lua C modules can't use each other... #1

Description

@cyisfor

Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

  • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
  • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

Not really sure what to do at this point. module A wants to use buffer_set, how do?

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
       blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
      }
      } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      
      Skip to content

      lua C modules can't use each other... #1

      Description

      @cyisfor

      Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

      • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
      • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

      Not really sure what to do at this point. module A wants to use buffer_set, how do?

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          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
          Skip to content

          lua C modules can't use each other... #1

          Description

          @cyisfor

          Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

          • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
          • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

          Not really sure what to do at this point. module A wants to use buffer_set, how do?

          Activity

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              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              lua C modules can't use each other... #1

              Description

              @cyisfor

              Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

              • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
              • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

              Not really sure what to do at this point. module A wants to use buffer_set, how do?

              Activity

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                  , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
                  Skip to content

                  lua C modules can't use each other... #1

                  Description

                  @cyisfor

                  Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

                  • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
                  • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

                  Not really sure what to do at this point. module A wants to use buffer_set, how do?

                  Activity

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                      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                      Skip to content

                      lua C modules can't use each other... #1

                      Description

                      @cyisfor

                      Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

                      • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
                      • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

                      Not really sure what to do at this point. module A wants to use buffer_set, how do?

                      Activity

                      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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                          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                          Skip to content

                          lua C modules can't use each other... #1

                          Description

                          @cyisfor

                          Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

                          • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
                          • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

                          Not really sure what to do at this point. module A wants to use buffer_set, how do?

                          Activity

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                              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                              Skip to content

                              lua C modules can't use each other... #1

                              Description

                              @cyisfor

                              Apparantly one C module in lua can never use another C module in lua directly. You look for the install path for .h files in luarocks and it just ain't there. And dlopen("buffer.so") doesn't expose any buffer_* symbols to dlopen("something_using_buffers.so"), so the latter can never load without link errors. I can see two solutions, neither of them good.

                              • make a non-lua buffer library, and the lua_buffer module just a thin interface to use it. Then something_using_buffers could also link to that non-lua library. Biggest problem being it's not Lua, and telling someone "this module will work great as soon as you use your package manager thingy to install our dependencies manually" isn't my idea of schway.
                              • use dlopen from inside something_using_buffers to dlopen("buffer.so") again, so that it can then use dlsym to get at the buffer_* symbols. Besides being ugly and incurring possible overhead for every buffer_* call, this also requires I determine the path of the buffer module, something Lua well uh, completely hides in binary code. I could try to call debug.getinfo to try to get the "source" file, which should be the .so, but I think it's just "[C]" instead of any .so filename. So I'd have to walk package.cpath manually a second time, and hope that it hasn't changed since requiring buffer.so otherwise I could get the wrong buffer.so file entirely, and hope buffer.so hasn't been loaded by a custom loader and isn't on package.cpath at all.

                              Not really sure what to do at this point. module A wants to use buffer_set, how do?

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