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LuaScriptEngine.cs
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using Microsoft.Extensions.Logging;
using Microsoft.Extensions.Options;
using Microsoft.Scripting.Hosting;
using Neo.IronLua;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using System;
using System.Dynamic;
using System.Threading;
namespace IoTSharp.Interpreter
{
public class LuaScriptEngine : ScriptEngineBase, IDisposable
{
private Lua _engine;
private LuaGlobal env;
private bool disposedValue;
public LuaScriptEngine(ILogger<LuaScriptEngine> logger, IOptions<EngineSetting> _opt) : base(logger, _opt.Value, System.Threading.Tasks.Task.Factory.CancellationToken)
{
_engine = new Lua();
env = _engine.CreateEnvironment(); // Create a environment
}
public override string Do(string _source, string input)
{
var expConverter = new ExpandoObjectConverter();
dynamic obj = JsonConvert.DeserializeObject<ExpandoObject>(input, expConverter);
env["input"] = obj;
var res = env.DoChunk(_source,"lua_iotsharp");
var outputjson = res.ToString();
return outputjson;
}
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
env = null;
_engine.Dispose();
}
// TODO: 释放未托管的资源(未托管的对象)并重写终结器
// TODO: 将大型字段设置为 null
disposedValue = true;
}
}
// // TODO: 仅当“Dispose(bool disposing)”拥有用于释放未托管资源的代码时才替代终结器
// ~LuaScriptEngine()
// {
// // 不要更改此代码。请将清理代码放入“Dispose(bool disposing)”方法中
// Dispose(disposing: false);
// }
public void Dispose()
{
// 不要更改此代码。请将清理代码放入“Dispose(bool disposing)”方法中
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}