goto fail;
}
- /* Push the Lua function we want */
+ /* To check the Lua function, we get it from the global table */
lua_getglobal(L, function_name);
if (lua_isfunction(L, lua_gettop(L)) == 0) {
zlog_err("frrscript: loaded script '%s.lua' but %s not found",
script_name, function_name);
goto fail;
}
+ /* Then pop the function (frrscript_call will push it when it needs it)
+ */
+ lua_pop(L, 1);
if (load_cb && (*load_cb)(fs) != 0) {
zlog_err(
int _frrscript_call_lua(struct lua_function_state *lfs, int nargs);
/*
- * Wrapper for calling Lua function state. Maps values passed in to their
- * encoder and decoder types.
+ * Wrapper for calling Lua function state.
+ *
+ * The Lua function name (f) to run should have already been checked by
+ * frrscript_load. So this wrapper will:
+ * 1) Find the Lua function state, which contains the Lua state
+ * 2) Clear the Lua state (there may be leftovers items from previous call)
+ * 3) Push the Lua function (f)
+ * 4) Map frrscript_call arguments onto their encoder and decoders, push those
+ * 5) Call _frrscript_call_lua (Lua execution takes place)
+ * 6) Write back to frrscript_call arguments using their decoders
+ *
+ * This wrapper can be called multiple times (after one frrscript_load).
*
* fs
* The struct frrscript in which the Lua fuction was loaded into
1; \
}) \
: ({ \
+ lua_settop(lfs->L, 0); \
+ lua_getglobal(lfs->L, f); \
MAP_LISTS(ENCODE_ARGS, ##__VA_ARGS__); \
_frrscript_call_lua( \
lfs, PP_NARG(__VA_ARGS__)); \