Added a loader which allows Lua scripts to load other Lua scripts

This commit is contained in:
Thorsten Sommer 2025-03-21 14:16:54 +01:00
parent c679e17784
commit 51f34392ed
Signed by: tsommer
GPG Key ID: 371BBA77A02C0108
4 changed files with 55 additions and 4 deletions

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@ -7,4 +7,4 @@ namespace AIStudio.Tools.PluginSystem;
/// </summary>
/// <param name="state">The Lua state that the plugin was loaded into.</param>
/// <param name="parsingError">The error message that occurred while parsing the plugin.</param>
public sealed class NoPlugin(LuaState state, string parsingError) : PluginBase(state, PluginType.NONE, parsingError);
public sealed class NoPlugin(LuaState state, string parsingError) : PluginBase(string.Empty, state, PluginType.NONE, parsingError);

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@ -78,7 +78,7 @@ public abstract class PluginBase
/// </remarks>
public bool IsValid => this is not NoPlugin && this.baseIssues.Count == 0 && this.pluginIssues.Count == 0;
protected PluginBase(LuaState state, PluginType type, string parseError = "")
protected PluginBase(string path, LuaState state, PluginType type, string parseError = "")
{
this.state = state;
this.Type = type;
@ -93,6 +93,9 @@ public abstract class PluginBase
this.state.OpenMathLibrary();
this.state.OpenBitwiseLibrary();
this.state.OpenCoroutineLibrary();
// Add the module loader so that the plugin can load other Lua modules:
this.state.ModuleLoader = new PluginLoader(path);
var issues = new List<string>();
if(!string.IsNullOrWhiteSpace(parseError))

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@ -90,7 +90,7 @@ public static class PluginFactory
}
public static async Task<PluginBase> Load(string code, CancellationToken cancellationToken = default)
public static async Task<PluginBase> Load(string path, string code, CancellationToken cancellationToken = default)
{
var state = LuaState.Create();
@ -114,7 +114,7 @@ public static class PluginFactory
return type switch
{
PluginType.LANGUAGE => new PluginLanguage(state, type),
PluginType.LANGUAGE => new PluginLanguage(path, state, type),
_ => new NoPlugin(state, "This plugin type is not supported yet. Please try again with a future version of AI Studio.")
};

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@ -0,0 +1,48 @@
using System.Text;
using AIStudio.Settings;
using Lua;
namespace AIStudio.Tools.PluginSystem;
/// <summary>
/// Loads Lua modules from a plugin directory.
/// </summary>
/// <remarks>
/// Any plugin can load Lua modules from its own directory. This class is used to load these modules.
/// Loading other modules outside the plugin directory is not allowed.
/// </remarks>
/// <param name="pluginDirectory">The directory where the plugin is located.</param>
public sealed class PluginLoader(string pluginDirectory) : ILuaModuleLoader
{
private static readonly string PLUGIN_BASE_PATH = Path.Join(SettingsManager.DataDirectory, "plugins");
#region Implementation of ILuaModuleLoader
/// <inheritdoc />
public bool Exists(string moduleName)
{
// Ensure that the user doesn't try to escape the plugin directory:
if (moduleName.Contains("..") || pluginDirectory.Contains(".."))
return false;
// Ensure that the plugin directory is nested in the plugin base path:
if (!pluginDirectory.StartsWith(PLUGIN_BASE_PATH, StringComparison.OrdinalIgnoreCase))
return false;
var path = Path.Join(pluginDirectory, $"{moduleName}.lua");
return File.Exists(path);
}
/// <inheritdoc />
public async ValueTask<LuaModule> LoadAsync(string moduleName, CancellationToken cancellationToken = default)
{
var path = Path.Join(pluginDirectory, $"{moduleName}.lua");
var code = await File.ReadAllTextAsync(path, Encoding.UTF8, cancellationToken);
return new(moduleName, code);
}
#endregion
}