Change how class tables are created and recreated for greater robustness

This commit is contained in:
2023-03-17 13:31:10 -04:00
parent a8c780563f
commit 5ede3f507c
4 changed files with 71 additions and 46 deletions

View File

@@ -75,7 +75,20 @@ static void *l_alloc(void *ud, void *ptr, size_t osize, size_t nsize) {
lua_State *LuaStack::newstate (lua_Alloc allocf) { lua_State *LuaStack::newstate (lua_Alloc allocf) {
if (allocf == nullptr) allocf = l_alloc; if (allocf == nullptr) allocf = l_alloc;
lua_State *L = lua_newstate(allocf, NULL); lua_State *L = lua_newstate(allocf, NULL);
if (L) lua_atpanic(L, &panicf); assert(L != nullptr);
lua_atpanic(L, &panicf);
// We want all states to have a classes table and
// a tangibles table so that LS.makeclass and LS.maketan
// work out-of-the-box.
lua_pushstring(L, "classes");
lua_newtable(L);
lua_rawset(L, LUA_REGISTRYINDEX);
lua_pushstring(L, "tangibles");
lua_newtable(L);
lua_rawset(L, LUA_REGISTRYINDEX);
return L; return L;
} }
@@ -256,27 +269,35 @@ bool LuaStack::validclassname(LuaSlot slot) const {
eng::string LuaStack::classname(LuaSlot tab) const { eng::string LuaStack::classname(LuaSlot tab) const {
eng::string result; eng::string result;
if (istable(tab)) { if ((istable(tab)) && (gettabletype(tab) == LUA_TT_CLASS)) {
lua_pushstring(L_, "__class"); LuaVar classes, name, dup;
lua_rawget(L_, tab); LuaStack LS(L_, classes, name, dup);
if (lua_type(L_, -1) == LUA_TSTRING) { // Get the classes table from the registry.
lua_pushglobaltable(L_); // cname table LS.rawget(classes, LuaRegistry, "classes");
lua_pushvalue(L_, -2); // cname table cname
lua_rawget(L_, -2); // cname table ctab // Try the efficient approach: get the class name from
if (lua_rawequal(L_, -1, tab)) { // the class, and confirm it by checking the classes table.
size_t len; LS.rawget(name, tab, "__class");
const char *s = lua_tolstring(L_, -3, &len); if (LS.isstring(name)) {
result = eng::string(s, len); LS.rawget(dup, classes, name);
if (!validclassname(result)) { if (LS.rawequal(dup, tab)) {
result = ""; result = LS.ckstring(name);
} LS.result();
return result;
}
}
// Do it the brute force way: scan the classes table.
LS.set(name, LuaNil);
while (LS.next(classes, name, dup)) {
if (LS.rawequal(dup, tab)) {
result = LS.ckstring(name);
LS.result();
return result;
} }
lua_pop(L_, 3);
} else {
lua_pop(L_, 1);
} }
} }
return result; return "";
} }
eng::string LuaStack::getclass(LuaSlot classtab, LuaSlot classname) const { eng::string LuaStack::getclass(LuaSlot classtab, LuaSlot classname) const {
@@ -342,24 +363,31 @@ eng::string LuaStack::getclass(LuaSlot tab, std::string_view name) const {
void LuaStack::makeclass(LuaSlot classtab, LuaSlot classname) const { void LuaStack::makeclass(LuaSlot classtab, LuaSlot classname) const {
lua_checkstack(L_, 20); lua_checkstack(L_, 20);
LuaVar globtab, cname; LuaVar classes, globtab, cname;
LuaStack LS(L_, globtab, cname); LuaStack LS(L_, classes, globtab, cname);
// Validate the class name. // Validate the class name.
assert(LS.validclassname(classname)); assert(LS.validclassname(classname));
// Fetch the classes table from the registry.
LS.rawget(classes, LuaRegistry, "classes");
assert(LS.istable(classes));
// Fetch the global environment from the registry. // Fetch the global environment from the registry.
LS.getglobaltable(globtab); LS.getglobaltable(globtab);
// Get the classtab from the global environment. // Get the classtab from the classes table.
LS.rawget(classtab, globtab, classname); LS.rawget(classtab, classes, classname);
// Make a new table if necessary. // Make a new table if necessary.
if (!LS.istable(classtab)) { if (!LS.istable(classtab)) {
LS.newtable(classtab); LS.newtable(classtab);
LS.rawset(globtab, classname, classtab); LS.rawset(classes, classname, classtab);
} }
// Put the table into the global environment.
LS.rawset(globtab, classname, classtab);
// Repair the special fields. // Repair the special fields.
LS.settabletype(classtab, LUA_TT_CLASS); LS.settabletype(classtab, LUA_TT_CLASS);
LS.rawset(classtab, "__class", classname); LS.rawset(classtab, "__class", classname);

View File

@@ -458,9 +458,11 @@ public:
void makeclass(LuaSlot tab, std::string_view name) const; void makeclass(LuaSlot tab, std::string_view name) const;
// Create a tangible, or look up an existing tangible. // Create a tangible, or look up an existing tangible.
// This doesn't do the entire process of tangible creation. It // If the tangible doesn't exist yet, this creates a tangible stub.
// just creates an empty table, marks it as a tangible, creates // It is possible to use World::tangible_make to transform a tangible
// the metatable, stores the tangible ID, and stores it in the tangible table. // stub into a full blown tangible, and World::tangible_delete to turn
// a full-blown tangible back into a stub. A stub doesn't have a
// class or a thread table.
void maketan(LuaSlot tab, int64_t id) const; void maketan(LuaSlot tab, int64_t id) const;
// Return true if a tangible is empty (deleted or not yet created). // Return true if a tangible is empty (deleted or not yet created).

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@@ -245,26 +245,24 @@ void SourceDB::update(const util::LuaSourceVec &source) {
LS.result(); LS.result();
} }
// Delete everything from the global environment except // Delete everything from the global environment.
// the class tables. // Clear all the classes in the registry classes table.
// //
static void source_clear_globals(lua_State *L) { static void source_clear_globals(lua_State *L) {
LuaVar classname, classtab, key, globtab; LuaVar classname, classtab, key, globtab, classes;
LuaStack LS(L, classname, classtab, key, globtab); LuaStack LS(L, classname, classtab, key, globtab, classes);
LS.getglobaltable(globtab); LS.getglobaltable(globtab);
LS.rawset(globtab, "_G", LuaNil); LS.cleartable(globtab, true);
LS.set(classname, LuaNil);
while (LS.next(globtab, classname, classtab) != 0) {
if (LS.rawequal(globtab, classtab)) {
LS.rawset(globtab, classname, LuaNil);
} else if (LS.istable(classtab)) {
LS.cleartable(classtab, true);
} else {
LS.rawset(globtab, classname, LuaNil);
}
}
LS.rawset(globtab, "_G", globtab); LS.rawset(globtab, "_G", globtab);
LS.rawget(classes, LuaRegistry, "classes");
assert(LS.istable(classes));
LS.set(classname, LuaNil);
while (LS.next(classes, classname, classtab) != 0) {
assert(LS.istable(classtab));
LS.cleartable(classtab, true);
}
LS.result(); LS.result();
} }

View File

@@ -60,9 +60,6 @@ World::World(WorldType wt) {
LS.getglobaltable(globtab); LS.getglobaltable(globtab);
LS.settabletype(globtab, LUA_TT_GLOBALENV); LS.settabletype(globtab, LUA_TT_GLOBALENV);
// Create the tangibles table in the registry.
LS.rawset(LuaRegistry, "tangibles", LuaNewTable);
// Store the world type in the registry. // Store the world type in the registry.
LS.rawset(LuaRegistry, "worldtype", wt); LS.rawset(LuaRegistry, "worldtype", wt);
@@ -592,7 +589,7 @@ void World::invoke_flush_prints(int64_t actor_id, int64_t place_id, const eng::s
void World::invoke_lua(int64_t actor_id, int64_t place_id, const eng::string &action, const InvocationData &data) { void World::invoke_lua(int64_t actor_id, int64_t place_id, const eng::string &action, const InvocationData &data) {
assert(stack_is_clear()); assert(stack_is_clear());
// Make sure that actor and place exist. // Make sure that actor and place exist and are not stubs.
Tangible *tactor = tangible_get(actor_id); Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id); Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) { if ((tactor == nullptr) || (tplace == nullptr)) {