最近项目很忙好久没更新了。
虽然一直在用Xlua,也对lua实现原理有稍微的了解。但仍然不是很理解C#到底是如何和lua进行交互的,比如在lua中写一段CS.UnityEngine.GameObject到底是如何调用到c#中的。上周也是浅浅的学习了下,今天来记录下解析过程。
string init_xlua = @"
local metatable = {}
local rawget = rawget
local setmetatable = setmetatable
local import_type = xlua.import_type
local import_generic_type = xlua.import_generic_type
local load_assembly = xlua.load_assembly
function metatable:__index(key)
local fqn = rawget(self,'.fqn')
fqn = ((fqn and fqn .. '.') or '') .. key
local obj = import_type(fqn)
if obj == nil then
-- It might be an assembly, so we load it too.
obj = { ['.fqn'] = fqn }
setmetatable(obj, metatable)
elseif obj == true then
return rawget(self, key)
end
-- Cache this lookup
rawset(self, key, obj)
return obj
end
-- A non-type has been called; e.g. foo = System.Foo()
function metatable:__call(...)
local n = select('#', ...)
local fqn = rawget(self,'.fqn')
if n > 0 then
local gt = import_generic_type(fqn, ...)
if gt then
return rawget(CS, gt)
end
end
error('No such type: ' .. fqn, 2)
end
CS = CS or {}
setmetatable(CS, metatable)";
DoString(init_xlua, "Init");
初始化。执行lua代码,设置lua全局CS表。设置CS的元表、以及__index、__call元方法。
我们可以在ObjectTranslator.OpenLib 中看到该方法将C#中的ObjectTranslator.importTypeFunction函数放入了lua表中并且命名为import_type。故__index原方法实际上是调用了StaticLuaCallbacks.ImportType方法
importTypeFunction = new LuaCSFunction(StaticLuaCallbacks.ImportType);
LuaAPI.xlua_pushasciistring(L, “import_type”);
LuaAPI.lua_pushstdcallcfunction(L,importTypeFunction);
LuaAPI.lua_rawset(L, -3);
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
//获取调用名,如在lua中调用CS.UnityEngine.GameObject则将会调用3次StaticLuaCallbacks.ImportType。
//className分别为“CS”、”CS.UnityEngine“ 、“CS.UnityEngine.GameObject”
//还会调用一次CS.UnityEngine.GameObject()构造函数,但触发的为call元方法,触发import_generic_type。下面会讲
string className = LuaAPI.lua_tostring(L, 1);
//通过反射将string转为Type
Type type = translator.FindType(className);
if (type != null)
{
if (translator.GetTypeId(L, type) >= 0)//返回lua表id。没有则调用translator.TryDelayWrapLoader设置表
{
LuaAPI.lua_pushboolean(L, true);
}
else
{
return LuaAPI.luaL_error(L, "can not load type " + type);
}
}
else
{
LuaAPI.lua_pushnil(L);
}
translator.getTypeId调用translator.TryDelayWrapLoader。
translator.TryDelayWrapLoader将对应的类的方法,属性等设置到lua表并且返回表id。该函数主要通过两种方式来将类映射到lua表中。主要有以下两种方案。
Type wrap = ce.EmitTypeWrap(type);
MethodInfo method = wrap.GetMethod(“__Register”, BindingFlags.Static | BindingFlags.Public);
method.Invoke(null, new object[] { L });
UnityEngine.GameObject类的wrap文件分析
public static void __Register(RealStatePtr L)
{
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
System.Type type = typeof(UnityEngine.GameObject);
//给GameObject这个类的非静态值创建元表,并且在元表中加入元方法_gc,__tostring. 然后再加入method, getter, setter这三个表
//meta: -4, method:-3, getter: -2, setter: -1
Utils.BeginObjectRegister(type, L, translator, 0, 12, 8, 3);
//在-3的表(method)表中加入"GetComponent"字段,对应c# 中的 GetComponents方法
Utils.RegisterFunc(L, Utils.METHOD_IDX, "GetComponent", _m_GetComponent);
...
//在-2的表(getter)表中加入"transform"字段,对应c#中的_g_get_transform属性
Utils.RegisterFunc(L, Utils.GETTER_IDX, "transform", _g_get_transform);
...
//在-1的表(setter)表中加入"layer"字段,对应c#中的_s_set_layer属性
Utils.RegisterFunc(L, Utils.SETTER_IDX, "layer", _s_set_layer);
...
//这个方法主要用于创建元方法__index和__newindex,通过绑定c闭包的方式实现,然后将设置好的元方法放到注册表中。
Utils.EndObjectRegister(type, L, translator, null, null, null, null, null);
//这个方法主要是给GameObject的静态值(静态方法,静态对象)设置元表,与上述非静态值做的事情差不多
Utils.BeginClassRegister(type, L, __CreateInstance, 6, 0, 0);
//在-4的表(类的静态表cls_idx)表中加入"transform"字段,对应c#中的_g_get_transform属性
Utils.RegisterFunc(L, Utils.CLS_IDX, "CreatePrimitive", _m_CreatePrimitive_xlua_st_);
...
//给静态表设置元方法__index和__newindex,
Utils.EndClassRegister(type, L, translator);
}
Utils.ReflectionWrap(L, type, privateAccessibleFlags.Contains(type));
Utils.ReflectionWrap函数
//创建几张表,分别保存属性,方法等
LuaAPI.lua_newtable(L);
int cls_meta = LuaAPI.lua_gettop(L);
LuaAPI.lua_newtable(L);
int obj_field = LuaAPI.lua_gettop(L);//成员方法
LuaAPI.lua_newtable(L);
int obj_getter = LuaAPI.lua_gettop(L);//成员字段,属性 get
LuaAPI.lua_newtable(L);
int obj_setter = LuaAPI.lua_gettop(L);//成员字段,属性 set
LuaAPI.lua_newtable(L);
int cls_field = LuaAPI.lua_gettop(L);//静态方法
LuaAPI.lua_newtable(L);
int cls_getter = LuaAPI.lua_gettop(L);//静态字段,属性 get
LuaAPI.lua_newtable(L);
int cls_setter = LuaAPI.lua_gettop(L);//静态字段,属性 set
LuaCSFunction item_getter;
LuaCSFunction item_setter;
//通过反射将类的方法、字段、属性等分别放入lua表中
makeReflectionWrap(L, type, cls_field, cls_getter, cls_setter, obj_field, obj_getter, obj_setter, obj_meta,
out item_getter, out item_setter, privateAccessible ? (BindingFlags.Public | BindingFlags.NonPublic) : BindingFlags.Public);
// init obj metatable
// 添加gc、tostring等元方法
LuaAPI.xlua_pushasciistring(L, "__gc");
LuaAPI.lua_pushstdcallcfunction(L, translator.metaFunctions.GcMeta);
LuaAPI.lua_rawset(L, obj_meta);
LuaAPI.xlua_pushasciistring(L, "__tostring");
LuaAPI.lua_pushstdcallcfunction(L, translator.metaFunctions.ToStringMeta);
LuaAPI.lua_rawset(L, obj_meta);
//省略很多代码.............................
//如果是枚举则添加强转。使得lua中能使用Enum.__CastFrom(int)将int转为enum
if (type != null && type.IsEnum())
{
LuaAPI.xlua_pushasciistring(L, "__CastFrom");
translator.PushFixCSFunction(L, genEnumCastFrom(type));
LuaAPI.lua_rawset(L, cls_field);
}
//省略很多代码...........
//设置构造函数
LuaCSFunction constructor = typeof(Delegate).IsAssignableFrom(type) ? translator.metaFunctions.DelegateCtor : translator.methodWrapsCache.GetConstructorWrap(type);
if (constructor == null)
{
constructor = (RealStatePtr LL) =>
{
return LuaAPI.luaL_error(LL, "No constructor for " + type);
};
}
LuaAPI.xlua_pushasciistring(L, "__call");
translator.PushFixCSFunction(L, constructor);
LuaAPI.lua_rawset(L, cls_meta);
makeReflectionWrap方法
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
BindingFlags flag = BindingFlags.DeclaredOnly | BindingFlags.Instance | BindingFlags.Static | access;
FieldInfo[] fields = type.GetFields(flag);
EventInfo[] all_events = type.GetEvents(flag | BindingFlags.Public | BindingFlags.NonPublic);
//将反射获得的类的字段放入表中
for (int i = 0; i < fields.Length; ++i)
{
FieldInfo field = fields[i];
string fieldName = field.Name;
// skip hotfix inject field
if (field.IsStatic && (field.Name.StartsWith("__Hotfix") || field.Name.StartsWith("_c__Hotfix")) && typeof(Delegate).IsAssignableFrom(field.FieldType))
{
continue;
}
if (all_events.Any(e => e.Name == fieldName))
{
fieldName = "&" + fieldName;
}
if (field.IsStatic && (field.IsInitOnly || field.IsLiteral))
{
LuaAPI.xlua_pushasciistring(L, fieldName);
translator.PushAny(L, field.GetValue(null));
LuaAPI.lua_rawset(L, cls_field);
}
else
{
LuaAPI.xlua_pushasciistring(L, fieldName);
translator.PushFixCSFunction(L, genFieldGetter(type, field));
LuaAPI.lua_rawset(L, field.IsStatic ? cls_getter : obj_getter);
LuaAPI.xlua_pushasciistring(L, fieldName);
translator.PushFixCSFunction(L, genFieldSetter(type, field));
LuaAPI.lua_rawset(L, field.IsStatic ? cls_setter : obj_setter);
}
}
//类似还有将类的方法也放入表等.........................