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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 "scripting_server.h"
- #include "server.h"
- #include "log.h"
- #include "settings.h"
- #include "cpp_api/s_internal.h"
- #include "lua_api/l_areastore.h"
- #include "lua_api/l_auth.h"
- #include "lua_api/l_base.h"
- #include "lua_api/l_craft.h"
- #include "lua_api/l_env.h"
- #include "lua_api/l_inventory.h"
- #include "lua_api/l_item.h"
- #include "lua_api/l_itemstackmeta.h"
- #include "lua_api/l_mapgen.h"
- #include "lua_api/l_modchannels.h"
- #include "lua_api/l_nodemeta.h"
- #include "lua_api/l_nodetimer.h"
- #include "lua_api/l_noise.h"
- #include "lua_api/l_object.h"
- #include "lua_api/l_playermeta.h"
- #include "lua_api/l_particles.h"
- #include "lua_api/l_rollback.h"
- #include "lua_api/l_server.h"
- #include "lua_api/l_util.h"
- #include "lua_api/l_vmanip.h"
- #include "lua_api/l_settings.h"
- #include "lua_api/l_http.h"
- #include "lua_api/l_storage.h"
- extern "C" {
- #include <lualib.h>
- }
- ServerScripting::ServerScripting(Server* server):
- ScriptApiBase(ScriptingType::Server),
- asyncEngine(server)
- {
- setGameDef(server);
- // setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
- // once the environment has been created
- SCRIPTAPI_PRECHECKHEADER
- if (g_settings->getBool("secure.enable_security")) {
- initializeSecurity();
- } else {
- warningstream << "\\!/ Mod security should never be disabled, as it allows any mod to "
- << "access the host machine."
- << "Mods should use minetest.request_insecure_environment() instead \\!/" << std::endl;
- }
- lua_getglobal(L, "core");
- int top = lua_gettop(L);
- lua_newtable(L);
- lua_setfield(L, -2, "object_refs");
- lua_newtable(L);
- lua_setfield(L, -2, "luaentities");
- // Initialize our lua_api modules
- InitializeModApi(L, top);
- lua_pop(L, 1);
- // Push builtin initialization type
- lua_pushstring(L, "game");
- lua_setglobal(L, "INIT");
- infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
- }
- void ServerScripting::initAsync()
- {
- // Save globals to transfer
- {
- lua_State *L = getStack();
- lua_getglobal(L, "core");
- luaL_checktype(L, -1, LUA_TTABLE);
- lua_getfield(L, -1, "get_globals_to_transfer");
- lua_call(L, 0, 1);
- auto *data = script_pack(L, -1);
- assert(!data->contains_userdata);
- getServer()->m_async_globals_data.reset(data);
- lua_pushnil(L);
- lua_setfield(L, -3, "get_globals_to_transfer"); // unset function too
- lua_pop(L, 2); // pop 'core', return value
- }
- infostream << "SCRIPTAPI: Initializing async engine" << std::endl;
- asyncEngine.registerStateInitializer(InitializeAsync);
- asyncEngine.registerStateInitializer(ModApiUtil::InitializeAsync);
- asyncEngine.registerStateInitializer(ModApiCraft::InitializeAsync);
- asyncEngine.registerStateInitializer(ModApiItemMod::InitializeAsync);
- asyncEngine.registerStateInitializer(ModApiServer::InitializeAsync);
- // not added: ModApiMapgen is a minefield for thread safety
- // not added: ModApiHttp async api can't really work together with our jobs
- // not added: ModApiStorage is probably not thread safe(?)
- asyncEngine.initialize(0);
- }
- void ServerScripting::stepAsync()
- {
- asyncEngine.step(getStack());
- }
- u32 ServerScripting::queueAsync(std::string &&serialized_func,
- PackedValue *param, const std::string &mod_origin)
- {
- return asyncEngine.queueAsyncJob(std::move(serialized_func),
- param, mod_origin);
- }
- void ServerScripting::InitializeModApi(lua_State *L, int top)
- {
- // Register reference classes (userdata)
- InvRef::Register(L);
- ItemStackMetaRef::Register(L);
- LuaAreaStore::Register(L);
- LuaItemStack::Register(L);
- LuaPerlinNoise::Register(L);
- LuaPerlinNoiseMap::Register(L);
- LuaPseudoRandom::Register(L);
- LuaPcgRandom::Register(L);
- LuaRaycast::Register(L);
- LuaSecureRandom::Register(L);
- LuaVoxelManip::Register(L);
- NodeMetaRef::Register(L);
- NodeTimerRef::Register(L);
- ObjectRef::Register(L);
- PlayerMetaRef::Register(L);
- LuaSettings::Register(L);
- StorageRef::Register(L);
- ModChannelRef::Register(L);
- // Initialize mod api modules
- ModApiAuth::Initialize(L, top);
- ModApiCraft::Initialize(L, top);
- ModApiEnvMod::Initialize(L, top);
- ModApiInventory::Initialize(L, top);
- ModApiItemMod::Initialize(L, top);
- ModApiMapgen::Initialize(L, top);
- ModApiParticles::Initialize(L, top);
- ModApiRollback::Initialize(L, top);
- ModApiServer::Initialize(L, top);
- ModApiUtil::Initialize(L, top);
- ModApiHttp::Initialize(L, top);
- ModApiStorage::Initialize(L, top);
- ModApiChannels::Initialize(L, top);
- }
- void ServerScripting::InitializeAsync(lua_State *L, int top)
- {
- // classes
- LuaItemStack::Register(L);
- LuaPerlinNoise::Register(L);
- LuaPerlinNoiseMap::Register(L);
- LuaPseudoRandom::Register(L);
- LuaPcgRandom::Register(L);
- LuaSecureRandom::Register(L);
- LuaVoxelManip::Register(L);
- LuaSettings::Register(L);
- // globals data
- lua_getglobal(L, "core");
- luaL_checktype(L, -1, LUA_TTABLE);
- auto *data = ModApiBase::getServer(L)->m_async_globals_data.get();
- script_unpack(L, data);
- lua_setfield(L, -2, "transferred_globals");
- lua_pop(L, 1); // pop 'core'
- }
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