Implementation of Lua 5.4 in Go with no third party dependencies. The compiler and runtime are complete (including coroutines), the standard Lua library is mostly implemented.
To install, run:
$ go get github.com/arnodel/golua
To run interactively (in a repl):
$ golua
> function fac(n)
| if n == 0 then
| return 1
| else
| return n * fac(n - 1)
| end
| end
> -- For convenience the repl also evaluates expressions
> -- and prints their value
> fac(10)
3628800
> for i = 0, 5 do
| print(i, fac(i))
| end
0 1
1 1
2 2
3 6
4 24
5 120
>
A unique feature of Golua is that you can run code in a safe execution environment where cpu and memory are restricted. E.g.
$ golua -cpulimit=10000000
> while true do end
!!! CPU limit of 10000000 exceeded
Reset limits and continue? [yN]
You can even do this within Lua itself:
$ golua
> a = "a"
> runtime.callcontext({kill={memory=1000000}}, function() while true do a = a..a end end)
killed
> #a
262144
For more details read more here.
You can dynamically import Go packages very easily as long as they are already downloaded - this include the standard library. Here is an example of running an http server in the repl:
$ golua
> go = require('golib')
> http = go.import('net/http')
> http.HandleFunc('/hello/', function(w, r)
| w.Write('hi there from Lua! You requested ' .. r.URL.Path)
| end)
> http.ListenAndServe(':7777')
In another terminal you can do:
$ curl http://localhost:7777/hello/golua
hi there from Lua! You requested /hello/golua
To run a lua file:
$ golua myfile.lua
Or
cat myfile.lua | golua
E.g. if the file myfile.lua
contains:
local function counter(start, step)
return function()
local val = start
start = start + step
return val
end
end
local nxt = counter(5, 3)
print(nxt(), nxt(), nxt(), nxt())
Then:
$ golua myfile.lua
5 8 11 14
Errors produce useful tracebacks, e.g. if the file err.lua
contains:
function foo(x)
print(x)
error("do not do this")
end
function bar(x)
print(x)
foo(x*x)
end
bar(2)
Then:
$ golua err.lua
2
4
!!! error: do not do this
in function foo (file err.lua:3)
in function bar (file err.lua:8)
in function <main chunk> (file err.lua:11)
It's very easy to embed the golua compiler / runtime in a Go program. The example below compiles a lua function, runs it and displays the result.
// First we obtain a new Lua runtime which outputs to stdout
r := rt.New(os.Stdout)
// This is the chunk we want to run. It returns an adding function.
source := []byte(`return function(x, y) return x + y end`)
// Compile the chunk. Note that compiling doesn't require a runtime.
chunk, _ := r.CompileAndLoadLuaChunk("test", source, rt.TableValue(r.GlobalEnv()))
// Run the chunk in the runtime's main thread. Its output is the Lua adding
// function.
add, _ := rt.Call1(r.MainThread(), rt.FunctionValue(chunk))
// Now, run the Lua function in the main thread.
sum, _ := rt.Call1(r.MainThread(), add, rt.IntValue(40), rt.IntValue(2))
// --> 42
fmt.Println(sum.AsInt())
It's also very easy to add write Go functions that can be called from Lua code. The example below shows how to.
This is the Go function that we are going to call from Lua. Its inputs are:
t
: the thread the function is running in.c
: the go continuation that represents the context the function is called in.
It contains the arguments to the function and the next continuation (the
one which receives the values computed by this function).It returns the next continuation on success, else an error.
func addints(t *rt.Thread, c *rt.GoCont) (rt.Cont, error) {
var x, y rt.Int
// First check there are two arguments
err := c.CheckNArgs(2)
if err == nil {
// Ok then try to convert the first argument to a lua integer (rt.Int).
x, err = c.IntArg(0)
}
if err == nil {
// Ok then try to convert the first argument to a lua integer (rt.Int).
y, err = c.IntArg(1)
}
if err != nil {
// Some error occured, we return it in our context
return nil, err
}
// Arguments parsed! First get the next continuation.
next := c.Next()
// Then compute the result and push it to the continuation.
t.Push1(next, x + y)
// Finally return the next continuation.
return next, nil
// Note: the last 3 steps could have been written as:
// return c.PushingNext(x + y), nil
}
The code sample below shows how this function can be added to the Lua runtime environment and demonstrates calling it from Lua.
// First we obtain a new Lua runtime which outputs to stdout
r := rt.New(os.Stdout)
// Load the basic library into the runtime (we need print)
base.Load(r)
// Then we add our addints function to the global environment of the
// runtime.
r.SetEnvGoFunc(r.GlobalEnv(), "addints", addints, 2, false)
// This is the chunk we want to run. It calls the addints function.
source := []byte(`print("hello", addints(40, 2))`)
// Compile the chunk.
chunk, _ := rt.CompileAndLoadLuaChunk("test", source, r.GlobalEnv())
// Run the chunk in the runtime's main thread. It should output 42!
_, _ = rt.Call1(r.MainThread(), chunk)
You can also make custom libraries and use Go values in Lua (using e.g. the
runtime.UserData
type). There is an example implementing a regex
Lua
package that uses Go regexp.Regexp
in examples/userdata
To implememt the Lua programming language in Go, easily embeddable in Go applications. It should be able to run any pure Lua code
scanner
.parsing
package.The ast
package defines all the AST nodes. The astcomp
package defines a
Compiler
type that is able to compile an AST to IR, using an instance of
ir.CodeBuilder
.
The ir
package defines all the IR instructions and the IR compiler.
The runtime bytecode is defined in the code
package. The ircomp
package
defines a ConstantCompiler
type that is able to compile IR code to runtime
bytecode, using an instance of code.Builder
.
The runtime is implemented in the runtime
package. This defines a
Runtime
type which contains the global state of a runtime, a
Thread
type which can run a continuation, can yield and can be
resumed, the various runtime data types (e.g. String
, Int
...). The
bytecode interpreter is implemented in the RunInThread
method of the
LuaCont
data type.
There is a framework for running lua tests in the package luatesting
. In the
various Go packages, if there is a lua
directory, each .lua
file is a test.
Expected output is specified in the file as comments of a special form, starting
with -->
:
print(1 + 2)
--> =3
-- "=" means match literally the output line
print("ababab")
--> ~^(ab)*$
-- "~" means match with a regexp (syntax is go regexp)
Most of the code is covered with such Lua tests. Specific packages or functions are covered with Go tests.
Lua provides a test suites for each version (https://www.lua.org/tests/). There is an adapted version of the 5.4.3 tests here which is supposed to be passed by the latest version of Golua. It is the form of a PR so that the difference with the original test suite can be seen easily.
Assuming golua
is installed on your system, those tests can be run from the
root of the repository above as follows.
golua -u -e "_U=true" all.lua
For the moment db.lua
is disabled (the file testing the debug module). All
other "soft" tests are run, some with adaptations. The most significant
differences are in error messages.
The lib
directory contains a number of package, each implementing a
lua library.
base
: basic library. It is complete.coroutine
: the coroutine library, which is done.packagelib
: the package library. It is able to load lua modules
but not "native" modules, which would be written in Go. Obviously
this is not part of the official Lua specification. Perhaps using
the plugin mechanism (https://golang.org/pkg/plugin/) would be a way
of doing it. I have no plan to support Lua C modules!stringlib
: the string library. It is complete.mathlib
: the math library, It is complete.tablelib
: the table library. It is complete.iolib
: the io library. It is complete.utf8lib
: the utf8 library. It is complete.debug
: partially implemented (mainly to pass the lua test suite). The
getupvalue
, setupvalue
, upvalueid
, upvaluejoin
, setmetatable
,
functions are implemented fully. The getinfo
function is partially
implemented. The traceback
function is implemented but its output is
different from the C Lua implementation. The sethook
and gethook
values
are implemented - line hooks may not be as accurate as for C Lua.os
package is almost complete - exit
doesn't support "closing" the Lua
state (need to figure out what it means.)