51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef S_BASE_H_
-#define S_BASE_H_
+#pragma once
#include <iostream>
+#include <string>
+#include <thread>
+#include <mutex>
+#include <unordered_map>
+#include "common/helper.h"
+#include "util/basic_macros.h"
+
+extern "C" {
+#include <lua.h>
+#include <lualib.h>
+}
#include "irrlichttypes.h"
-#include "jmutex.h"
-#include "jmutexautolock.h"
#include "common/c_types.h"
+#include "common/c_internal.h"
#include "debug.h"
+#include "config.h"
-#define LOCK_DEBUG
+#define SCRIPTAPI_LOCK_DEBUG
+#define SCRIPTAPI_DEBUG
+
+// MUST be an invalid mod name so that mods can't
+// use that name to bypass security!
+#define BUILTIN_MOD_NAME "*builtin*"
+
+#define PCALL_RES(RES) { \
+ int result_ = (RES); \
+ if (result_ != 0) { \
+ scriptError(result_, __FUNCTION__); \
+ } \
+}
+
+#define runCallbacks(nargs, mode) \
+ runCallbacksRaw((nargs), (mode), __FUNCTION__)
+
+#define setOriginFromTable(index) \
+ setOriginFromTableRaw(index, __FUNCTION__)
+
+enum class ScriptingType: u8 {
+ Async,
+ Client,
+ MainMenu,
+ Server
+};
class Server;
+#ifndef SERVER
+class Client;
+#endif
+class IGameDef;
class Environment;
+class GUIEngine;
class ServerActiveObject;
-class LuaABM;
-class InvRef;
-class ModApiBase;
-class ModApiEnvMod;
-class ObjectRef;
-class NodeMetaRef;
-
-
-/* definitions */
-// What scriptapi_run_callbacks does with the return values of callbacks.
-// Regardless of the mode, if only one callback is defined,
-// its return value is the total return value.
-// Modes only affect the case where 0 or >= 2 callbacks are defined.
-enum RunCallbacksMode
-{
- // Returns the return value of the first callback
- // Returns nil if list of callbacks is empty
- RUN_CALLBACKS_MODE_FIRST,
- // Returns the return value of the last callback
- // Returns nil if list of callbacks is empty
- RUN_CALLBACKS_MODE_LAST,
- // If any callback returns a false value, the first such is returned
- // Otherwise, the first callback's return value (trueish) is returned
- // Returns true if list of callbacks is empty
- RUN_CALLBACKS_MODE_AND,
- // Like above, but stops calling callbacks (short circuit)
- // after seeing the first false value
- RUN_CALLBACKS_MODE_AND_SC,
- // If any callback returns a true value, the first such is returned
- // Otherwise, the first callback's return value (falseish) is returned
- // Returns false if list of callbacks is empty
- RUN_CALLBACKS_MODE_OR,
- // Like above, but stops calling callbacks (short circuit)
- // after seeing the first true value
- RUN_CALLBACKS_MODE_OR_SC,
- // Note: "a true value" and "a false value" refer to values that
- // are converted by lua_toboolean to true or false, respectively.
-};
-
+struct PlayerHPChangeReason;
-class ScriptApiBase {
+class ScriptApiBase : protected LuaHelper {
public:
+ ScriptApiBase(ScriptingType type);
+ // fake constructor to allow script API classes (e.g ScriptApiEnv) to virtually inherit from this one.
+ ScriptApiBase()
+ {
+ FATAL_ERROR("ScriptApiBase created without ScriptingType!");
+ }
+ virtual ~ScriptApiBase();
+ DISABLE_CLASS_COPY(ScriptApiBase);
+
+ // These throw a ModError on failure
+ void loadMod(const std::string &script_path, const std::string &mod_name);
+ void loadScript(const std::string &script_path);
+
+#ifndef SERVER
+ void loadModFromMemory(const std::string &mod_name);
+#endif
+
+ void runCallbacksRaw(int nargs,
+ RunCallbacksMode mode, const char *fxn);
/* object */
void addObjectReference(ServerActiveObject *cobj);
void removeObjectReference(ServerActiveObject *cobj);
- ScriptApiBase();
+ IGameDef *getGameDef() { return m_gamedef; }
+ Server* getServer();
+ ScriptingType getType() { return m_type; }
+#ifndef SERVER
+ Client* getClient();
+#endif
+
+ std::string getOrigin() { return m_last_run_mod; }
+ void setOriginDirect(const char *origin);
+ void setOriginFromTableRaw(int index, const char *fxn);
+
+ void clientOpenLibs(lua_State *L);
protected:
friend class LuaABM;
+ friend class LuaLBM;
friend class InvRef;
friend class ObjectRef;
friend class NodeMetaRef;
friend class ModApiBase;
friend class ModApiEnvMod;
+ friend class LuaVoxelManip;
-
- inline lua_State* getStack()
+ lua_State* getStack()
{ return m_luastack; }
- bool setStack(lua_State* stack) {
- if (m_luastack == 0) {
- m_luastack = stack;
- return true;
- }
- return false;
- }
-
void realityCheck();
- void scriptError(const char *fmt, ...);
+ void scriptError(int result, const char *fxn);
void stackDump(std::ostream &o);
- void runCallbacks(int nargs,RunCallbacksMode mode);
- inline Server* getServer() { return m_server; }
- void setServer(Server* server) { m_server = server; }
+ void setGameDef(IGameDef* gamedef) { m_gamedef = gamedef; }
Environment* getEnv() { return m_environment; }
void setEnv(Environment* env) { m_environment = env; }
- void objectrefGetOrCreate(ServerActiveObject *cobj);
- void objectrefGet(u16 id);
-
- JMutex m_luastackmutex;
-#ifdef LOCK_DEBUG
- bool m_locked;
-#endif
-private:
- lua_State* m_luastack;
+ GUIEngine* getGuiEngine() { return m_guiengine; }
+ void setGuiEngine(GUIEngine* guiengine) { m_guiengine = guiengine; }
- Server* m_server;
- Environment* m_environment;
+ void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj);
+ void pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeReason& reason);
-};
-
-#ifdef LOCK_DEBUG
-class LockChecker {
-public:
- LockChecker(bool* variable) {
- assert(*variable == false);
-
- m_variable = variable;
- *m_variable = true;
- }
- ~LockChecker() {
- *m_variable = false;
- }
-private:
-bool* m_variable;
-};
-
-#define LOCK_CHECK LockChecker(&(this->m_locked))
-#else
-#define LOCK_CHECK while(0)
+ std::recursive_mutex m_luastackmutex;
+ std::string m_last_run_mod;
+ bool m_secure = false;
+#ifdef SCRIPTAPI_LOCK_DEBUG
+ int m_lock_recursion_count{};
+ std::thread::id m_owning_thread;
#endif
-#define LUA_STACK_AUTOLOCK JMutexAutoLock(this->m_luastackmutex)
-
-#define SCRIPTAPI_PRECHECKHEADER \
- LUA_STACK_AUTOLOCK; \
- LOCK_CHECK; \
- realityCheck(); \
- lua_State *L = getStack(); \
- assert(lua_checkstack(L, 20)); \
- StackUnroller stack_unroller(L);
+private:
+ static int luaPanic(lua_State *L);
-#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
-#define ENV_TO_SA(env) env->getScriptIface()
-#define SERVER_TO_SA(srv) srv->getScriptIface()
+ lua_State *m_luastack = nullptr;
-#endif /* S_BASE_H_ */
+ IGameDef *m_gamedef = nullptr;
+ Environment *m_environment = nullptr;
+ GUIEngine *m_guiengine = nullptr;
+ ScriptingType m_type;
+};