#define SOL_ALL_SAFETIES_ON 1 #include #include // Simple sol3 version of the below void simple(sol::this_state ts, sol::this_environment te) { sol::state_view lua = ts; if (te) { sol::environment& env = te; sol::environment freshenv = lua["freshenv"]; bool is_same_env = freshenv == env; std::cout << "this_environment -- env == freshenv : " << is_same_env << std::endl; } std::cout << "this_environment -- no environment present" << std::endl; } // NOTE: // THIS IS A LOW-LEVEL EXAMPLE, using pieces of sol2 // to facilitate better usage // It is recommended you just do the simple version, as it is basically this code // but it is sometimes useful to show the hoops you need to jump through to use the Lua C API void complicated(sol::this_state ts) { lua_State* L = ts; lua_Debug info; // Level 0 means current function (this C function, which is useless for our purposes) // Level 1 means next call frame up the stack. This is probably the environment we're looking for? int level = 1; int pre_stack_size = lua_gettop(L); if (lua_getstack(L, level, &info) != 1) { // failure: call it quits std::cout << "error: unable to traverse the stack" << std::endl; lua_settop(L, pre_stack_size); return; } // the "f" identifier is the most important here // it pushes the function running at `level` onto the stack: // we can get the environment from this // the rest is for printing / debugging purposes if (lua_getinfo(L, "fnluS", &info) == 0) { // failure? std::cout << "manually -- error: unable to get stack information" << std::endl; lua_settop(L, pre_stack_size); return; } // Okay, so all the calls worked. // Print out some information about this "level" std::cout << "manually -- [" << level << "] " << info.short_src << ":" << info.currentline << " -- " << (info.name ? info.name : "") << "[" << info.what << "]" << std::endl; // Grab the function off the top of the stack // remember: -1 means top, -2 means 1 below the top, and so on... // 1 means the very bottom of the stack, // 2 means 1 more up, and so on to the top value... sol::function f(L, -1); // The environment can now be ripped out of the function sol::environment env(sol::env_key, f); if (!env.valid()) { std::cout << "manually -- error: no environment to get" << std::endl; lua_settop(L, pre_stack_size); return; } sol::state_view lua(L); sol::environment freshenv = lua["freshenv"]; bool is_same_env = freshenv == env; std::cout << "manually -- env == freshenv : " << is_same_env << std::endl; } int main() { std::cout << "=== environment snooping ===" << std::endl; sol::state lua; sol::environment freshenv(lua, sol::create, lua.globals()); lua["freshenv"] = freshenv; lua.set_function("f", simple); lua.set_function("g", complicated); lua.script("f()", freshenv); lua.script("g()", freshenv); std::cout << std::endl; return 0; }