-- test script for ELua/Lunatic Interpreter --do return end -- error=nil -- must not affect "require" local string = require("string") local bit = require("bit") local math = require("math") print('---=== ELua Test script ===---') local function printf(fmt, ...) print(string.format(fmt, ...)) end local function checkfail(funcstr) local status, res = pcall(DBG_.loadstring(funcstr)) if (status) then print('ERROR: '..funcstr.." DIDN'T fail") else print('SUCCESS: '..funcstr.." failed: "..res) end end ---- check serialization ---- gamevar("ourvar") gamevar("ourvar2") -- test nans, infs, precision, subnorms, booleans ourvar2 = { "asd"; 0/0, 1/0, -1/0, 0.12345678901234567, 1e-314, true } ourvar = { ourvar2; 1, 2, 3, "qwe"; [true]=0, [false]=1 } ourvar[#ourvar+1] = ourvar; local gvstr = DBG_.serializeGamevars() ourvar = -1 print("========== attempting to load string: ==========") print(gvstr) print("---------- (end string to load) ----------") -- XXX: need to think about fully restoring state DBG_.loadGamevarsString(gvstr) print("ourvar[4]="..ourvar[4]) local i print('tweaking sector pals') print('numsectors: ' .. gv.numsectors .. ' of ' .. gv.MAXSECTORS) ---[[ for i = 0, gv.numsectors/2 do sector[i].floorpal = 1; sector[i].ceilingpal = 2; end local vol, lev vol, lev = TEMP_getvollev() print('volume='..vol..', level='..lev) if (vol==1 and lev==1) then -- E1L1 print('tweaking some sprites 2') i = 562 spriteext[i].alpha = 0.5; sprite[i].cstat = bit.bor(sprite[i].cstat, 2+512); spriteext[i].pitch = 128; spriteext[i].roll = 256; for spr in spritesofsect(307) do -- some fence sprites in E1L1 print('spr', spr) sprite[spr].pal = 6 end for spr in spritesofsect(236) do print('#spr', spr) end --this is a problem --actor = {} actor[562].flags = bit.bor(actor[562].flags, 2); -- pal 6 with goggles on front SEENINE end if (vol==1 and lev==8) then print('tweaking bunch 1'); -- trueror1.map for i in sectorsofbunch(1, gv.CEILING) do sector[i].ceilingz = sector[i].ceilingz - 3*1024; end for i in sectorsofbunch(1, gv.FLOOR) do sector[i].floorz = sector[i].floorz - 3*1024; end end --]] --tostring = nil -- REMEMBER --DBG_.printkv('_G in test.elua', _G) checkfail('gv.sprite[0].yrepeat = 100') -- direct gv array access forbidden checkfail('local i = sprite["qwe"]') -- indexing struct array with non-numeric type checkfail('print(sprite[100000].ceilingpal)') -- oob read access checkfail('print(gv.sprite[0])') -- NOTE: gv.sprite doesn't fail, but we can't use it checkfail('setmetatable(sprite, {})') -- set metatable forbidden checkfail('sector[-1].ceilingpal = 4') -- oob write access checkfail('sector[0].wallnum = 0') -- wallnum member is read-only checkfail('gv.numsectors = 4') -- gv.numsectors is read-only checkfail('gv.QWE = 4') -- cannot create new fields in 'gv' checkfail('sector[4] = sector[6]') -- direct sector write access forbidden checkfail('nextspritesect[4] = -666') -- that would be horrible... checkfail('print(nextspritesect[4].whatfield)') -- we're indexing a plain array! checkfail('wall[4].QWE = 123') -- creating new keys forbidden... handled by LuaJit checkfail("require('os')") -- 'require' has been thrown away to be replaced by -- something more restricted later checkfail("new_global = 345") -- we should declare globals checkfail('gv.CEILING = 3') -- can't redefine constants in 'gv' checkfail('local s=require[[string]]; local tmp=s.dump(gameevent)') -- string.dump is unavailable checkfail('local s=require[[string]]; s.format=nil') -- disallow changing base module tables print('') -- This is problematic, even though pretty much every access will yield a -- "missing declaration" error. -- See http://luajit.org/ext_ffi_api.html#ffi_C about what stuff ffi.C contains. checkfail('gv.luaJIT_setmode(nil, 0, 0)') checkfail('gv.luaJIT_BC_con_lang') checkfail('gv.yax_getbunch(0,0)') checkfail('gv.gethitickms = nil') -- we don't have arrays in Lua-accessible structs now checkfail('local i = actor[0].t_data[15]') checkfail('local spr = sprite[0]; local x=spr+1') -- no pointer arithmetic! printf('ceilingbunch of sector 0: %d', getbunch(0, gv.CEILING)) gameevent(gv.EVENT_JUMP, function(actori, playeri, dist) printf("jump i=%d p=%d d=%d", actori, playeri, dist) end ) gameevent(gv.EVENT_ENTERLEVEL, function() -- NOTE: times are for helixhorned (Core2Duo 3GHz) local i local N = 1e6 local t = gv.gethitickms() for i=3,N do gv.gethitickms() end t = gv.gethitickms()-t -- x86_64: 40ns/call, x86: 290 ns/call printf("%d gethitickms() calls took %.03f ms (%.03f us/call)", N, t, (t*1000)/N) local sum=0 t = gv.gethitickms() for i=1,N do sum = sum+gv.ksqrt(i) end t = gv.gethitickms()-t -- x86_64: 14ns/call printf("%d ksqrt() calls took %.03f ms (%.03f us/call) [sum=%f]", N, t, (t*1000)/N, sum) sum=0 t = gv.gethitickms() for i=1,N do sum = sum+math.sqrt(i) end t = gv.gethitickms()-t -- x86_64: 7ns/call printf("%d math.sqrt() calls took %.03f ms (%.03f us/call) [sum=%f]", N, t, (t*1000)/N, sum) printf("sqrt(0xffffffff) = %f(ksqrt) %f(math.sqrt)", gv.ksqrt(0xffffffff), math.sqrt(0xffffffff)) end ) gameactor(1680, -- LIZTROOP function(i, playeri, dist) sprite[i].pal = math.random(32) -- sprite[i].ang = bit.band(sprite[i].ang-20, 2047) local spr = sprite[i] local x,y,z = spr.x, spr.y, spr.z local t = gv.gethitickms() local hit = hitscan(x,y,z, spr.sectnum, 10, 10, 0, gv.CLIPMASK0) printf("hitscan took %.03f us, sec=%d, wal=%d, spr=%d", 1000*(gv.gethitickms()-t), hit.hitsect, hit.hitwall, hit.hitsprite) end ) checkfail('gameactor(1680, 0)') -- lua function expected, number passed printf("EVENT_INIT = %d", gv.EVENT_INIT) -- tests default defines print('---=== END TEST SCRIPT ===---')