openblocks/core/src/objects/service/script/scriptcontext.cpp

260 lines
No EOL
7.5 KiB
C++

#include "scriptcontext.h"
#include "datatypes/cframe.h"
#include "datatypes/color3.h"
#include "datatypes/ref.h"
#include "datatypes/vector.h"
#include "logger.h"
#include "objects/datamodel.h"
#include "objects/service/workspace.h"
#include "timeutil.h"
#include <chrono>
#include <ctime>
#include <string>
#include "luaapis.h" // IWYU pragma: keep
const char* WRAPPER_SRC = "local func, errhandler = ... return function(...) local args = {...} xpcall(function() func(unpack(args)) end, errhandler) end";
int g_wait(lua_State*);
int g_delay(lua_State*);
int g_tick(lua_State*);
static int g_print(lua_State*);
static int g_require(lua_State*);
static const luaL_Reg luaglobals [] = {
{"print", g_print},
{"require", g_require},
{NULL, NULL} /* end of array */
};
std::string unsafe_globals[] = {
// Todo implement our own "safe" setfenv/getfenv
"loadfile", "loadstring", "load", "dofile", "getfenv", "setfenv"
};
ScriptContext::ScriptContext(): Service(&TYPE) {
}
ScriptContext::~ScriptContext() {
if (state)
lua_close(state);
}
void ScriptContext::InitService() {
if (initialized) return;
initialized = true;
state = luaL_newstate();
luaopen_base(state);
luaopen_math(state);
luaopen_string(state);
luaopen_table(state);
// luaopen_io(state);
// luaopen_os(state);
// luaopen_package(state);
// luaopen_debug(state);
luaopen_bit(state);
Vector3::PushLuaLibrary(state);
CFrame::PushLuaLibrary(state);
Color3::PushLuaLibrary(state);
Instance::PushLuaLibrary(state);
// Add other globals
lua_getglobal(state, "_G");
InstanceRef(dataModel()).PushLuaValue(state);
lua_setfield(state, -2, "game");
InstanceRef(dataModel()->GetService<Workspace>()).PushLuaValue(state);
lua_setfield(state, -2, "workspace");
lua_pushlightuserdata(state, this);
lua_pushcclosure(state, g_wait, 1);
lua_setfield(state, -2, "wait");
lua_pushlightuserdata(state, this);
lua_pushcclosure(state, g_delay, 1);
lua_setfield(state, -2, "delay");
lua_pushcclosure(state, g_tick, 0);
lua_setfield(state, -2, "tick");
lua_pop(state, 1); // _G
// Add wrapper function
luaL_loadbuffer(state, WRAPPER_SRC, strlen(WRAPPER_SRC), "=PCALL_WRAPPER");
lua_setfield(state, LUA_REGISTRYINDEX, "LuaPCallWrapper");
// TODO: custom os library
// Override print
// https://stackoverflow.com/a/4514193/16255372
lua_getglobal(state, "_G");
luaL_register(state, NULL, luaglobals);
// Remove misc dangerous functions
for (std::string key : unsafe_globals) {
lua_pushstring(state, key.c_str());
lua_pushnil(state);
lua_rawset(state, -3);
}
lua_pop(state, 1); // _G
lua_pushlightuserdata(state, &sleepingThreads);
lua_newtable(state);
lua_settable(state, LUA_REGISTRYINDEX);
}
void ScriptContext::PushThreadSleep(lua_State* thread, float delay) {
// A thread is allowed to sleep multiple times at once, though this is a very edge-case scenario
SleepingThread sleep;
sleep.thread = thread;
sleep.timeYieldedWhen = tu_clock_micros();
sleep.targetTimeMicros = tu_clock_micros() + delay * 1'000'000;
sleepingThreads.push_back(sleep);
// Add to registry so it doesn't get GC'd
// https://stackoverflow.com/a/17138663/16255372
lua_pushlightuserdata(state, &sleepingThreads);
lua_gettable(state, LUA_REGISTRYINDEX);
lua_pushthread(thread); // key
lua_xmove(thread, state, 1);
lua_pushboolean(state, true); // value
lua_rawset(state, -3); // set
lua_pop(state, 1); // pop sleepingThreads
}
tu_time_t schedTime;
void ScriptContext::RunSleepingThreads() {
tu_time_t startTime = tu_clock_micros();
size_t i;
for (i = 0; i < sleepingThreads.size();) {
bool deleted = false;
SleepingThread sleep = sleepingThreads[i];
if (tu_clock_micros() >= sleep.targetTimeMicros) {
// Time args
lua_pushnumber(sleep.thread, float(tu_clock_micros() - sleep.timeYieldedWhen) / 1'000'000);
lua_pushnumber(sleep.thread, float(tu_clock_micros()) / 1'000'000);
lua_resume(sleep.thread, 2);
// Remove thread
deleted = true;
sleepingThreads.erase(sleepingThreads.begin() + i);
// Erase from registry
lua_pushlightuserdata(state, &sleepingThreads);
lua_gettable(state, LUA_REGISTRYINDEX);
lua_pushthread(sleep.thread); // key
lua_xmove(sleep.thread, state, 1);
lua_pushnil(state);
lua_rawset(state, -3); // set
lua_pop(state, 1); // sleepingThreads
}
if (!deleted)
i++;
}
if (i > 0)
schedTime = tu_clock_micros() - startTime;
}
void ScriptContext::NewEnvironment(lua_State* L) {
lua_newtable(L); // Env table
lua_newtable(L); // Metatable
// Push __index
lua_pushvalue(L, LUA_GLOBALSINDEX);
lua_setfield(L, -2, "__index");
// Push __metatable
lua_pushstring(L, "metatable is locked");
lua_setfield(L, -2, "__metatable");
// Copy metatable and set the env table's metatable
lua_pushvalue(L, -1);
lua_setmetatable(L, -3);
// Remainder on stack:
// 1. Env table
// 2. Metatable
}
// https://www.lua.org/source/5.1/lbaselib.c.html
static int g_print(lua_State* L) {
std::string buf;
int nargs = lua_gettop(L);
lua_getglobal(L, "tostring");
for (int i=1; i <= nargs; i++) {
lua_pushvalue(L, -1); // push tostring
lua_pushvalue(L, i); // push current arg
lua_call(L, 1, 1); // call tostring with current arg (#1 arguments)
// lua_call automatically pops function and arguments
const char* str = lua_tostring(L, -1); // convert result into c-string
lua_pop(L, 1); // pop result
if (i > 1) buf += '\t';
buf += str;
}
Logger::info(buf);
return 0;
}
static int g_require(lua_State* L) {
int nargs = lua_gettop(L);
if (nargs < 1) return luaL_error(L, "expected argument module");
return luaL_error(L, "require is not yet implemented");
}
int g_wait(lua_State* L) {
ScriptContext* scriptContext = (ScriptContext*)lua_touserdata(L, lua_upvalueindex(1));
float secs = lua_gettop(L) == 0 ? 0.03 : std::max(luaL_checknumber(L, 1), 0.03);
if (lua_gettop(L) > 0) lua_pop(L, 1); // pop secs
scriptContext->PushThreadSleep(L, secs);
// Yield
return lua_yield(L, 0);
}
int g_delay(lua_State* L) {
ScriptContext* scriptContext = (ScriptContext*)lua_touserdata(L, lua_upvalueindex(1));
float secs = std::max(luaL_checknumber(L, 1), 0.03);
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_State* Lt = lua_newthread(L); // Create a new thread
// I think this is memory abuse??
// Wouldn't popping the thread in this case make it eligible for garbage collection?
lua_pop(L, 1); // pop the newly created thread so that xmove moves func instead of it into itself
lua_xmove(L, Lt, 1); // move func
lua_pop(L, 1); // pop secs
// Schedule next run
scriptContext->PushThreadSleep(Lt, secs);
return 0;
}
int g_tick(lua_State* L) {
std::chrono::time_point now_local = std::chrono::current_zone()->to_local(std::chrono::system_clock::now());
std::chrono::microseconds us = std::chrono::duration_cast<std::chrono::microseconds>(now_local.time_since_epoch());
uint64_t _10millis = us.count() / 100;
double secs = (double)_10millis / 10000;
lua_pushnumber(L, secs);
return 1;
}