C# .NET Core 7.0 Lua.NET contains full bindings to Lua5.1.5, Lua5.2.4, Lua5.3.6, Lua.5.4.6 and LuaJIT
https://github.com/tilkinsc/Lua.NET
Copyright © Cody Tilkins 2023 MIT License
Supports Lua5.4 Lua5.3 Lua5.2 Lua5.1 and LuaJIT
Hardcoded to only use doubles and 64-bit integers. This CAN be changed with manual edits, but it wasn't fun writing this library. This code was made with with the default includes on a 64-bit windows 10 machine using Lua's and LuaJIT's makefiles. No DLL has to be built for this library as its included for you.
Custom DLLs are supported as long as they don't change any call arguments or return values.
Your delegates you pass to functions such as lua_pushcfunction(...)
should be static.
If you do not use static, then the lifetime of your functions should exceed the lifetime of the Lua the final Lua context you create during the course of the program.
Do not use lambdas.
C# is liable to GC your delegates otherwise.
Example Usage Lua5.4.6:
// test1.csproj
// <PropertyGroup>
// ...
// <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
// </PropertyGroup>
using LuaNET.Lua54;
using static LuaNET.Lua54.Lua;
namespace TestLua;
public class Test1
{
public static int lfunc(lua_State L)
{
lua_getglobal(L, "print");
lua_pushstring(L, "lol");
lua_pcallk(L, 1, 0, 0, IntPtr.Zero, null);
return 0;
}
public static void Main(String[] args)
{
lua_State L = luaL_newstate();
if (L.Handle == 0)
{
Console.WriteLine("Unable to create context!");
}
luaL_openlibs(L);
lua_pushcfunction(L, lfunc);
Console.WriteLine(lua_pcallk(L, 0, 0, 0, null, null));
lua_close(L);
Console.WriteLine("Success");
}
}
Example Usage LuaJIT:
// test2.csproj
// <PropertyGroup>
// ...
// <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
// </PropertyGroup>
using LuaNET.LuaJIT;
using static LuaNET.LuaJIT.Lua;
namespace TestLua;
public class Test2
{
public static int lfunc(lua_State L)
{
lua_getglobal(L, "print");
lua_pushstring(L, "lol");
lua_pcall(L, 1, 0, 0);
return 0;
}
public static void Main(String[] args)
{
lua_State L = luaL_newstate();
if (L.Handle == 0)
{
Console.WriteLine("Unable to create context!");
}
luaL_openlibs(L);
lua_pushcfunction(L, lfunc);
Console.WriteLine(lua_pcall(L, 0, 0, 0));
lua_close(L);
Console.WriteLine("Success");
}
}
Example Usage NativeAOT DLL Library:
// test3.csproj
// <PropertyGroup>
// ...
// <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
// <PublishAot>true</PublishAot>
// </PropertyGroup>
//
// dotnet publish -r win-x64 -c Release
// This will emit test3.dll inside of bin/.../native and bin/.../publish
// I use the publish one
using System.Runtime.InteropServices;
using LuaNET.LuaJIT;
using static LuaNET.LuaJIT.Lua;
namespace TestLua;
public unsafe class Test3
{
[UnmanagedCallersOnly]
public static int l_GetHello(lua_State L)
{
lua_pushstring(L, "Hello World!");
return 1;
}
public static luaL_Reg[] test2Lib = new luaL_Reg[]
{
AsLuaLReg("GetHello", &l_GetHello),
AsLuaLReg(null, null)
};
[UnmanagedCallersOnly(EntryPoint = "luaopen_test2")]
public static int luaopen_test2(lua_State L)
{
luaL_newlib(L, test2Lib);
lua_setglobal(L, "test2");
return 1;
}
}
// test4.csproj
// <PropertyGroup>
// ...
// <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
// </PropertyGroup>
using LuaNET.LuaJIT;
using static LuaNET.LuaJIT.Lua;
namespace test4;
public class Test4
{
public static void Main(string[] args)
{
lua_State L = luaL_newstate();
if (L.Handle == 0)
{
Console.WriteLine("Unable to create context!");
}
luaL_openlibs(L);
lua_getglobal(L, "require");
lua_pushstring(L, "test2");
int result = lua_pcall(L, 1, 0, 0);
if (result != LUA_OK)
{
string? err = luaL_checkstring(L, 1);
if (err != null)
{
Console.WriteLine($"1 Result: {err}");
}
}
lua_getglobal(L, "test2");
lua_getglobal(L, "print");
lua_getfield(L, 1, "GetHello");
result = lua_pcall(L, 0, 1, 0);
if (result != LUA_OK)
{
string? err = luaL_checkstring(L, 1);
if (err != null)
{
Console.WriteLine($"2 Result: {err}");
}
}
result = lua_pcall(L, 1, 0, 0);
if (result != LUA_OK)
{
string? err = luaL_checkstring(L, 1);
if (err != null)
{
Console.WriteLine($"3 Result: {err}");
}
}
lua_pop(L, 1);
lua_close(L);
Console.WriteLine("Success!");
}
}