[Lua] Table File Package Loader

Upload *YOUR* gamehacking tools/helpers here
Post Reply
UltimatePoto42
Expert Cheater
Expert Cheater
Posts: 103
Joined: Tue May 02, 2017 6:00 am
Reputation: 15

[Lua] Table File Package Loader

Post by UltimatePoto42 »

Lua Table File Package Loader

Sets up a Lua package loader to check for table files when require is called. It checks for "[module].lua" and "[module].init.lua" table files. If RELEASE_MODE is true then it will add the file searcher function to the front of the Lua searchers list after the preload searcher, thus table files will be loaded first. Else it places the searcher function at the end of the list, thus local files will be loaded first.

Uses a simple format, local file "mymodule\Shape.lua" (required as "mymodule.Shape") needs to be saved as a table file named "mymodule.Shape.lua". An archive containing a table with some helper functions is included in this post; for removing all, packing, and repacking table files. And the helpers will store lua files with the right name formats. Archive includes the files and folders of the packed files to help show the module setups.

Code: Select all

---- Table File Package Loader
	function tableFilePackageLoader(name, modPath)
		local tableFile = findTableFile(modPath)
		if tableFile then
			local stream = tableFile.getData()
			if stream then
				local fileStr = readStringLocal(stream.memory, stream.size)
				if fileStr then
					local status, ret = pcall(load, fileStr, modPath)
					if not status then error(ret, 2) end
					return ret(name, modPath)
				end
			end
		end
		error(string.format('Error loading table module: %s : %s', name, modPath), 2)
	end
	function tableFilePackageSearcher(name)
		local err = ''
		local mod_paths = { name..'.lua', name..'.init.lua' }
		local tableFile, modPath
		for i, path in ipairs(mod_paths) do
			tableFile = findTableFile(path)
			if tableFile then
				modPath = path
				break
			else
				err = err..string.format("\n\tno table file '%s'", path)
			end
		end
		if tableFile and modPath then
			return tableFilePackageLoader, modPath
		end
		return err
	end
	if not TABLE_LUA_PACKAGE_SEARCHER_LOADED then
		if RELEASE_MODE then
			table.insert(package.searchers, 2, tableFilePackageSearcher)
		else
			table.insert(package.searchers, tableFilePackageSearcher)
		end
		TABLE_LUA_PACKAGE_SEARCHER_LOADED = true 
	end

With the above code ran in the table lua script you can then require files like normal.

Code: Select all

require('mypackage.Square')

local squ = Square({Name = 'someSquare', Width = 120, Height = 800})
print('Name:', squ.Name)
print('Area:', squ:getArea())
print('Width:', squ.Width)
print('Height:', squ.Height)
And if you run require('NO_MODULE') (and the module doesn't exist) and RELEASE_MODE is false. Then you'll get an output like this.

Code: Select all

Error:[string "require('NO_MODULE')
..."]:1: module 'NO_MODULE' not found:
	no field package.preload['NO_MODULE']
	no file '[Cheat Engine Folder]\lua\NO_MODULE.lua'
	...
	no file '.\clibs64\NO_MODULE.dll'
	no table file 'NO_MODULE.lua'
	no table file 'NO_MODULE.init.lua'
Script Error
But if RELEASE_MODE is true then it will look like this.

Code: Select all

Error:[string "require('NO_MODULE')
..."]:1: module 'NO_MODULE' not found:
	no field package.preload['NO_MODULE']
	no table file 'NO_MODULE.lua'
	no table file 'NO_MODULE.init.lua'
	no file '[Cheat Engine Folder]\lua\NO_MODULE.lua'
	...
	no file '.\clibs64\NO_MODULE.dll'
Script Error

Post Reply

Who is online

Users browsing this forum: Zilloso