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165 lines
6.0 KiB
165 lines
6.0 KiB
===========================
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Duktape C module convention
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===========================
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Overview
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========
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This document provides a recommended convention for writing an init function
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for a C module. The convention allows modules to be used with both static
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linking and DLL loading, and either as part of Duktape's CommonJS module
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loading or outside of it.
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The convention is in no way mandatory and it's perfectly fine to use a
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different module loader convention for your project. However, modules
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following this convention will be easier to share between projects.
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Module init function
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====================
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The init function for a module ``my_module`` should have the following form::
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duk_ret_t dukopen_my_module(duk_context *ctx) {
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/* Initialize module in whatever way is most appropriate.
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* Called as a Duktape/C function.
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*
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* Push the module result (e.g. an object with exported symbols or
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* a function) on top of the value stack and return 1 to indicate
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* there's a return value. Temporary values can be left below
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* the return value like in normal Duktape/C functions.
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*/
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duk_push_object(ctx); /* module result */
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duk_put_function_list(ctx, -1, my_module_funcs);
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duk_push_int(ctx, 42);
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duk_put_prop_string(ctx, -2, "meaningOfLife");
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return 1; /* return module value */
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}
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The init function is called as a Duktape/C function. When initializing
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the module manually, you should use::
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duk_push_c_function(ctx, dukopen_my_module, 0 /*nargs*/);
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duk_call(ctx, 0); /* or duk_pcall() if you want to catch errors */
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/* Stack top contains module value */
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A DLL loader should use the same convention to call the init function
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after figuring out the init function name and locating it from the DLL
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symbol table.
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DLL name
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========
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When a C module is compiled into a DLL, the DLL filename should include
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the module name (``my_module`` in the running example) with any platform
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specific prefix and suffix. For example::
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my_module.so # Linux
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my_module.dll # Windows
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A DLL loader should assume that the init function name is ``dukopen_``
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followed by the module name part extracted from the DLL filename (here,
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``dukopen_my_module()``).
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Module name
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===========
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To avoid case conversion and special character issues, module names should
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have the form::
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[a-zA-Z_][0-9a-zA-Z_-]*
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This should minimize platform issues.
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Mixed ECMAScript / C modules
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============================
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When a module is being initialized by a CommonJS aware module loader, the
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loader can support mixed modules containing both C and ECMAScript code.
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For example::
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my_module.so # C module
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my_module.js # ECMAScript module (CommonJS)
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To support mixed modules, a Duktape 1.x ``modSearch()`` function should:
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* First load the C module normally, yielding a return value RET.
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* If RET is an object, copy the own properties of RET into the ``exports``
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value created by Duktape. It should then return the source code of the
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ECMAScript module; when executed, further symbols get added to the same
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``exports`` value.
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* If RET is not an object, ignore it and load the ECMAScript module normally.
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(Alternatively, write RET to a fixed export name to make it accessible,
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e.g. ``exports.value``.)
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The algorithm for Duktape 2.0 is still under design, but at a high level:
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* First load the C module normally, yielding a return value RET.
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* If RET is an object, use it to initialize the CommonJS ``exports`` value
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before loading the ECMAScript module. The ECMAScript module can then
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use whatever symbols the C modules registered, and add further symbols to
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the same ``exports`` value.
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* If RET is not an object, ignore it and load the ECMAScript module normally.
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(Alternatively, expose RET with a fixed name, e.g. initialize ``exports``
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as ``{ value: RET }``.)
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Since Duktape 1.3 the ``modSearch()`` function can overwrite ``module.exports``
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which allows you to implement the Duktape 2.0 approach in Duktape 1.x too.
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Duktape 1.x CommonJS notes
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==========================
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Duktape 1.3 and above
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---------------------
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In Duktape 1.3 you can replace ``module.exports`` with the object returned
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by the native module initialization function. That value then becomes the
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result of the original ``require()`` call.
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For an example, see: https://github.com/svaarala/duktape/blob/master/tests/api/test-dev-cmodule-guide.c.
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Prior to Duktape 1.3
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--------------------
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Prior to Duktape 1.3 the module ``exports`` value is always an object created
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by Duktape, and cannot be replaced by modSearch(). modSearch() can only add
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symbols to the pre-created object. This has two implications for
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implementing modSearch():
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- When a C module returns an object, the symbols from the object must be
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copied to the pre-created ``exports`` value manually by the modSearch()
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function.
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- When a C module returns a non-object, there are several alternatives:
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+ The modSearch() function can ignore the module value. This will make
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the module value inaccessible (unless the C module init function registered
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symbols directly to the global object or similar).
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+ The modSearch() function can copy the module value into a fixed name in
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the ``exports`` table. Suggested name is ``exports.value``.
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Limitations
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===========
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* The convention may not work on all platforms where Duktape itself ports to.
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For instance, a platform might have no DLL support or have filename
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restrictions that don't allow DLLs to be named as specified above.
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* The convention is not "CommonJS native": a C module doesn't get an exports
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table and cannot load sub-modules (at least relative to its own CommonJS
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identifier). This trade-off is intentional to keep the C module convention
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as simple as possible.
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* CommonJS module loading prior to Duktape 1.3 doesn't support modules with
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a non-object return value (i.e. all modules return an ``exports`` table).
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This module convention is not limited to object return values so that
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non-object modules can be supported in Duktape 1.3 and above.
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