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|
README.wslua
This is a HOWTO for adding support for new Lua hooks/functions/abilities in
Wireshark. If you see any errors or have any improvements, submit patches -
free software is a community effort....
This is NOT a guide for how to write Lua plugins - that's documented already
on the Wireshark webpages.
Contributors to this README:
Hadriel Kaplan <hadrielk[AT]yahoo.com>
==============================================================================
Overview:
The way Wireshark exposes functions for Lua is generally based on a
callback/event model, letting Lua plugins register their custom Lua functions
into event callbacks. C-based "objects" are exposed as Lua tables with
typical Lua USERDATA pointer dispatching, plain C-functions are registered as
such in Lua, and C-based enums/variables are registered into Lua as table
key=value (usually... though rarely they're registered as array indexed
values). All of that is very typical for applications that expose things
into a Lua scripting environment.
The details that make it a little different are (1) the process by which the
code is bound/registered into Lua, and (2) the API documentation generator.
Wireshark uses C-macros liberally, both for the usual reasons as well as for
the binding generator and documentation generator scripts. The macros are
described within this document.
The API documentation is auto-generated from a Python script called 'make-
wsluarm.py', which searches C-files for the known macros and generates
appropriate AsciiDoc documentation from them. This includes using the C
comments after the macros for the API document info.
Likewise, another script called 'make-reg.py' generates the C-files
'register_wslua.c' and 'declare_wslua.h', based on the C-macros it searches
for in existing source files. The code this script auto-generates is
what actually registers some classes/functions into Lua - you don't have to
write your own registration functions to get your new functions/classes into
Lua tables. (you can do so, but it's not advisable)
Both of the scripts above are given the C-source files to search through
by the make process, generated from the lists in epan/wslua/CMakeLists.txt.
Naturally if you add new source files, you need to add them to the list in
epan/wslua/CMakeLists.txt. You also have to add the source files into
doc/CMakeLists.txt, to get it to be generated in the user guide.
Due to those documentation and registration scripts, you MUST follow some very
specific conventions in the functions you write to expose C-side code to Lua,
as described in this document.
Naming conventions/rules:
Class/object names must be UpperCamelCase, no numbers/underscores.
Function and method names must be lower_underscore_case, no numbers.
Constants/enums must be ALLCAPS, and can have numbers.
The above rules are more than merely conventions - the scripts which
auto-generate stuff use regex patterns that require the naming syntax to be
followed.
==============================================================================
Documenting things for the API docs:
As explained previously, the API documentation is auto-generated from a
Python script called 'make-wsluarm.py', which searches C-files for the known
macros and generates appropriate HTML documentation from them. This includes
using the C-comments after the macros for the API document info. The comments
are extremely important, because the API documentation is what most Lua script
authors will see - do *not* expect them to go looking through the C-source code
to figure things out.
Please make sure to at least use the '@since' version notification markup
in your comments, to let users know when the new class/function/etc. you
created became available.
Because documentation is so important, the make-wsluarm.py script supports
specific markup syntax in comments, and converts them to XML and ultimately
into the various documentation formats. The markup syntax is documented in
the top comments in make-wsluarm.py, but are repeated here as well:
- two (or more) line breaks in comments result in separate paragraphs
- all '&' are converted into their entity names, except inside urls
- all '<', and '>' are converted into their entity names everywhere
- any word(s) wrapped in one star, e.g., *foo bar*, become italics
- any word(s) wrapped in two stars, e.g., **foo bar**, become bold
- any word(s) wrapped in backticks, e.g., `foo bar`, become bold (for now)
- any word(s) wrapped in two backticks, e.g., ``foo bar``, become one backtick
- any "[[url]]" becomes an XML ulink with the url as both the url and text
- any "[[url|text]]" becomes an XML ulink with the url as the url and text as text
- any indent with a single leading star '*' followed by space is a bulleted list item
reducing indent or having an extra linebreak stops the list
- any indent with a leading digits-dot followed by space, i.e. "1. ", is a numbered list item
reducing indent or having an extra linebreak stops the list
- supports meta-tagged info inside comment descriptions as follows:
* a line starting with "@note" or "Note:" becomes an XML note line
* a line starting with "@warning" or "Warning:" becomes an XML warning line
* a line starting with "@version" or "@since" becomes a "Since:" line
* a line starting with "@code" and ending with "@endcode" becomes an
XML programlisting block, with no indenting/parsing within the block
The above '@' commands are based on Doxygen commands
==============================================================================
Some implementation details:
Creating new C-classes for Lua:
Explaining the Lua class/object model and how it's bound to C-code functions
and data types is beyond the scope of this document; if you don't already know
how that works, I suggest you start reading lua-users.org's wiki, and
lua.org's free reference manual.
Wireshark generally uses a model close to the typical binding
model: 'registering' class methods and metamethods, pushing objects into Lua
by applying the class' metatable to the USERDATA, etc. This latter part is
mostly handled for you by the C-macro's created by WSLUA_CLASS_DEFINE, such as
push/check, described later in this document.
The actual way methods are dispatched is a little different from normal Lua
bindings, because attributes are supported as well (see next section). The
details won't be covered in this document - they're documented in the code
itself in: wslua_internals.c above the wslua_reg_attributes function.
Registering a class requires you to write some code: a WSLUA_METHODS table,
a WSLUA_META table, and a registration function. The WSLUA_METHODS table is an
array of luaL_Reg structs, which map a string name that will be the function's
name in Lua, to a C-function pointer which is the C-function to be invoked by
Lua when the user calls the name. Instead of defining this array of structs
explicitly using strings and function names, you should use the WSLUA_METHODS
macro name for the array, and use WSLUA_CLASS_FNREG macro for each entry.
The WSLUA_META table follows the same behavior, with the WSLUA_CLASS_MTREG
macro for each entry. Make sure your C-function names use two underscores
instead of one (for instance, ClassName__tostring).
Once you've created the appropriate array tables, define a registration
function named 'ClassName_register', where 'ClassName'is your class name, the
same one used in WSLUA_CLASS_DEFINE. The make-reg.py script will search
your file for WSLUA_CLASS_DEFINE, and it generates a register_wslua.c which
will call your ClassName_register function during Wireshark initialization.
Define a wslua_class structure which describes the class and register this in
your ClassName_register function using one of:
- wslua_register_classinstance_meta to create a metatable which allows
instances of a class to have methods and attributes. C code can create such
instances by setting the metatable on userdata, the class itself is not
directly visible in the Lua scope.
- wslua_register_class to additionally expose a class with static functions
that is also directly visible in the Lua global scope.
Also, you should read the 'Memory management model' section later in this
document.
Class member variable attributes (getters/setters):
The current implementation does not follow a single/common class-variable
attribute accessor model for the Lua API: some class member values are
populated/retrieved when a table field attribute is used that triggers the
__index or __newindex metamethods, and others are accessed through explicit
getter/setter method functions. In other words from a Lua code perspective
some class object variables are retrieves as 'foo = myObj.var', while others
are done as 'foo = myObj.getVar()'.
From the C-side code perspective, some classes register no real method
functions but just have attributes (and use the WSLUA_ATTRIBUTE documentation
model for them). For example the FieldInfo class in wslua_field.c does this.
Other classes provide access to member variable through getter/setter method
functions (and thus use the WSLUA_METHOD documentation model). For example
the TvbRange class in wslua_tvb.c does this. Using the latter model of having
a getter/setter method function allows one to pass multiple arguments, whereas
the former __index/__newindex metamethod model does not. Both models are
fairly common in Lua APIs, although having a mixture of both in the same API
probably isn't. There is even a third model in use: pre-loading the member
fields of the class table with the values, instead of waiting for the Lua
script to access a particular one to retrieve it; for example the Listener tap
extractors table is pre-populated (see files 'wslua_listener.c' and 'taps'
which through the make-taps.py Python3 script creates 'taps_wslua.c'). The
downside of that approach is the performance impact, filling fields the Lua
script may never access. Lastly, the Field, FieldInfo, and Tvb's ByteArray
type each provide a __call metamethod as an accessor - I strongly suggest you
do NOT do that, as it's not a common model and will confuse people since it
doesn't follow the model of the other classes in Wireshark.
Attributes are handled internally like this:
-- invoked on myObj.myAttribute
function myObj.__metatable:__index(key)
if "getter for key exists" then
return getter(self)
elseif "method for key exists" then
-- ensures that myObj.myMethod() works
return method
else
error("no such property error message")
end
end
-- invoked on myObj.myAttribute = 1
function myObj.__metatable:__newindex(key, value)
if "setter for key exists" then
return setter(self, value)
else
error("no such property error message")
end
end
To add getters/setters in C, initialize the "attrs" member of the wslua_class
structure. This should contain an array table similar to the WSLUA_METHODS and
WSLUA_META tables, except using the macro name WSLUA_ATTRIBUTES. Inside this
array, each entry should use one of the following macros: WSLUA_ATTRIBUTE_ROREG,
WSLUA_ATTRIBUTE_WOREG, or WSLUA_ATTRIBUTE_RWREG. Those provide the hooks for
a getter-only, setter-only, or both getter and setter function. The functions
themselves need to follow a naming scheme of ClassName_get_attributename(),
or ClassName_set_attributename(), for the respective getter vs. setter function.
Trivial getters/setters have macros provided to make this automatic, for things
such as getting numbers, strings, etc. The macros are in wslua.h. For example,
the WSLUA_ATTRIBUTE_NAMED_BOOLEAN_GETTER(Foo,bar,choo) macro creates a getter
function to get the boolean value of the Class Foo's choo member variable, as
the Lua attribute named 'bar'.
Callback function registration:
For some callbacks, there are register_* Lua global functions, which take a
user-defined Lua function name as the argument - the one to be hooked into
that event. Unlike in most Lua APIs, there's a unique register_foo() function
for each event type, instead of a single register() with the event as an
argument. For example there's a register_postdissector() function. In some
cases the Lua functions are invoked based on a pre-defined function-name model
instead of explicit register_foo(), whereby a C-object looks for a defined
member variable in the Registry that represents a Lua function created by the
plugin. This would be the case if the Lua plugin had defined a pre-defined
member key of its object's table in Lua, for that purpose. For example if the
Lua plugin sets the 'reset' member of the Listener object table to a function,
then Wireshark creates a Registry entry for that Lua function, and executes
that Lua function when the Listener resets. (see the example Listener Lua
script in the online docs) That model is only useful if the object can only be
owned by one plugin so only one function is ever hooked, obviously, and thus
only if it's created by the Lua plugin (e.g., Listener.new()).
Creating new Listener tap types:
The Listener object is one of the more complicated ones. When the Lua script
creates a Listener (using Listener.new()), the code creates and returns a tap
object. The type of tap is based on the passed-in argument to Listener.new(),
and it creates a Lua table of the tap member variables. That happens in
taps_wslua.c, which is an auto-generated file from make-taps.py. That Python3
script reads from a file called 'taps.ini', which identifies every struct name
(and associated enum name) that should be exposed as a tap type. The Python3
script then generates the taps_wslua.c to push those whenever the Listener
calls for a tap; and it also generates a taps.tx file documenting them all.
So to add a new type, add the info to the taps file (or uncomment an existing
one), and make sure every member of the tap struct you're exposing is of a
type that make-taps.py has in its Python "types" and "comments" dictionaries.
Note on Lua versions:
Wireshark supports both Lua 5.3 and 5.4, which are defined as LUA_VERSION_NUM
values 503 and 504 respectively. When exposing things into Lua, make sure to
use ifdef wrappers for things which changed between the versions of Lua. See
this for details: http://www.lua.org/manual/5.3/manual.html#8.3
==============================================================================
Defined Macros for Lua-API C-files:
WSLUA_MODULE - this isn't actually used in real C-code, but rather only
appears in C-comments at the top of .c files. That's because it's purely used
for documentation, and it makes a new section in the API documentation.
For example, this appears near the top of the wslua_gui.c file:
/* WSLUA_MODULE Gui GUI support */
That makes the API documentation have a section titled 'GUI support' (it's
currently section 11.7 in the API docs). It does NOT mean there's any Lua
table named 'Gui' (in fact there isn't). It's just for documentation.
If you look at the documentation, you'll see there is 'ProgDlg', 'TextWindow',
etc. in that 'GUI support' section. That's because both ProgDlg and
TextWindow are defined in that same wslua_gui.c file using the
'WSLUA_CLASS_DEFINE' macro. (see description of that later) make-wsluarm.py
created those in the same documentation section because they're in the same c
file as that WSLUA_MODULE comment. You'll also note the documentation
includes a sub-section for 'Non Method Functions', which it auto-generated
from anything with a 'WSLUA_FUNCTION' macro (as opposed to class member
functions, which use the 'WSLUA_METHOD' and 'WSLUA_CONSTRUCTOR' macros). Also,
to make new wslua files generate documentation, add this macro to a new file
and add the file to the doc/CMakeLists.txt.
WSLUA_CONTINUE_MODULE - like WSLUA_MODULE, except used at the top of a .c file
to continue defining classes/functions/etc. within a previously declared module
in a previous file (i.e., one that used WSLUA_MODULE). The module name must match
the original one, and the .c file must be listed after the original one in the
CMakeLists.txt lists in the doc directory.
WSLUA_ATTRIBUTE - this is another documentation-only "macro", only used within
comments. It makes the API docs generate documentation for a member variable
of a class, i.e. a key of a Lua table that is not called as a function in Lua,
but rather just retrieved or set. The 'WSLUA_ATTRIBUTE' token is followed by
a 'RO', 'WO', or 'RW' token, for Read-Only, Write-Only, or Read-Write. (ie,
whether the variable can be retrieved, written to, or both) This read/write
mode indication gets put into the API documentation. After that comes the name
of the attribute, which must be the class name followed by the specific
attribute name.
Example:
/* WSLUA_ATTRIBUTE Pinfo_rel_ts RO Number of seconds passed since beginning of capture */
WSLUA_FUNCTION - this is used for any global Lua function (functions put into
the global table) you want to expose, but not for object-style methods (that's
the 'WSLUA_METHOD' macro), nor static functions within an object (that's
WSLUA_CONSTRUCTOR). Unlike many of the macros here, the function name must
begin with 'wslua_'. Everything after that prefix will be the name of the
function in Lua. You can ONLY use lower-case letters and the underscore
character in this function name. For example 'WSLUA_FUNCTION
wslua_get_foo(lua_State* L)' will become a Lua function named 'get_foo'.
Documentation for it will also be automatically generated, as it is for the
other macros. Although from a Lua perspective it is a global function (not in
any class' table), the documentation will append it to the documentation page
of the module/file its source code is in, in a "Non Method Functions" section.
Descriptive text about the function must be located after the '{' and optional
whitespace, within a '\*' '*\' comment block on one line.
Example:
WSLUA_FUNCTION wslua_gui_enabled(lua_State* L) { /* Checks whether the GUI facility is enabled. */
lua_pushboolean(L,GPOINTER_TO_INT(ops && ops->add_button));
WSLUA_RETURN(1); /* A boolean: true if it is enabled, false if it isn't. */
}
WSLUA_CLASS_DEFINE - this is used to define/create a new Lua class type (i.e.,
table with methods). A Class name must begin with an uppercase letter,
followed by any upper or lower case letters but not underscores; in other
words, UpperCamelCase without numbers. The macro is expanded to create a
bunch of helper functions - see wslua.h. Documentation for it will also be
automatically generated, as it is for the other macros.
Example:
WSLUA_CLASS_DEFINE(ProgDlg,NOP,NOP); /* Manages a progress bar dialog. */
WSLUA_CONSTRUCTOR - this is used to define a function of a class that is a
static function rather than a per-object method; i.e., from a Lua perspective
the function is called as 'myObj.func()' instead of 'myObj:func()'. From a
C-code perspective the code generated by make-reg.py does not treat this
differently than a WSLUA_METHOD, the only real difference being that the code
you write within the function won't be checking the object instance as the
first passed-in argument on the Lua-API stack. But from a documentation
perspective this macro correctly documents the usage using a '.' period rather
than ':' colon. This can also be used within comments, but then it's
'_WSLUA_CONSTRUCTOR_'. The name of the function must use the Class name
first, followed by underscore, and then the specific lower_underscore name
that will end up being the name of the function in Lua.
Example:
WSLUA_CONSTRUCTOR Dissector_get (lua_State *L) {
/* Obtains a dissector reference by name */
#define WSLUA_ARG_Dissector_get_NAME 1 /* The name of the dissector */
const char* name = luaL_checkstring(L,WSLUA_ARG_Dissector_get_NAME);
Dissector d;
if (!name)
WSLUA_ARG_ERROR(Dissector_get,NAME,"must be a string");
if ((d = find_dissector(name))) {
pushDissector(L, d);
WSLUA_RETURN(1); /* The Dissector reference */
} else
WSLUA_ARG_ERROR(Dissector_get,NAME,"No such dissector");
}
WSLUA_METHOD - this is used for object-style class method definitions. The
documentation will use the colon syntax, and it will be called as
'myObj:func()' in Lua, so your function needs to check the first argument of
the stack for the object pointer. Two helper functions are automatically made
for this purpose, from the macro expansion of WSLUA_CLASS_DEFINE, of the
signatures 'MyObj toMyObj(lua_State* L, int idx)' and 'MyObj
checkMyObj(lua_State* L, int idx)'. They do the same thing, but the former
generates a Lua Error on failure, while the latter does not.
Example:
WSLUA_METHOD Listener_remove(lua_State* L) {
/* Removes a tap listener */
Listener tap = checkListener(L,1);
if (!tap) return 0;
remove_tap_listener(tap);
return 0;
}
WSLUA_METAMETHOD - this is used for defining object metamethods (ie, Lua
metatable functions). The documentation will describe these as well, although
currently it doesn't specify they're metamethods but rather makes them appear
as regular object methods. The name of it must be the class name followed by
*two* underscores, or else it will not appear in the documentation.
Example:
WSLUA_METAMETHOD NSTime__eq(lua_State* L) { /* Compares two NSTimes */
NSTime time1 = checkNSTime(L,1);
NSTime time2 = checkNSTime(L,2);
bool result = false;
if (!time1 || !time2)
WSLUA_ERROR(FieldInfo__eq,"Data source must be the same for both fields");
if (nstime_cmp(time1, time2) == 0)
result = true;
lua_pushboolean(L,result);
return 1;
}
WSLUA_ARG_ - the prefix used in a #define statement, for a required
function/method argument (ie, one without a default value). It is defined to
an integer representing the index slot number of the Lua stack it will be at,
when calling the appropriate lua_check/lua_opt routine to get it from the
stack. The make_wsluarm.py Python script will generate API documentation with
this argument name for the function/method, removing the 'WSLUA_ARG_' prefix.
The name following the 'WSLUA_ARG_' prefix must be the same name as the
function it's an argument for, followed by an underscore and then an ALLCAPS
argument name (including numbers is ok). Although this last part is in
ALLCAPS, it is documented in lowercase. The argument name itself is
meaningless since it does not exist in Lua or C code.
Example: see the example in WSLUA_CONSTRUCTOR above, where
WSLUA_ARG_Dissector_get_NAME is used.
WSLUA_OPTARG_ - the prefix used in a #define statement, for an optional
function/method argument (ie, one with a default value). It is defined to an
integer representing the index slot number of the Lua stack it will be at,
when calling the appropriate lua_check/lua_opt routine to get it from the
stack. The make_wsluarm.py Python script will generate API documentation with
this argument name for the function/method, removing the 'WSLUA_OPTARG_'
prefix. The rules for the name of the argument after the prefix are the same
as for 'WSLUA_ARG_' above.
Example:
#define WSLUA_OPTARG_Dumper_new_FILETYPE 2 /* The type of the file to be created */
WSLUA_MOREARGS - a documentation-only macro used to document that more
arguments are expected/supported. This is useful when the number of
arguments is not fixed, i.e., a vararg model. The macro is followed by the
name of the function it's an argument for (without the 'wslua_' prefix if the
function is a WSLUA_FUNCTION type), and then followed by descriptive text.
Example:
WSLUA_FUNCTION wslua_critical( lua_State* L ) { /* Will add a log entry with critical severity*/
/* WSLUA_MOREARGS critical objects to be printed */
wslua_log(L,G_LOG_LEVEL_CRITICAL);
return 0;
}
WSLUA_RETURN - a macro with parentheses containing the number of return
values, meaning the number of items pushed back to Lua. Lua supports multiple
return values, although Wireshark usually just returns 0 or 1 value. The
argument can be an integer or a variable of the integer, and is not actually
documented. The API documentation will use the comments after this macro for
the return description. This macro can also be within comments, but is then
'_WSLUA_RETURNS_'.
Example:
WSLUA_RETURN(1); /* The ethernet pseudoheader */
WSLUA_ERROR - this C macro takes arguments, and expands to call luaL_error()
using them, and returns 0. The arguments it takes is the full function name
and a string describing the error. For documentation, it uses the string
argument and displays it with the function it's associated to.
Example:
if (!wtap_dump_can_write_encap(filetype, encap))
WSLUA_ERROR(Dumper_new,"Not every filetype handles every encap");
WSLUA_ARG_ERROR - this is a pure C macro and does not generate any
documentation. It is used for errors in type/value of function/method
arguments.
Example: see the example in thr WSLUA_CONSTRUCTOR above.
==============================================================================
Memory management model:
Lua uses a garbage collection model, which for all intents and purposes can
collect garbage at any time once an item is no longer referenced by something
in Lua. When C-malloc'ed values are pushed into Lua, the Lua library has to
let you decide whether to try to free them or not. This is done through the
'__gc' metamethod, so every Wireshark class created by WSLUA_CLASS_DEFINE must
implement a metamethod function to handle this. The name of the function must
be 'ClassName__gc', where 'ClassName' is the same name as the class. Even if
you decide to do nothing, you still have to define the function or it will
fail to compile - as of this writing, which changed it to do so, in order to
make the programmer think about it and not forget.
The thing to think about is the lifetime of the object/value. If C-code
controls/manages the object after pushing it into Lua, then C-code MUST NOT
free it until it knows Lua has garbage collected it, which is only known by
the __gc metamethod being invoked. Otherwise you run the risk of the Lua
script trying to use it later, which will dereference a pointer to something
that has been free'd, and crash. There are known ways to avoid this, but
those ways are not currently used in Wireshark's Lua API implementation;
except Tvb and TvbRange do implement a simple model of reference counting to
protect against this.
If possible/reasonable, the best model is to malloc the object when you push
it into Lua, usually in a class function (not method) named 'new', and then
free it in the __gc metamethod. But if that's not reasonable, then the next
best model is to have a boolean member of the class called something like
'expired', which is set to true if the C-code decides it is dead/no-longer-
useful, and then have every Lua-to-C accessor method for that class type check
that boolean before trying to use it, and have the __gc metamethod set
expired=true or free it if it's already expired by C-side code; and vice-versa
for the C-side code.
In some cases the class is exposed with a specific method to free/remove it,
typically called 'remove'; the Listener class does this, for example. When
the Lua script calls myListener:remove(), the C-code for that class method
free's the Listener that was malloc'ed previously in Listener.new(). The
Listener__gc() metamethod does not do anything, since it's hopefully already
been free'd. The downside with this approach is if the script never calls
remove(), then it leaks memory; and if the script ever tries to use the
Listener userdata object after it called remove(), then Wireshark crashes. Of
course either case would be a Lua script programming error, and easily
fixable, so it's not a huge deal.
==============================================================================
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