#include "lua_api/l_object.h"
#include "common/c_converter.h"
#include "serverobject.h"
-#include "debug.h"
#include "filesys.h"
-#include "log.h"
#include "mods.h"
#include "porting.h"
#include "util/string.h"
+#include "server.h"
+#ifndef SERVER
+#include "client.h"
+#endif
extern "C" {
#include <stdio.h>
#include <cstdarg>
+#include <sstream>
class ModNameStorer
{
// Store current mod name in registry
lua_pushstring(L, mod_name.c_str());
- lua_setfield(L, LUA_REGISTRYINDEX, SCRIPT_MOD_NAME_FIELD);
+ lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
}
~ModNameStorer()
{
// Clear current mod name from registry
lua_pushnil(L);
- lua_setfield(L, LUA_REGISTRYINDEX, SCRIPT_MOD_NAME_FIELD);
+ lua_rawseti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
}
};
ScriptApiBase
*/
-ScriptApiBase::ScriptApiBase()
+ScriptApiBase::ScriptApiBase() :
+ m_luastackmutex(),
+ m_gamedef(NULL)
{
#ifdef SCRIPTAPI_LOCK_DEBUG
- m_locked = false;
+ m_lock_recursion_count = 0;
#endif
m_luastack = luaL_newstate();
FATAL_ERROR_IF(!m_luastack, "luaL_newstate() failed");
- luaL_openlibs(m_luastack);
+ lua_atpanic(m_luastack, &luaPanic);
- // Add and save an error handler
- lua_pushcfunction(m_luastack, script_error_handler);
- m_errorhandler = lua_gettop(m_luastack);
+ luaL_openlibs(m_luastack);
// Make the ScriptApiBase* accessible to ModApiBase
lua_pushlightuserdata(m_luastack, this);
- lua_setfield(m_luastack, LUA_REGISTRYINDEX, "scriptapi");
+ lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
+
+ // Add and save an error handler
+ lua_pushcfunction(m_luastack, script_error_handler);
+ lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_ERROR_HANDLER);
// If we are using LuaJIT add a C++ wrapper function to catch
// exceptions thrown in Lua -> C++ calls
// Default to false otherwise
m_secure = false;
- m_server = NULL;
m_environment = NULL;
m_guiengine = NULL;
}
lua_close(m_luastack);
}
-bool ScriptApiBase::loadMod(const std::string &script_path,
- const std::string &mod_name, std::string *error)
+int ScriptApiBase::luaPanic(lua_State *L)
+{
+ std::ostringstream oss;
+ oss << "LUA PANIC: unprotected error in call to Lua API ("
+ << lua_tostring(L, -1) << ")";
+ FATAL_ERROR(oss.str().c_str());
+ // NOTREACHED
+ return 0;
+}
+
+void ScriptApiBase::loadMod(const std::string &script_path,
+ const std::string &mod_name)
{
ModNameStorer mod_name_storer(getStack(), mod_name);
- return loadScript(script_path, error);
+ loadScript(script_path);
}
-bool ScriptApiBase::loadScript(const std::string &script_path, std::string *error)
+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, m_errorhandler);
+ ok = ok && !lua_pcall(L, 0, 0, error_handler);
if (!ok) {
std::string error_msg = lua_tostring(L, -1);
- if (error)
- *error = error_msg;
- errorstream << "========== ERROR FROM LUA ===========" << std::endl
- << "Failed to load and run script from " << std::endl
- << script_path << ":" << std::endl << std::endl
- << error_msg << std::endl << std::endl
- << "======= END OF ERROR FROM LUA ========" << std::endl;
- lua_pop(L, 1); // Pop error message from stack
- return false;
+ lua_pop(L, 2); // Pop error message and error handler
+ throw ModError("Failed to load and run script from " +
+ script_path + ":\n" + error_msg);
}
- return true;
+ lua_pop(L, 1); // Pop error handler
}
// Push the list of callbacks (a lua table).
// - 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)
{
+#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
- lua_pushcfunction(L, script_error_handler);
- int errorhandler = lua_gettop(L) - nargs - 1;
- lua_insert(L, errorhandler);
+ 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, errorhandler + 1);
+ lua_insert(L, error_handler + 1);
// Insert mode after table
lua_pushnumber(L, (int)mode);
- lua_insert(L, errorhandler + 3);
+ 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, errorhandler);
+ int result = lua_pcall(L, nargs + 2, 1, error_handler);
if (result != 0)
scriptError(result, fxn);
- lua_remove(L, -2); // Remove error handler
+ lua_remove(L, error_handler);
}
void ScriptApiBase::realityCheck()
lua_remove(L, -2); // object_refs
lua_remove(L, -2); // core
}
+
+Server* ScriptApiBase::getServer()
+{
+ return dynamic_cast<Server *>(m_gamedef);
+}
+#ifndef SERVER
+Client* ScriptApiBase::getClient()
+{
+ return dynamic_cast<Client *>(m_gamedef);
+}
+#endif