luaL_loadbuffer

本文介绍了一个简单的Lua脚本解释器实现过程。该解释器使用C语言编写,集成了Lua的基本库、表格库、输入输出库、字符串库、数学库等。通过不断读取标准输入的数据并执行Lua代码,能够即时反馈错误信息。

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  #include <stdio.h>
    #include <string.h>
    #include <lua.h>
    #include <lauxlib.h>
    #include <lualib.h>
    
    int main (void) {
      char buff[256];
      int error;
      lua_State *L = lua_open();   /* opens Lua */
      luaopen_base(L);             /* opens the basic library */
      luaopen_table(L);            /* opens the table library */
      luaopen_io(L);               /* opens the I/O library */
      luaopen_string(L);           /* opens the string lib. */
      luaopen_math(L);             /* opens the math lib. */
    
      while (fgets(buff, sizeof(buff), stdin) != NULL) {
        error = luaL_loadbuffer(L, buff, strlen(buff), "line") ||
                lua_pcall(L, 0, 0, 0);
        if (error) {
          fprintf(stderr, "%s", lua_tostring(L, -1));
          lua_pop(L, 1);  /* pop error message from the stack */
        }
      }
    
      lua_close(L);
      return 0;
    }
/* * Tencent is pleased to support the open source community by making xLua available. * Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. * Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at * http://opensource.org/licenses/MIT * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ #if USE_UNI_LUA using LuaAPI = UniLua.Lua; using RealStatePtr = UniLua.ILuaState; using LuaCSFunction = UniLua.CSharpFunctionDelegate; #else using LuaAPI = XLua.LuaDLL.Lua; using RealStatePtr = System.IntPtr; using LuaCSFunction = XLua.LuaDLL.lua_CSFunction; #endif namespace XLua { using System; using System.Collections.Generic; public class LuaEnv : IDisposable { internal RealStatePtr L; private LuaTable _G; internal ObjectTranslator translator; internal int errorFuncRef = -1; #if THREAD_SAFT || HOTFIX_ENABLE internal object luaEnvLock = new object(); #endif public LuaEnv() { #if THREAD_SAFT || HOTFIX_ENABLE lock(luaEnvLock) { #endif LuaIndexes.LUA_REGISTRYINDEX = LuaAPI.xlua_get_registry_index(); ; // Create State L = LuaAPI.luaL_newstate(); //Init Base Libs LuaAPI.luaopen_xlua(L); LuaAPI.luaopen_i64lib(L); LuaAPI.luaopen_perflib(L); translator = new ObjectTranslator(this, L); translator.createFunctionMetatable(L); translator.OpenLib(L); ObjectTranslatorPool.Instance.Add(L, translator); LuaAPI.lua_atpanic(L, StaticLuaCallbacks.Panic); LuaAPI.lua_pushstdcallcfunction(L, StaticLuaCallbacks.Print); LuaAPI.lua_setglobal(L, "print"); //template engine lib register TemplateEngine.LuaTemplate.OpenLib(L); AddSearcher(StaticLuaCallbacks.LoadBuiltinLib, 2); // just after the preload searcher AddSearcher(StaticLuaCallbacks.LoadFromCustomLoaders, 3); AddSearcher(StaticLuaCallbacks.LoadFromResource, 4); AddSearcher(StaticLuaCallbacks.LoadFromStreamingAssetsPath, -1); DoString(init_xlua, "Init"); init_xlua = null; AddBuildin("socket.core", StaticLuaCallbacks.LoadSocketCore); AddBuildin("socket", StaticLuaCallbacks.LoadSocketCore); AddBuildin("mime.core", StaticLuaCallbacks.LoadMimeCore); AddBuildin("rapidjson", StaticLuaCallbacks.LoadRapidJson); AddBuildin("lpeg", StaticLuaCallbacks.LoadLpeg); AddBuildin("sproto.core", StaticLuaCallbacks.LoadSprotoCore); //AddBuildin("pack", StaticLuaCallbacks.LoadPack); LuaAPI.lua_newtable(L); //metatable of indexs and newindexs functions LuaAPI.xlua_pushasciistring(L, "__index"); LuaAPI.lua_pushstdcallcfunction(L, StaticLuaCallbacks.MetaFuncIndex); LuaAPI.lua_rawset(L, -3); LuaAPI.xlua_pushasciistring(L, Utils.LuaIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.xlua_pushasciistring(L, Utils.LuaNewIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.xlua_pushasciistring(L, Utils.LuaClassIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.xlua_pushasciistring(L, Utils.LuaClassNewIndexsFieldName); LuaAPI.lua_newtable(L); LuaAPI.lua_pushvalue(L, -3); LuaAPI.lua_setmetatable(L, -2); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); LuaAPI.lua_pop(L, 1); // pop metatable of indexs and newindexs functions LuaAPI.xlua_pushasciistring(L, "xlua_main_thread"); LuaAPI.lua_pushthread(L); LuaAPI.lua_rawset(L, LuaIndexes.LUA_REGISTRYINDEX); translator.Alias(typeof(Type), "System.MonoType"); LuaAPI.lua_getglobal(L, "_G"); translator.Get(L, -1, out _G); LuaAPI.lua_pop(L, 1); errorFuncRef = LuaAPI.get_error_func_ref(L); if (initers != null) { for (int i = 0; i < initers.Count; i++) { initers[i](this, translator); } } translator.CreateArrayMetatable(L); translator.CreateDelegateMetatable(L); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } private static List<Action<LuaEnv, ObjectTranslator>> initers = null; public static void AddIniter(Action<LuaEnv, ObjectTranslator> initer) { if (initers == null) { initers = new List<Action<LuaEnv, ObjectTranslator>>(); } initers.Add(initer); } public LuaTable Global { get { return _G; } } public T LoadString<T>(string chunk, string chunkName = "chunk", LuaTable env = null) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif if (typeof(T) != typeof(LuaFunction) && !typeof(T).IsSubclassOf(typeof(Delegate))) { throw new InvalidOperationException(typeof(T).Name + " is not a delegate type nor LuaFunction"); } int oldTop = LuaAPI.lua_gettop(L); if (LuaAPI.luaL_loadbuffer(L, chunk, chunkName) != 0) ThrowExceptionFromError(oldTop); if (env != null) { env.push(L); LuaAPI.lua_setfenv(L, -2); } T result = (T)translator.GetObject(L, -1, typeof(T)); LuaAPI.lua_settop(L, oldTop); return result; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public LuaFunction LoadString(string chunk, string chunkName = "chunk", LuaTable env = null) { return LoadString<LuaFunction>(chunk, chunkName, env); } public object[] DoString(string chunk, string chunkName = "chunk", LuaTable env = null) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int oldTop = LuaAPI.lua_gettop(L); int errFunc = LuaAPI.load_error_func(L, errorFuncRef); if (LuaAPI.luaL_loadbuffer(L, chunk, chunkName) == 0) { if (env != null) { env.push(L); LuaAPI.lua_setfenv(L, -2); } if (LuaAPI.lua_pcall(L, 0, -1, errFunc) == 0) { LuaAPI.lua_remove(L, errFunc); return translator.popValues(L, oldTop); } else ThrowExceptionFromError(oldTop); } else ThrowExceptionFromError(oldTop); return null; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } private void AddSearcher(LuaCSFunction searcher, int index) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif //insert the loader LuaAPI.xlua_getloaders(L); if (!LuaAPI.lua_istable(L, -1)) { throw new Exception("Can not set searcher!"); } uint len = LuaAPI.xlua_objlen(L, -1); index = index < 0 ? (int)(len + index + 2) : index; for (int e = (int)len + 1; e > index; e--) { LuaAPI.xlua_rawgeti(L, -1, e - 1); LuaAPI.xlua_rawseti(L, -2, e); } LuaAPI.lua_pushstdcallcfunction(L, searcher); LuaAPI.xlua_rawseti(L, -2, index); LuaAPI.lua_pop(L, 1); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void Alias(Type type, string alias) { translator.Alias(type, alias); } int last_check_point = 0; int max_check_per_tick = 20; static bool ObjectValidCheck(object obj) { return (!(obj is UnityEngine.Object)) || ((obj as UnityEngine.Object) != null); } Func<object, bool> object_valid_checker = new Func<object, bool>(ObjectValidCheck); public void Tick() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif lock (refQueue) { while (refQueue.Count > 0) { GCAction gca = refQueue.Dequeue(); translator.ReleaseLuaBase(L, gca.Reference, gca.IsDelegate); } } last_check_point = translator.objects.Check(last_check_point, max_check_per_tick, object_valid_checker, translator.reverseMap); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } //兼容API public void GC() { Tick(); } public LuaTable NewTable() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int oldTop = LuaAPI.lua_gettop(L); LuaAPI.lua_newtable(L); LuaTable returnVal = (LuaTable)translator.GetObject(L, -1, typeof(LuaTable)); LuaAPI.lua_settop(L, oldTop); return returnVal; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } private bool disposed = false; public void Dispose() { Dispose(true); System.GC.Collect(); System.GC.WaitForPendingFinalizers(); } public virtual void Dispose(bool dispose) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif if (disposed) return; Tick(); LuaAPI.lua_close(L); ObjectTranslatorPool.Instance.Remove(L); if (translator != null) { translator = null; } L = IntPtr.Zero; disposed = true; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void ThrowExceptionFromError(int oldTop) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif object err = translator.GetObject(L, -1); LuaAPI.lua_settop(L, oldTop); // A pre-wrapped exception - just rethrow it (stack trace of InnerException will be preserved) Exception ex = err as Exception; if (ex != null) throw ex; // A non-wrapped Lua error (best interpreted as a string) - wrap it and throw it if (err == null) err = "Unknown Lua Error"; throw new LuaException(err.ToString()); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } internal struct GCAction { public int Reference; public bool IsDelegate; } Queue<GCAction> refQueue = new Queue<GCAction>(); internal void equeueGCAction(GCAction action) { lock (refQueue) { refQueue.Enqueue(action); } } private string init_xlua = @" local metatable = {} local rawget = rawget local setmetatable = setmetatable local import_type = xlua.import_type local load_assembly = xlua.load_assembly function metatable:__index(key) local fqn = rawget(self,'.fqn') fqn = ((fqn and fqn .. '.') or '') .. key local obj = import_type(fqn) if obj == nil then -- It might be an assembly, so we load it too. obj = { ['.fqn'] = fqn } setmetatable(obj, metatable) elseif obj == true then return rawget(self, key) end -- Cache this lookup rawset(self, key, obj) return obj end -- A non-type has been called; e.g. foo = System.Foo() function metatable:__call(...) error('No such type: ' .. rawget(self,'.fqn'), 2) end CS = CS or {} setmetatable(CS, metatable) typeof = function(t) return t.UnderlyingSystemType end cast = xlua.cast if not setfenv or not getfenv then local function getfunction(level) local info = debug.getinfo(level + 1, 'f') return info and info.func end function setfenv(fn, env) if type(fn) == 'number' then fn = getfunction(fn + 1) end local i = 1 while true do local name = debug.getupvalue(fn, i) if name == '_ENV' then debug.upvaluejoin(fn, i, (function() return env end), 1) break elseif not name then break end i = i + 1 end return fn end function getfenv(fn) if type(fn) == 'number' then fn = getfunction(fn + 1) end local i = 1 while true do local name, val = debug.getupvalue(fn, i) if name == '_ENV' then return val elseif not name then break end i = i + 1 end end end xlua.hotfix = function(cs, field, func) local tbl = (type(field) == 'table') and field or {[field] = func} for k, v in pairs(tbl) do local cflag = '' if k == '.ctor' then cflag = '_c' k = 'ctor' end xlua.access(cs, cflag .. '__Hitfix0_'..k, v) -- at least one pcall(function() for i = 1, 99 do xlua.access(cs, '__Hitfix'..i..'_'..k, v) end end) end end "; public delegate byte[] CustomLoader(ref string filepath); internal List<CustomLoader> customLoaders = new List<CustomLoader>(); //loader : CustomLoader, filepath参数:(ref类型)输入是require的参数,如果需要支持调试,需要输出真实路径。 // 返回值:如果返回null,代表加载该源下无合适的文件,否则返回UTF8编码的byte[] public void AddLoader(CustomLoader loader) { customLoaders.Add(loader); } internal Dictionary<string, LuaCSFunction> buildin_initer = new Dictionary<string, LuaCSFunction>(); public void AddBuildin(string name, LuaCSFunction initer) { if (!initer.Method.IsStatic || !Attribute.IsDefined(initer.Method, typeof(MonoPInvokeCallbackAttribute))) { throw new Exception("initer must be static and has MonoPInvokeCallback Attribute!"); } buildin_initer.Add(name, initer); } //The garbage-collector pause controls how long the collector waits before starting a new cycle. //Larger values make the collector less aggressive. Values smaller than 100 mean the collector //will not wait to start a new cycle. A value of 200 means that the collector waits for the total //memory in use to double before starting a new cycle. public int GcPause { get { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int val = LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETPAUSE, 200); LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETPAUSE, val); return val; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } set { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETPAUSE, value); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } } //The step multiplier controls the relative speed of the collector relative to memory allocation. //Larger values make the collector more aggressive but also increase the size of each incremental //step. Values smaller than 100 make the collector too slow and can result in the collector never //finishing a cycle. The default, 200, means that the collector runs at "twice" the speed of memory //allocation. public int GcStepmul { get { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif int val = LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETSTEPMUL, 200); LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETSTEPMUL, val); return val; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } set { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSETSTEPMUL, value); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } } public void FullGc() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCCOLLECT, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void StopGc() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSTOP, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public void RestartGc() { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCRESTART, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public bool GcStep(int data) { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif return LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCSTEP, data) != 0; #if THREAD_SAFT || HOTFIX_ENABLE } #endif } public int Memroy { get { #if THREAD_SAFT || HOTFIX_ENABLE lock (luaEnvLock) { #endif return LuaAPI.lua_gc(L, LuaGCOptions.LUA_GCCOUNT, 0); #if THREAD_SAFT || HOTFIX_ENABLE } #endif } } } } LuaException: c# exception:System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,FishPathData].get_Item (System.String key) [0x000a2] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150 at FishPathManager.getPath (System.String name) [0x00021] in D:\Lua_Dating546\Assets\Scripts\Util\FishPathManager.cs:117 at fish.setPath (System.String pathName, Single lifeTime, Boolean freeGroup, Single roat, Single speed) [0x00000] in D:\Lua_Dating546\Assets\Scripts\Util\fish.cs:744 at CSObjectWrap.fishWrap.setPath (IntPtr L) [0x000a4] in D:\Lua_Dating546\Assets\XLua\Gen\fishWrap.cs:403 stack traceback: [C]: in method 'setPath' game.fish.gameobject.Fish:192: in function 'game.fish.gameobject.Fish.setPath' game.fish.gameobject.Fish:131: in function 'game.fish.gameobject.Fish.initInfo' game.fish.view.FishGameRoot:881: in function 'game.fish.view.FishGameRoot.createOneFish' game.fish.view.FishGameRoot:776: in function 'game.fish.view.FishGameRoot.Update' base.system.UpdateBeat:22: in function 'base.system.UpdateBeat.Update' base.Main:13: in function 'update' XLua.LuaEnv.ThrowExceptionFromError (Int32 oldTop) (at Assets/XLua/Src/LuaEnv.cs:367) XLua.DelegateBridge.SystemVoid () (at Assets/XLua/Gen/DelegatesGensBridge.cs:34) LuaFramework.LuaManager.Update () (at Assets/Scripts/Manager/LuaManager.cs:111)
最新发布
07-25
<think>我们正在处理一个关于xLua的KeyNotFoundException问题。根据引用内容,我们知道在C#中调用Lua函数时,如果尝试访问一个不存在的键,就会抛出这个异常。具体来说,用户是在调用`FishPathManager.getPath`方法时遇到了这个问题。 根据引用[2]和引用[4],我们知道在xLua中,Luatable在C#中可以通过`LuaTable`类或者`Dictionary<string, object>`来接收。因此,我们在C#中访问Lua table时,需要确保我们访问的键确实存在于table中。 解决思路: 1. 首先,确保在Lua端,`FishPathManager`这个table中确实有`getPath`这个键,并且它是一个函数。 2. 在C#端,在调用之前先检查该键是否存在。 具体步骤: 步骤1:检查Lua代码 确认在Lua中,`FishPathManager`的定义包含`getPath`方法。例如: ```lua FishPathManager = { getPath = function (pathName) -- 函数体 end } ``` 或者 ```lua function FishPathManager.getPath(pathName) -- 函数体 end ``` 步骤2:在C#端,使用xLua提供的API获取Lua中的全局变量`FishPathManager`(通常是一个table),然后检查`getPath`是否存在。 根据引用[2]和引用[4],我们可以通过以下方式获取Lua中的table,并检查键是否存在: 方法1:使用`LuaTable`类(需要引用`XLua`命名空间) ```csharp using XLua; // 假设已经有一个LuaEnv实例luaEnv LuaTable fishPathManager = luaEnv.Global.Get<LuaTable>("FishPathManager"); // 检查getPath是否存在 if (fishPathManager != null && fishPathManager.Get<LuaFunction>("getPath") != null) { // 然后可以获取这个函数 LuaFunction getPathFunc = fishPathManager.Get<LuaFunction>("getPath"); // 调用函数... } else { // 处理getPath不存在的情况 } ``` 方法2:使用`Dictionary<string, object>`(如引用[4]所示) ```csharp Dictionary<string, object> fishPathManager = luaEnv.Global.Get<Dictionary<string, object>>("FishPathManager"); if (fishPathManager != null && fishPathManager.ContainsKey("getPath")) { // 注意:从字典中获取的值可能是LuaFunction,但需要类型转换 object funcObj; if (fishPathManager.TryGetValue("getPath", out funcObj)) { LuaFunction getPathFunc = funcObj as LuaFunction; if (getPathFunc != null) { // 调用函数... } } } ``` 步骤3:在调用函数之前,确保函数获取成功。 另外,根据引用[3],在调用Lua函数时,我们通常使用`LuaFunction`的`Call`方法,或者使用委托(如果已经提前生成了代码)来调用。如果使用委托,那么需要确保委托的签名与Lua函数匹配,并且已经添加了`[CSharpCallLua]`标签。 但是,这里的问题在于键不存在,所以主要需要检查键是否存在。 步骤4:如果Lua代码中确实没有定义这个函数,那么需要检查Lua代码是否正确加载。确保在C#访问之前,已经执行了包含`FishPathManager`定义的Lua脚本。 步骤5:异常处理。在无法找到键的情况下,应该有适当的错误处理,比如记录错误日志,避免程序崩溃。 总结:解决KeyNotFoundException的关键在于确保在访问Lua table的键之前,该键确实存在,并且其值是一个函数。 注意事项: - 使用`LuaTable`或`Dictionary`获取后,记得在使用完毕后释放资源(特别是`LuaTable`和`LuaFunction`),否则可能导致内存泄漏。通常,使用`Dispose`方法释放,或者使用`using`语句。 - 如果使用委托方式调用,那么需要生成代码(点击xLua菜单中的Generate Code),否则可能抛出InvalidCastException(如引用[3]所述)。 因此,针对用户的问题,我们建议在调用`getPath`方法之前,先检查这个函数是否存在,如果不存在则给出错误提示,避免抛出异常。 代码示例(使用LuaTable): ```csharp public void CallGetPath(string pathName) { using (LuaTable fishPathManager = luaEnv.Global.Get<LuaTable>("FishPathManager")) { if (fishPathManager == null) { Debug.LogError("FishPathManager is not found in Lua env."); return; } LuaFunction getPathFunc = fishPathManager.Get<LuaFunction>("getPath"); if (getPathFunc == null) { Debug.LogError("getPath function is not found in FishPathManager."); return; } // 调用函数,注意:Call方法的参数是params object[],第一个参数是self,如果是table函数,通常第一个参数传table自身(即fishPathManager),但如果是用点号定义的函数,则不需要传self。 // 根据Lua的写法,如果函数是用冒号定义的,则需要传入self(即fishPathManager),如果是用点号定义的,则不需要。 // 这里假设getPath是用点号定义的,所以不需要传self,直接传参数 object[] results = getPathFunc.Call(pathName); // 处理结果... // 注意:LuaFunction也需要释放,但这里在Call之后,我们并没有立即释放,因为getPathFunc是从fishPathManager中获取的,它实际上是一个引用,在fishPathManager释放后,这个引用可能失效。但是,为了安全释放,我们可以显式释放它。 getPathFunc.Dispose(); } } ``` 注意:上面代码中使用了`using`语句,确保`LuaTable`在结束时被释放。同时,我们也释放了`LuaFunction`。在xLua中,从LuaTable中获取的LuaFunction是独立的,需要单独释放。 另一种做法是使用委托(推荐,因为性能更好,但需要提前生成代码): 首先,在C#中定义一个与Lua函数匹配的委托,并加上`[CSharpCallLua]`属性: ```csharp [CSharpCallLua] public delegate object[] GetPathDelegate(string pathName); ``` 然后,在获取的时候使用委托: ```csharp GetPathDelegate getPathFunc = fishPathManager.Get<GetPathDelegate>("getPath"); if (getPathFunc != null) { object[] results = getPathFunc(pathName); // 处理结果... } ``` 这样就不需要手动释放委托,因为委托是值类型,不会增加引用计数。但是,整个LuaTable还是需要释放。 最后,再次强调,确保Lua代码中已经定义了`FishPathManager`和`getPath`函数,并且Lua脚本已经正确加载。 如果问题仍然存在,请检查: - Lua脚本是否在调用前执行(比如通过`luaEnv.DoString`或者`luaEnv.DoFile`加载了对应的Lua文件)。 - 键名是否拼写正确(注意大小写,Lua是大小写敏感的)。 通过以上步骤,应该可以解决KeyNotFoundException的问题。</think>### 解决 XLua 中 C# 调用 Lua 函数时 KeyNotFoundException 错误 #### 问题原因分析 当 C# 通过 XLua 调用 Lua 函数时出现 `KeyNotFoundException`,通常是由于以下原因: 1. **键名拼写错误**:C# 访问的键(如 `getPath`)在 Lua 表中不存在或拼写错误 2. **Lua 表未正确初始化**:Lua 侧的 `FishPathManager` 表未定义或未包含 `getPath` 方法 3. **作用域问题**:Lua 函数未存储在全局表或指定表中 4. **数据未同步**:Lua 脚本修改后未重新加载到 XLua 环境 #### 解决方案步骤 ##### 1. 检查 Lua 表定义(Lua 侧) 确保 Lua 表中存在 `getPath` 键,且类型为函数: ```lua -- 正确示例:显式定义函数 FishPathManager = { getPath = function(pathName) -- 函数逻辑 end } -- 或等效写法 function FishPathManager.getPath(pathName) -- 函数逻辑 end ``` ##### 2. 添加键存在性检查(C# 侧) 在 C# 调用前使用 `ContainsKey` 验证键是否存在: ```csharp using XLua; // 获取 Lua 全局表 LuaTable fishPathManager = luaEnv.Global.Get<LuaTable>("FishPathManager"); // 关键检查:确认键存在 if (fishPathManager != null && fishPathManager.ContainsKey("getPath")) { LuaFunction getPathFunc = fishPathManager.Get<LuaFunction>("getPath"); object[] result = getPathFunc.Call("your_path_name"); } else { Debug.LogError("Key 'getPath' not found in FishPathManager"); } ``` ##### 3. 使用字典接口安全访问 通过 `Dictionary<string, object>` 接口更安全地访问(需引用 `System.Collections.Generic`): ```csharp Dictionary<string, object> fishPathManager = luaEnv.Global.Get<Dictionary<string, object>>("FishPathManager"); if (fishPathManager != null && fishPathManager.TryGetValue("getPath", out object funcObj)) { if (funcObj is LuaFunction getPathFunc) { getPathFunc.Call("your_path_name"); } } ``` ##### 4. 确保脚本加载顺序 在 C# 访问前执行 Lua 脚本初始化: ```csharp // 先执行 Lua 文件 luaEnv.DoString("require 'fish_path_manager'"); // 再获取表对象 LuaTable fishPathManager = luaEnv.Global.Get<LuaTable>("FishPathManager"); ``` ##### 5. 键名大小写一致性检查 确认 Lua 和 C# 的键名**大小写完全一致**(Lua 是大小写敏感语言): ```lua -- Lua 侧 getPath = function() end -- 小写 P ``` ```csharp // C# 侧必须匹配小写 p fishPathManager.Get<LuaFunction>("getPath"); ``` #### 关键注意事项 1. **资源释放**:使用后的 `LuaTable` 和 `LuaFunction` 需手动释放: ```csharp getPathFunc.Dispose(); fishPathManager.Dispose(); ``` 2. **代码生成**:修改 `[CSharpCallLua]` 标签后需重新生成代码: ```Unity菜单 > XLua > Generate Code``` 3. **错误处理**:建议封装安全调用方法: ```csharp public static bool TryCallLuaFunction(LuaTable table, string funcName, params object[] args) { if (!table.ContainsKey(funcName)) return false; var func = table.Get<LuaFunction>(funcName); func.Call(args); func.Dispose(); return true; } ``` #### 引用说明 1. 当通过 `LuaTable.Get<T>()` 访问不存在的键时会抛出 `KeyNotFoundException`,需提前检查键存在性[^4]。 2. 使用字典接口访问 Lua 表可更灵活处理键值对[^4]。 3. 函数调用后需及时释放 Lua 资源避免内存泄漏[^3]。 --- ### 相关问题 1. **如何避免 XLua 调用 Lua 函数时的类型转换错误?** (涉及 `InvalidCastException` 处理与委托签名匹配) 2. **XLua 中 C# 如何安全访问 Lua 的嵌套表结构?** (多层表访问的异常处理与缓存优化) 3. **为什么 XLua 需要手动释放对象?不释放会导致什么问题?** (分析 Lua 内存管理与 C# GC 的交互机制) 4. **如何热重载 Lua 脚本而不引起 C# 侧的键值缺失?** (实现安全的运行时 Lua 代码更新策略)
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