring(stackId) .." isFormatVariable:" .. tostring(isFormatVariable) )
if tostring(varName) == nil or tostring(varName) == "" then
return nil;
end
if type(currentCallStack[stackId - 1]) ~= "table" or type(currentCallStack[stackId - 1].func) ~= "function" then
local str = "getWatchedVariable currentCallStack " .. stackId - 1 .. " Error\n" .. this.serializeTable(currentCallStack, "currentCallStack");
this.printToVSCode(str, 2);
return nil;
end
--orgname 记录原名字. 用来处理a.b.c的形式
local orgname = varName;
--支持a.b.c形式。切割varName
local tableVarName = {};
if varName:match('%.') then
tableVarName = this.stringSplit(varName , '%.');
if type(tableVarName) ~= "table" or #tableVarName < 1 then
return nil;
end
varName = tableVarName[1];
end
--用来返回,带有查到变量的table
local varTab = {};
local ly = this.getSpecificFunctionStackLevel(currentCallStack[stackId - 1].func);
local layerVarTab = this.getVariable(ly, isFormatVariable);
local upTable = this.getUpValueVariable(currentCallStack[stackId - 1 ].func, isFormatVariable);
local travelTab = {};
table.insert(travelTab, layerVarTab);
table.insert(travelTab, upTable);
for _, layerVarTab in ipairs(travelTab) do
for i,realVar in ipairs(layerVarTab) do
if realVar.name == varName then
if #tableVarName > 0 and type(realVar) == "table" then
--处理a.b.c的table类型
local findRes = this.findTableVar(tableVarName, variableRefTab[realVar.variablesReference]);
if findRes ~= nil then
--命中
if isFormatVariable then
local var = this.createWatchedVariableInfo( orgname , findRes );
table.insert(varTab, var);
return varTab;
else
return findRes.value;
end
end
else
--命中
if isFormatVariable then
table.insert(varTab, realVar);
return varTab;
else
return realVar.value;
end
end
end
end
end
--在全局变量_G中查找
if _G[varName] ~= nil then
--命中
if #tableVarName > 0 and type(_G[varName]) == "table" then
local findRes = this.findTableVar(tableVarName, _G[varName]);
if findRes ~= nil then
if isFormatVariable then
local var = this.createWatchedVariableInfo( orgname , findRes );
table.insert(varTab, var);
return varTab;
else
return findRes;
end
end
else
if isFormatVariable then
local var = this.createWatchedVariableInfo( varName , _G[varName] );
table.insert(varTab, var);
return varTab;
else
return _G[varName];
end
end
end
this.printToConsole("getWatchedVariable not find variable");
return nil;
end
-- 查询引用变量
-- @refStr 变量记录id(variableRefTab索引)
-- @return 格式化的变量信息table
function this.getVariableRef( refStr )
local varRef = tonumber(refStr);
local varTab = {};
if tostring(type(variableRefTab[varRef])) == "table" then
for n,v in pairs(variableRefTab[varRef]) do
local var = {};
if type(n) == "string" then
var.name = '"' .. tostring(n) .. '"';
else
var.name = tostring(n);
end
var.type = tostring(type(v));
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
table.insert(varTab, var);
end
--获取一下mtTable
local mtTab = getmetatable(variableRefTab[varRef]);
if mtTab ~= nil and type(mtTab) == "table" then
local var = {};
var.name = "_Metatable_";
var.type = tostring(type(mtTab));
xpcall(function() var.value = "元表 "..tostring(mtTab); end , function() var.value = "元表 [value can't trans to string]" end );
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = mtTab;
variableRefIdx = variableRefIdx + 1;
table.insert(varTab, var);
end
elseif tostring(type(variableRefTab[varRef])) == "function" then
--取upvalue
varTab = this.getUpValueVariable(variableRefTab[varRef], true);
elseif tostring(type(variableRefTab[varRef])) == "userdata" then
--取mt table
local udMtTable = getmetatable(variableRefTab[varRef]);
if udMtTable ~= nil and type(udMtTable) == "table" then
local var = {};
var.name = "_Metatable_";
var.type = tostring(type(udMtTable));
xpcall(function() var.value = "元表 "..tostring(udMtTable); end , function() var.value = "元表 [value can't trans to string]" end );
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = udMtTable;
variableRefIdx = variableRefIdx + 1;
table.insert(varTab, var);
if traversalUserData and udMtTable.__pairs ~= nil and type(udMtTable.__pairs) == "function" then
for n,v in pairs(variableRefTab[varRef]) do
local var = {};
var.name = tostring(n);
var.type = tostring(type(v));
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
table.insert(varTab, var);
end
end
end
end
return varTab;
end
-- 获取全局变量。方法和内存管理中获取全局变量的方法一样
-- @return 格式化的信息, 若未找到返回空table
function this.getGlobalVariable( ... )
--成本比较高,这里只能遍历_G中的所有变量,并去除系统变量,再返回给客户端
local varTab = {};
for k,v in pairs(_G) do
local var = {};
var.name = tostring(k);
var.type = tostring(type(v));
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .." [value can't trans to string]" end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
table.insert(varTab, var);
end
return varTab;
end
-- 获取upValues
-- @isFormatVariable true返回[值] true返回[格式化的数据]
function this.getUpValueVariable( checkFunc , isFormatVariable)
local isGetValue = true;
if isFormatVariable == true then
isGetValue = false;
end
--通过Debug获取当前函数的Func
checkFunc = checkFunc or lastRunFunction.func;
local varTab = {};
if checkFunc == nil then
return varTab;
end
local i = 1
repeat
local n, v = debug.getupvalue(checkFunc, i)
if n then
local var = {};
var.name = n;
var.type = tostring(type(v));
var.variablesReference = "0";
if isGetValue == false then
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
else
var.value = v;
end
table.insert(varTab, var);
i = i + 1
end
until not n
return varTab;
end
-- 获取局部变量 checkLayer是要查询的层级,如果不设置则查询当前层级
-- @isFormatVariable 是否取值,true:取值的tostring
function this.getVariable( checkLayer, isFormatVariable , offset)
local isGetValue = true;
if isFormatVariable == true then
isGetValue = false;
end
local ly = 0;
if checkLayer ~= nil and type(checkLayer) == "number" then ly = checkLayer + 1;
else ly = this.getSpecificFunctionStackLevel(lastRunFunction.func); end
if ly == 0 then
this.printToVSCode("[error]获取层次失败!", 2);
return;
end
local varTab = {};
local stacklayer = ly;
local k = 1;
if type(offset) == 'number' then
stacklayer = stacklayer + offset;
end
repeat
local n, v = debug.getlocal(stacklayer, k)
if n == nil then
break;
end
--(*temporary)是系统变量,过滤掉。这里假设(*temporary)仅出现在最后
if "(*temporary)" ~= tostring(n) then
local var = {};
var.name = n;
var.type = tostring(type(v));
var.variablesReference = "0";
var.index = k;
if isGetValue == false then
xpcall(function() var.value = tostring(v) end , function() var.value = tostring(type(v)) .. " [value can't trans to string]" end );
if var.type == "table" or var.type == "function" or var.type == "userdata" then
var.variablesReference = variableRefIdx;
variableRefTab[variableRefIdx] = v;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(v);
var.value = memberNum .." Members ".. ( var.value or '' );
end
elseif var.type == "string" then
var.value = '"' ..v.. '"';
end
else
var.value = v;
end
local sameIdx = this.checkSameNameVar(varTab, var);
if sameIdx ~= 0 then
varTab[sameIdx] = var;
else
table.insert(varTab, var);
end
end
k = k + 1
until n == nil
return varTab, stacklayer - 1;
end
--检查变量列表中的同名变量
function this.checkSameNameVar(varTab, var)
for k , v in pairs(varTab) do
if v.name == var.name then
return k;
end
end
return 0;
end
-- 执行表达式
function this.processExp(msgTable)
local retString;
local var = {};
var.isSuccess = "true";
if msgTable ~= nil then
local expression = this.trim(tostring(msgTable.Expression));
local isCmd = false;
if isCmd == false then
--兼容旧版p 命令
if expression:find("p ", 1, true) == 1 then
expression = expression:sub(3);
end
local expressionWithReturn = "return " .. expression;
local f = debugger_loadString(expressionWithReturn) or debugger_loadString(expression);
--判断结果,如果表达式错误会返回nil
if type(f) == "function" then
if _VERSION == "Lua 5.1" then
setfenv(f , env);
else
debug.setupvalue(f, 1, env);
end
--表达式要有错误处理
xpcall(function() retString = f() end , function() retString = "输入错误指令。\n + 请检查指令是否正确\n + 指令仅能在[暂停在断点时]输入, 请不要在程序持续运行时输入"; var.isSuccess = false; end)
else
retString = "指令执行错误。\n + 请检查指令是否正确\n + 可以直接输入表达式,执行函数或变量名,并观察执行结果";
var.isSuccess = false;
end
end
end
var.name = "Exp";
var.type = tostring(type(retString));
xpcall(function() var.value = tostring(retString) end , function(e) var.value = tostring(type(retString)) .. " [value can't trans to string] ".. e; var.isSuccess = false; end);
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
variableRefTab[variableRefIdx] = retString;
var.variablesReference = variableRefIdx;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(retString);
var.value = memberNum .." Members ".. var.value;
end
elseif var.type == "string" then
var.value = '"' ..retString.. '"';
end
--string执行完毕后清空env环境
this.clearEnv();
local retTab = {}
table.insert(retTab ,var);
return retTab;
end
--执行变量观察表达式
function this.processWatchedExp(msgTable)
local retString;
local expression = "return ".. tostring(msgTable.varName)
this.printToConsole("processWatchedExp | expression: " .. expression);
local f = debugger_loadString(expression);
local var = {};
var.isSuccess = "true";
--判断结果,如果表达式错误会返回nil
if type(f) == "function" then
--表达式正确
if _VERSION == "Lua 5.1" then
setfenv(f , env);
else
debug.setupvalue(f, 1, env);
end
xpcall(function() retString = f() end , function() retString = "输入了错误的变量信息"; var.isSuccess = "false"; end)
else
retString = "未能找到变量的值";
var.isSuccess = "false";
end
var.name = msgTable.varName;
var.type = tostring(type(retString));
xpcall(function() var.value = tostring(retString) end , function() var.value = tostring(type(retString)) .. " [value can't trans to string]"; var.isSuccess = "false"; end );
var.variablesReference = "0";
if var.type == "table" or var.type == "function" or var.type == "userdata" then
variableRefTab[variableRefIdx] = retString;
var.variablesReference = variableRefIdx;
variableRefIdx = variableRefIdx + 1;
if var.type == "table" then
local memberNum = this.getTableMemberNum(retString);
var.value = memberNum .." Members ".. var.value;
end
elseif var.type == "string" then
var.value = '"' ..retString.. '"';
end
local retTab = {}
table.insert(retTab ,var);
return retTab;
end
function tools.getFileSource()
local info = debug.getinfo(1, "S")
for k,v in pairs(info) do
if k == "source" then
return v;
end
end
end
--序列化并打印table
function tools.printTable(t, name ,indent)
local str = (tools.show(t, name, indent));
print(str);
end
--序列化并返回table
function tools.serializeTable(t, name, indent)
local str = (tools.show(t, name, indent))
return str
end
--[[
Author: Julio Manuel Fernandez-Diaz
Date: January 12, 2007
Modified slightly by RiciLake to avoid the unnecessary table traversal in tablecount()
Formats tables with cycles recursively to any depth.
The output is returned as a string.
References to other tables are shown as values.
Self references are indicated.
The string returned is "Lua code", which can be procesed
(in the case in which indent is composed by spaces or "--").
Userdata and function keys and values are shown as strings,
which logically are exactly not equivalent to the original code.
This routine can serve for pretty formating tables with
proper indentations, apart from printing them:
print(table.show(t, "t")) -- a typical use
Heavily based on "Saving tables with cycles", PIL2, p. 113.
Arguments:
t is the table.
name is the name of the table (optional)
indent is a first indentation (optional).
--]]
function tools.show(t, name, indent)
local cart -- a container
local autoref -- for self references
local function isemptytable(t) return next(t) == nil end
local function basicSerialize (o)
local so = tostring(o)
if type(o) == "function" then
local info = debug.getinfo(o, "S")
-- info.name is nil because o is not a calling level
if info.what == "C" then
return string.format("%q", so .. ", C function")
else
-- the information is defined through lines
return string.format("%q", so .. ", defined in (" ..
info.linedefined .. "-" .. info.lastlinedefined ..
")" .. info.source)
end
elseif type(o) == "number" or type(o) == "boolean" then
return so
else
return string.format("%q", so)
end
end
local function addtocart (value, name, indent, saved, field)
indent = indent or ""
saved = saved or {}
field = field or name
cart = cart .. indent .. field
if type(value) ~= "table" then
cart = cart .. " = " .. basicSerialize(value) .. ";\n"
else
if saved[value] then
cart = cart .. " = {}; -- " .. saved[value]
.. " (self reference)\n"
autoref = autoref .. name .. " = " .. saved[value] .. ";\n"
else
saved[value] = name
--if tablecount(value) == 0 then
if isemptytable(value) then
cart = cart .. " = {};\n"
else
cart = cart .. " = {\n"
for k, v in pairs(value) do
k = basicSerialize(k)
local fname = string.format("%s[%s]", name, k)
field = string.format("[%s]", k)
-- three spaces between levels
addtocart(v, fname, indent .. " ", saved, field)
end
cart = cart .. indent .. "};\n"
end
end
end
end
name = name or "PRINT_Table"
if type(t) ~= "table" then
return name .. " = " .. basicSerialize(t)
end
cart, autoref = "", ""
addtocart(t, name, indent)
return cart .. autoref
end
-----------------------------------------------------------------------------
-- JSON4Lua: JSON encoding / decoding support for the Lua language.
-- json Module.
-- Author: Craig Mason-Jones
-- Homepage: http://github.com/craigmj/json4lua/
-- Version: 1.0.0
-- This module is released under the MIT License (MIT).
-- Please see LICENCE.txt for details.
--
-- USAGE:
-- This module exposes two functions:
-- json.encode(o)
-- Returns the table / string / boolean / number / nil / json.null value as a JSON-encoded string.
-- json.decode(json_string)
-- Returns a Lua object populated with the data encoded in the JSON string json_string.
--
-- REQUIREMENTS:
-- compat-5.1 if using Lua 5.0
--
-- CHANGELOG
-- 0.9.20 Introduction of local Lua functions for private functions (removed _ function prefix).
-- Fixed Lua 5.1 compatibility issues.
-- Introduced json.null to have null values in associative arrays.
-- json.encode() performance improvement (more than 50%) through table.concat rather than ..
-- Introduced decode ability to ignore /**/ comments in the JSON string.
-- 0.9.10 Fix to array encoding / decoding to correctly manage nil/null values in arrays.
-----------------------------------------------------------------------------
function tools.createJson()
-----------------------------------------------------------------------------
-- Imports and dependencies
-----------------------------------------------------------------------------
local math = require('math')
local string = require("string")
local table = require("table")
-----------------------------------------------------------------------------
-- Module declaration
-----------------------------------------------------------------------------
local json = {} -- Public namespace
local json_private = {} -- Private namespace
-- Public constants
json.EMPTY_ARRAY={}
json.EMPTY_OBJECT={}
-- Public functions
-- Private functions
local decode_scanArray
local decode_scanComment
local decode_scanConstant
local decode_scanNumber
local decode_scanObject
local decode_scanString
local decode_scanWhitespace
local encodeString
local isArray
local isEncodable
-----------------------------------------------------------------------------
-- PUBLIC FUNCTIONS
-----------------------------------------------------------------------------
--- Encodes an arbitrary Lua object / variable.
-- @param v The Lua object / variable to be JSON encoded.
-- @return String containing the JSON encoding in internal Lua string format (i.e. not unicode)
function json.encode (v)
-- Handle nil values
if v==nil then
return "null"
end
local vtype = type(v)
-- Handle strings
if vtype=='string' then
return '"' .. json_private.encodeString(v) .. '"' -- Need to handle encoding in string
end
-- Handle booleans
if vtype=='number' or vtype=='boolean' then
return tostring(v)
end
-- Handle tables
if vtype=='table' then
local rval = {}
-- Consider arrays separately
local bArray, maxCount = isArray(v)
if bArray then
for i = 1,maxCount do
table.insert(rval, json.encode(v[i]))
end
else -- An object, not an array
for i,j in pairs(v) do
if isEncodable(i) and isEncodable(j) then
table.insert(rval, '"' .. json_private.encodeString(i) .. '":' .. json.encode(j))
end
end
end
if bArray then
return '[' .. table.concat(rval,',') ..']'
else
return '{' .. table.concat(rval,',') .. '}'
end
end
-- Handle null values
if vtype=='function' and v==json.null then
return 'null'
end
assert(false,'encode attempt to encode unsupported type ' .. vtype .. ':' .. tostring(v))
end
--- Decodes a JSON string and returns the decoded value as a Lua data structure / value.
-- @param s The string to scan.
-- @param [startPos] Optional starting position where the JSON string is located. Defaults to 1.
-- @param Lua object, number The object that was scanned, as a Lua table / string / number / boolean or nil,
-- and the position of the first character after
-- the scanned JSON object.
function json.decode(s, startPos)
startPos = startPos and startPos or 1
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=string.len(s), 'Unterminated JSON encoded object found at position in [' .. s .. ']')
local curChar = string.sub(s,startPos,startPos)
-- Object
if curChar=='{' then
return decode_scanObject(s,startPos)
end
-- Array
if curChar=='[' then
return decode_scanArray(s,startPos)
end
-- Number
if string.find("+-0123456789.e", curChar, 1, true) then
return decode_scanNumber(s,startPos)
end
-- String
if curChar==[["]] or curChar==[[']] then
return decode_scanString(s,startPos)
end
if string.sub(s,startPos,startPos+1)=='/*' then
return json.decode(s, decode_scanComment(s,startPos))
end
-- Otherwise, it must be a constant
return decode_scanConstant(s,startPos)
end
--- The null function allows one to specify a null value in an associative array (which is otherwise
-- discarded if you set the value with 'nil' in Lua. Simply set t = { first=json.null }
function json.null()
return json.null -- so json.null() will also return null ;-)
end
-----------------------------------------------------------------------------
-- Internal, PRIVATE functions.
-- Following a Python-like convention, I have prefixed all these 'PRIVATE'
-- functions with an underscore.
-----------------------------------------------------------------------------
--- Scans an array from JSON into a Lua object
-- startPos begins at the start of the array.
-- Returns the array and the next starting position
-- @param s The string being scanned.
-- @param startPos The starting position for the scan.
-- @return table, int The scanned array as a table, and the position of the next character to scan.
function decode_scanArray(s,startPos)
local array = {} -- The return value
local stringLen = string.len(s)
assert(string.sub(s,startPos,startPos)=='[','decode_scanArray called but array does not start at position ' .. startPos .. ' in string:\n'..s )
startPos = startPos + 1
-- Infinite loop for array elements
local index = 1
repeat
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=stringLen,'JSON String ended unexpectedly scanning array.')
local curChar = string.sub(s,startPos,startPos)
if (curChar==']') then
return array, startPos+1
end
if (curChar==',') then
startPos = decode_scanWhitespace(s,startPos+1)
end
assert(startPos<=stringLen, 'JSON String ended unexpectedly scanning array.')
local object
object, startPos = json.decode(s,startPos)
array[index] = object
index = index + 1
until false
end
--- Scans a comment and discards the comment.
-- Returns the position of the next character following the comment.
-- @param string s The JSON string to scan.
-- @param int startPos The starting position of the comment
function decode_scanComment(s, startPos)
assert( string.sub(s,startPos,startPos+1)=='/*', "decode_scanComment called but comment does not start at position " .. startPos)
local endPos = string.find(s,'*/',startPos+2)
assert(endPos~=nil, "Unterminated comment in string at " .. startPos)
return endPos+2
end
--- Scans for given constants: true, false or null
-- Returns the appropriate Lua type, and the position of the next character to read.
-- @param s The string being scanned.
-- @param startPos The position in the string at which to start scanning.
-- @return object, int The object (true, false or nil) and the position at which the next character should be
-- scanned.
function decode_scanConstant(s, startPos)
local consts = { ["true"] = true, ["false"] = false, ["null"] = nil }
local constNames = {"true","false","null"}
for i,k in pairs(constNames) do
if string.sub(s,startPos, startPos + string.len(k) -1 )==k then
return consts[k], startPos + string.len(k)
end
end
assert(nil, 'Failed to scan constant from string ' .. s .. ' at starting position ' .. startPos)
end
--- Scans a number from the JSON encoded string.
-- (in fact, also is able to scan numeric +- eqns, which is not
-- in the JSON spec.)
-- Returns the number, and the position of the next character
-- after the number.
-- @param s The string being scanned.
-- @param startPos The position at which to start scanning.
-- @return number, int The extracted number and the position of the next character to scan.
function decode_scanNumber(s,startPos)
local endPos = startPos+1
local stringLen = string.len(s)
local acceptableChars = "+-0123456789.e"
while (string.find(acceptableChars, string.sub(s,endPos,endPos), 1, true)
and endPos<=stringLen
) do
endPos = endPos + 1
end
-- local stringValue = 'return ' .. string.sub(s, startPos, endPos - 1)
-- local stringEval = loadstring(stringValue)
-- assert(stringEval, 'Failed to scan number [ ' .. stringValue .. '] in JSON string at position ' .. startPos .. ' : ' .. endPos)
local numberValue = string.sub(s, startPos, endPos - 1)
return numberValue, endPos
end
--- Scans a JSON object into a Lua object.
-- startPos begins at the start of the object.
-- Returns the object and the next starting position.
-- @param s The string being scanned.
-- @param startPos The starting position of the scan.
-- @return table, int The scanned object as a table and the position of the next character to scan.
function decode_scanObject(s,startPos)
local object = {}
local stringLen = string.len(s)
local key, value
assert(string.sub(s,startPos,startPos)=='{','decode_scanObject called but object does not start at position ' .. startPos .. ' in string:\n' .. s)
startPos = startPos + 1
repeat
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=stringLen, 'JSON string ended unexpectedly while scanning object.')
local curChar = string.sub(s,startPos,startPos)
if (curChar=='}') then
return object,startPos+1
end
if (curChar==',') then
startPos = decode_scanWhitespace(s,startPos+1)
end
assert(startPos<=stringLen, 'JSON string ended unexpectedly scanning object.')
-- Scan the key
key, startPos = json.decode(s,startPos)
assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key)
startPos = decode_scanWhitespace(s,startPos)
assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key)
assert(string.sub(s,startPos,startPos)==':','JSON object key-value assignment mal-formed at ' .. startPos)
startPos = decode_scanWhitespace(s,startPos+1)
assert(startPos<=stringLen, 'JSON string ended unexpectedly searching for value of key ' .. key)
value, startPos = json.decode(s,startPos)
object[key]=value
until false -- infinite loop while key-value pairs are found
end
-- START SoniEx2
-- Initialize some things used by decode_scanString
-- You know, for efficiency
local escapeSequences = {
["\\t"] = "\t",
["\\f"] = "\f",
["\\r"] = "\r",
["\\n"] = "\n",
["\\b"] = "\b"
}
setmetatable(escapeSequences, {__index = function(t,k)
-- skip "\" aka strip escape
return string.sub(k,2)
end})
-- END SoniEx2
--- Scans a JSON string from the opening inverted comma or single quote to the
-- end of the string.
-- Returns the string extracted as a Lua string,
-- and the position of the next non-string character
-- (after the closing inverted comma or single quote).
-- @param s The string being scanned.
-- @param startPos The starting position of the scan.
-- @return string, int The extracted string as a Lua string, and the next character to parse.
function decode_scanString(s,startPos)
assert(startPos, 'decode_scanString(..) called without start position')
local startChar = string.sub(s,startPos,startPos)
-- START SoniEx2
-- PS: I don't think single quotes are valid JSON
assert(startChar == [["]] or startChar == [[']],'decode_scanString called for a non-string')
--assert(startPos, "String decoding failed: missing closing " .. startChar .. " for string at position " .. oldStart)
local t = {}
local i,j = startPos,startPos
while string.find(s, startChar, j+1) ~= j+1 do
local oldj = j
i,j = string.find(s, "\\.", j+1)
local x,y = string.find(s, startChar, oldj+1)
if not i or x < i then
i,j = x,y-1
end
table.insert(t, string.sub(s, oldj+1, i-1))
if string.sub(s, i, j) == "\\u" then
local a = string.sub(s,j+1,j+4)
j = j + 4
local n = tonumber(a, 16)
assert(n, "String decoding failed: bad Unicode escape " .. a .. " at position " .. i .. " : " .. j)
-- math.floor(x/2^y) == lazy right shift
-- a % 2^b == bitwise_and(a, (2^b)-1)
-- 64 = 2^6
-- 4096 = 2^12 (or 2^6 * 2^6)
local x
if n < 0x80 then
x = string.char(n % 0x80)
elseif n < 0x800 then
-- [110x xxxx] [10xx xxxx]
x = string.char(0xC0 + (math.floor(n/64) % 0x20), 0x80 + (n % 0x40))
else
-- [1110 xxxx] [10xx xxxx] [10xx xxxx]
x = string.char(0xE0 + (math.floor(n/4096) % 0x10), 0x80 + (math.floor(n/64) % 0x40), 0x80 + (n % 0x40))
end
table.insert(t, x)
else
table.insert(t, escapeSequences[string.sub(s, i, j)])
end
end
table.insert(t,string.sub(j, j+1))
assert(string.find(s, startChar, j+1), "String decoding failed: missing closing " .. startChar .. " at position " .. j .. "(for string at position " .. startPos .. ")")
return table.concat(t,""), j+2
-- END SoniEx2
end
--- Scans a JSON string skipping all whitespace from the current start position.
-- Returns the position of the first non-whitespace character, or nil if the whole end of string is reached.
-- @param s The string being scanned
-- @param startPos The starting position where we should begin removing whitespace.
-- @return int The first position where non-whitespace was encountered, or string.len(s)+1 if the end of string
-- was reached.
function decode_scanWhitespace(s,startPos)
local whitespace=" \n\r\t"
local stringLen = string.len(s)
while ( string.find(whitespace, string.sub(s,startPos,startPos), 1, true) and startPos <= stringLen) do
startPos = startPos + 1
end
return startPos
end
--- Encodes a string to be JSON-compatible.
-- This just involves back-quoting inverted commas, back-quotes and newlines, I think ;-)
-- @param s The string to return as a JSON encoded (i.e. backquoted string)
-- @return The string appropriately escaped.
local escapeList = {
['"'] = '\\"',
['\\'] = '\\\\',
['/'] = '\\/',
['\b'] = '\\b',
['\f'] = '\\f',
['\n'] = '\\n',
['\r'] = '\\r',
['\t'] = '\\t'
}
function json_private.encodeString(s)
local s = tostring(s)
return s:gsub(".", function(c) return escapeList[c] end) -- SoniEx2: 5.0 compat
end
-- Determines whether the given Lua type is an array or a table / dictionary.
-- We consider any table an array if it has indexes 1..n for its n items, and no
-- other data in the table.
-- I think this method is currently a little 'flaky', but can't think of a good way around it yet...
-- @param t The table to evaluate as an array
-- @return boolean, number True if the table can be represented as an array, false otherwise. If true,
-- the second returned value is the maximum
-- number of indexed elements in the array.
function isArray(t)
-- Next we count all the elements, ensuring that any non-indexed elements are not-encodable
-- (with the possible exception of 'n')
if (t == json.EMPTY_ARRAY) then return true, 0 end
if (t == json.EMPTY_OBJECT) then return false end
local maxIndex = 0
for k,v in pairs(t) do
if (type(k)=='number' and math.floor(k)==k and 1<=k) then -- k,v is an indexed pair
if (not isEncodable(v)) then return false end -- All array elements must be encodable
maxIndex = math.max(maxIndex,k)
else
if (k=='n') then
if v ~= (t.n or #t) then return false end -- False if n does not hold the number of elements
else -- Else of (k=='n')
if isEncodable(v) then return false end
end -- End of (k~='n')
end -- End of k,v not an indexed pair
end -- End of loop across all pairs
return true, maxIndex
end
--- Determines whether the given Lua object / table / variable can be JSON encoded. The only
-- types that are JSON encodable are: string, boolean, number, nil, table and json.null.
-- In this implementation, all other types are ignored.
-- @param o The object to examine.
-- @return boolean True if the object should be JSON encoded, false if it should be ignored.
function isEncodable(o)
local t = type(o)
return (t=='string' or t=='boolean' or t=='number' or t=='nil' or t=='table') or
(t=='function' and o==json.null)
end
return json
end
-- Sourced from http://lua-users.org/wiki/BaseSixtyFour
-- Lua 5.1+ base64 v3.0 (c) 2009 by Alex Kloss
-- licensed under the terms of the LGPL2
-- character table string
local base64CharTable='ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
-- encoding
function tools.base64encode(data)
return ((data:gsub('.', function(x)
local r,b='',x:byte()
for i=8,1,-1 do r=r..(b%2^i-b%2^(i-1)>0 and '1' or '0') end
return r;
end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x)
if (#x < 6) then return '' end
local c=0
for i=1,6 do c=c+(x:sub(i,i)=='1' and 2^(6-i) or 0) end
return base64CharTable:sub(c+1,c+1)
end)..({ '', '==', '=' })[#data%3+1])
end
-- decoding
function tools.base64decode(data)
data = string.gsub(data, '[^'..base64CharTable..'=]', '')
return (data:gsub('.', function(x)
if (x == '=') then return '' end
local r,f='',(base64CharTable:find(x)-1)
for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end
return r;
end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x)
if (#x ~= 8) then return '' end
local c=0
for i=1,8 do c=c+(x:sub(i,i)=='1' and 2^(8-i) or 0) end
return string.char(c)
end))
end
-- tools变量
json = tools.createJson(); --json处理
this.printToConsole("load LuaPanda success", 1);
return this;