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- /*
- Minetest
- Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "cpp_api/s_base.h"
- #include "cpp_api/s_internal.h"
- #include "cpp_api/s_security.h"
- #include "lua_api/l_object.h"
- #include "common/c_converter.h"
- #include "server/player_sao.h"
- #include "filesys.h"
- #include "content/mods.h"
- #include "porting.h"
- #include "util/string.h"
- #include "server.h"
- #ifndef SERVER
- #include "client/client.h"
- #endif
- extern "C" {
- #include "lualib.h"
- #if USE_LUAJIT
- #include "luajit.h"
- #else
- #include "bit.h"
- #endif
- }
- #include <cstdio>
- #include <cstdarg>
- #include "script/common/c_content.h"
- #include <sstream>
- class ModNameStorer
- {
- private:
- lua_State *L;
- public:
- ModNameStorer(lua_State *L_, const std::string &mod_name):
- L(L_)
- {
- // Store current mod name in registry
- lua_pushstring(L, mod_name.c_str());
- lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
- }
- ~ModNameStorer()
- {
- // Clear current mod name from registry
- lua_pushnil(L);
- lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
- }
- };
- /*
- ScriptApiBase
- */
- ScriptApiBase::ScriptApiBase(ScriptingType type):
- m_type(type)
- {
- #ifdef SCRIPTAPI_LOCK_DEBUG
- m_lock_recursion_count = 0;
- #endif
- m_luastack = luaL_newstate();
- FATAL_ERROR_IF(!m_luastack, "luaL_newstate() failed");
- lua_atpanic(m_luastack, &luaPanic);
- if (m_type == ScriptingType::Client)
- clientOpenLibs(m_luastack);
- else
- luaL_openlibs(m_luastack);
- // Load bit library
- lua_pushcfunction(m_luastack, luaopen_bit);
- lua_pushstring(m_luastack, LUA_BITLIBNAME);
- lua_call(m_luastack, 1, 0);
- // Make the ScriptApiBase* accessible to ModApiBase
- #if INDIRECT_SCRIPTAPI_RIDX
- *(void **)(lua_newuserdata(m_luastack, sizeof(void *))) = this;
- #else
- lua_pushlightuserdata(m_luastack, this);
- #endif
- lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
- lua_pushcfunction(m_luastack, script_error_handler);
- lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_ERROR_HANDLER);
- // Add a C++ wrapper function to catch exceptions thrown in Lua -> C++ calls
- #if USE_LUAJIT
- lua_pushlightuserdata(m_luastack, (void*) script_exception_wrapper);
- luaJIT_setmode(m_luastack, -1, LUAJIT_MODE_WRAPCFUNC | LUAJIT_MODE_ON);
- lua_pop(m_luastack, 1);
- #else
- // (This is a custom API from the bundled Lua.)
- lua_atccall(m_luastack, script_exception_wrapper);
- #endif
- // Add basic globals
- // "core" table:
- lua_newtable(m_luastack);
- // Populate with some internal functions which will be removed in Lua:
- lua_pushcfunction(m_luastack, [](lua_State *L) -> int {
- lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_READ_VECTOR);
- return 0;
- });
- lua_setfield(m_luastack, -2, "set_read_vector");
- lua_pushcfunction(m_luastack, [](lua_State *L) -> int {
- lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_PUSH_VECTOR);
- return 0;
- });
- lua_setfield(m_luastack, -2, "set_push_vector");
- lua_pushcfunction(m_luastack, [](lua_State *L) -> int {
- lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_READ_NODE);
- return 0;
- });
- lua_setfield(m_luastack, -2, "set_read_node");
- lua_pushcfunction(m_luastack, [](lua_State *L) -> int {
- lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_PUSH_NODE);
- return 0;
- });
- lua_setfield(m_luastack, -2, "set_push_node");
- // Finally, put the table into the global environment:
- lua_setglobal(m_luastack, "core");
- if (m_type == ScriptingType::Client)
- lua_pushstring(m_luastack, "/");
- else
- lua_pushstring(m_luastack, DIR_DELIM);
- lua_setglobal(m_luastack, "DIR_DELIM");
- lua_pushstring(m_luastack, porting::getPlatformName());
- lua_setglobal(m_luastack, "PLATFORM");
- // Make sure Lua uses the right locale
- setlocale(LC_NUMERIC, "C");
- }
- ScriptApiBase::~ScriptApiBase()
- {
- lua_close(m_luastack);
- }
- int ScriptApiBase::luaPanic(lua_State *L)
- {
- std::ostringstream oss;
- oss << "LUA PANIC: unprotected error in call to Lua API ("
- << readParam<std::string>(L, -1) << ")";
- FATAL_ERROR(oss.str().c_str());
- // NOTREACHED
- return 0;
- }
- void ScriptApiBase::clientOpenLibs(lua_State *L)
- {
- static const std::vector<std::pair<std::string, lua_CFunction>> m_libs = {
- { "", luaopen_base },
- { LUA_TABLIBNAME, luaopen_table },
- { LUA_OSLIBNAME, luaopen_os },
- { LUA_STRLIBNAME, luaopen_string },
- { LUA_MATHLIBNAME, luaopen_math },
- { LUA_DBLIBNAME, luaopen_debug },
- #if USE_LUAJIT
- { LUA_JITLIBNAME, luaopen_jit },
- #endif
- };
- for (const auto &lib : m_libs) {
- lua_pushcfunction(L, lib.second);
- lua_pushstring(L, lib.first.c_str());
- lua_call(L, 1, 0);
- }
- }
- void ScriptApiBase::checkSetByBuiltin()
- {
- lua_State *L = getStack();
- if (m_gamedef) {
- lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_READ_VECTOR);
- FATAL_ERROR_IF(lua_type(L, -1) != LUA_TFUNCTION, "missing read_vector");
- lua_pop(L, 1);
- lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_PUSH_VECTOR);
- FATAL_ERROR_IF(lua_type(L, -1) != LUA_TFUNCTION, "missing push_vector");
- lua_pop(L, 1);
- lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_READ_NODE);
- FATAL_ERROR_IF(lua_type(L, -1) != LUA_TFUNCTION, "missing read_node");
- lua_pop(L, 1);
- lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_PUSH_NODE);
- FATAL_ERROR_IF(lua_type(L, -1) != LUA_TFUNCTION, "missing push_node");
- lua_pop(L, 1);
- }
- }
- void ScriptApiBase::loadMod(const std::string &script_path,
- const std::string &mod_name)
- {
- ModNameStorer mod_name_storer(getStack(), mod_name);
- loadScript(script_path);
- }
- void ScriptApiBase::loadScript(const std::string &script_path)
- {
- verbosestream << "Loading and running script from " << script_path << std::endl;
- lua_State *L = getStack();
- int error_handler = PUSH_ERROR_HANDLER(L);
- bool ok;
- if (m_secure) {
- ok = ScriptApiSecurity::safeLoadFile(L, script_path.c_str());
- } else {
- ok = !luaL_loadfile(L, script_path.c_str());
- }
- ok = ok && !lua_pcall(L, 0, 0, error_handler);
- if (!ok) {
- const char *error_msg = lua_tostring(L, -1);
- if (!error_msg)
- error_msg = "(error object is not a string)";
- lua_pop(L, 2); // Pop error message and error handler
- throw ModError("Failed to load and run script from " +
- script_path + ":\n" + error_msg);
- }
- lua_pop(L, 1); // Pop error handler
- }
- #ifndef SERVER
- void ScriptApiBase::loadModFromMemory(const std::string &mod_name)
- {
- ModNameStorer mod_name_storer(getStack(), mod_name);
- sanity_check(m_type == ScriptingType::Client);
- const std::string init_filename = mod_name + ":init.lua";
- const std::string chunk_name = "@" + init_filename;
- const std::string *contents = getClient()->getModFile(init_filename);
- if (!contents)
- throw ModError("Mod \"" + mod_name + "\" lacks init.lua");
- verbosestream << "Loading and running script " << chunk_name << std::endl;
- lua_State *L = getStack();
- int error_handler = PUSH_ERROR_HANDLER(L);
- bool ok = ScriptApiSecurity::safeLoadString(L, *contents, chunk_name.c_str());
- if (ok)
- ok = !lua_pcall(L, 0, 0, error_handler);
- if (!ok) {
- const char *error_msg = lua_tostring(L, -1);
- if (!error_msg)
- error_msg = "(error object is not a string)";
- lua_pop(L, 2); // Pop error message and error handler
- throw ModError("Failed to load and run mod \"" +
- mod_name + "\":\n" + error_msg);
- }
- lua_pop(L, 1); // Pop error handler
- }
- #endif
- // Push the list of callbacks (a lua table).
- // Then push nargs arguments.
- // Then call this function, which
- // - runs the callbacks
- // - replaces the table and arguments with the return value,
- // computed depending on mode
- // This function must only be called with scriptlock held (i.e. inside of a
- // code block with SCRIPTAPI_PRECHECKHEADER declared)
- void ScriptApiBase::runCallbacksRaw(int nargs,
- RunCallbacksMode mode, const char *fxn)
- {
- #ifndef SERVER
- // Hard fail for bad guarded callbacks
- // Only run callbacks when the scripting enviroment is loaded
- FATAL_ERROR_IF(m_type == ScriptingType::Client &&
- !getClient()->modsLoaded(), fxn);
- #endif
- #ifdef SCRIPTAPI_LOCK_DEBUG
- assert(m_lock_recursion_count > 0);
- #endif
- lua_State *L = getStack();
- FATAL_ERROR_IF(lua_gettop(L) < nargs + 1, "Not enough arguments");
- // Insert error handler
- PUSH_ERROR_HANDLER(L);
- int error_handler = lua_gettop(L) - nargs - 1;
- lua_insert(L, error_handler);
- // Insert run_callbacks between error handler and table
- lua_getglobal(L, "core");
- lua_getfield(L, -1, "run_callbacks");
- lua_remove(L, -2);
- lua_insert(L, error_handler + 1);
- // Insert mode after table
- lua_pushnumber(L, (int)mode);
- lua_insert(L, error_handler + 3);
- // Stack now looks like this:
- // ... <error handler> <run_callbacks> <table> <mode> <arg#1> <arg#2> ... <arg#n>
- int result = lua_pcall(L, nargs + 2, 1, error_handler);
- if (result != 0)
- scriptError(result, fxn);
- lua_remove(L, error_handler);
- }
- void ScriptApiBase::realityCheck()
- {
- int top = lua_gettop(m_luastack);
- if (top >= 30) {
- dstream << "Stack is over 30:" << std::endl;
- stackDump(dstream);
- std::string traceback = script_get_backtrace(m_luastack);
- throw LuaError("Stack is over 30 (reality check)\n" + traceback);
- }
- }
- void ScriptApiBase::scriptError(int result, const char *fxn)
- {
- script_error(getStack(), result, m_last_run_mod.c_str(), fxn);
- }
- void ScriptApiBase::stackDump(std::ostream &o)
- {
- int top = lua_gettop(m_luastack);
- for (int i = 1; i <= top; i++) { /* repeat for each level */
- int t = lua_type(m_luastack, i);
- switch (t) {
- case LUA_TSTRING: /* strings */
- o << "\"" << readParam<std::string>(m_luastack, i) << "\"";
- break;
- case LUA_TBOOLEAN: /* booleans */
- o << (readParam<bool>(m_luastack, i) ? "true" : "false");
- break;
- case LUA_TNUMBER: /* numbers */ {
- char buf[10];
- porting::mt_snprintf(buf, sizeof(buf), "%lf", lua_tonumber(m_luastack, i));
- o << buf;
- break;
- }
- default: /* other values */
- o << lua_typename(m_luastack, t);
- break;
- }
- o << " ";
- }
- o << std::endl;
- }
- void ScriptApiBase::setOriginDirect(const char *origin)
- {
- m_last_run_mod = origin ? origin : "??";
- }
- void ScriptApiBase::setOriginFromTableRaw(int index, const char *fxn)
- {
- lua_State *L = getStack();
- m_last_run_mod = lua_istable(L, index) ?
- getstringfield_default(L, index, "mod_origin", "") : "";
- }
- /*
- * How ObjectRefs are handled in Lua:
- * When an active object is created, an ObjectRef is created on the Lua side
- * and stored in core.object_refs[id].
- * Methods that require an ObjectRef to a certain object retrieve it from that
- * table instead of creating their own.(*)
- * When an active object is removed, the existing ObjectRef is invalidated
- * using ::set_null() and removed from the core.object_refs table.
- * (*) An exception to this are NULL ObjectRefs and anonymous ObjectRefs
- * for objects without ID.
- * It's unclear what the latter are needed for and their use is problematic
- * since we lose control over the ref and the contained pointer.
- */
- void ScriptApiBase::addObjectReference(ServerActiveObject *cobj)
- {
- SCRIPTAPI_PRECHECKHEADER
- //infostream<<"scriptapi_add_object_reference: id="<<cobj->getId()<<std::endl;
- // Create object on stack
- ObjectRef::create(L, cobj); // Puts ObjectRef (as userdata) on stack
- int object = lua_gettop(L);
- // Get core.object_refs table
- lua_getglobal(L, "core");
- lua_getfield(L, -1, "object_refs");
- luaL_checktype(L, -1, LUA_TTABLE);
- int objectstable = lua_gettop(L);
- // object_refs[id] = object
- lua_pushnumber(L, cobj->getId()); // Push id
- lua_pushvalue(L, object); // Copy object to top of stack
- lua_settable(L, objectstable);
- }
- void ScriptApiBase::removeObjectReference(ServerActiveObject *cobj)
- {
- SCRIPTAPI_PRECHECKHEADER
- //infostream<<"scriptapi_rm_object_reference: id="<<cobj->getId()<<std::endl;
- // Get core.object_refs table
- lua_getglobal(L, "core");
- lua_getfield(L, -1, "object_refs");
- luaL_checktype(L, -1, LUA_TTABLE);
- int objectstable = lua_gettop(L);
- // Get object_refs[id]
- lua_pushnumber(L, cobj->getId()); // Push id
- lua_gettable(L, objectstable);
- // Set object reference to NULL
- ObjectRef::set_null(L);
- lua_pop(L, 1); // pop object
- // Set object_refs[id] = nil
- lua_pushnumber(L, cobj->getId()); // Push id
- lua_pushnil(L);
- lua_settable(L, objectstable);
- }
- // Creates a new anonymous reference if cobj=NULL or id=0
- void ScriptApiBase::objectrefGetOrCreate(lua_State *L,
- ServerActiveObject *cobj)
- {
- if (cobj == NULL || cobj->getId() == 0) {
- ObjectRef::create(L, cobj);
- } else {
- push_objectRef(L, cobj->getId());
- if (cobj->isGone())
- warningstream << "ScriptApiBase::objectrefGetOrCreate(): "
- << "Pushing ObjectRef to removed/deactivated object"
- << ", this is probably a bug." << std::endl;
- }
- }
- void ScriptApiBase::pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeReason &reason)
- {
- if (reason.hasLuaReference())
- lua_rawgeti(L, LUA_REGISTRYINDEX, reason.lua_reference);
- else
- lua_newtable(L);
- lua_getfield(L, -1, "type");
- bool has_type = (bool)lua_isstring(L, -1);
- lua_pop(L, 1);
- if (!has_type) {
- lua_pushstring(L, reason.getTypeAsString().c_str());
- lua_setfield(L, -2, "type");
- }
- lua_pushstring(L, reason.from_mod ? "mod" : "engine");
- lua_setfield(L, -2, "from");
- if (reason.object) {
- objectrefGetOrCreate(L, reason.object);
- lua_setfield(L, -2, "object");
- }
- if (!reason.node.empty()) {
- lua_pushstring(L, reason.node.c_str());
- lua_setfield(L, -2, "node");
- }
- }
- Server* ScriptApiBase::getServer()
- {
- return dynamic_cast<Server *>(m_gamedef);
- }
- #ifndef SERVER
- Client* ScriptApiBase::getClient()
- {
- return dynamic_cast<Client *>(m_gamedef);
- }
- #endif
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