Add Packer/Unpacker, add serialization to LuaSnap

This commit is contained in:
2021-03-02 18:58:50 -05:00
parent 49df7b4895
commit 9d86347d54
5 changed files with 254 additions and 44 deletions

View File

@@ -26,39 +26,8 @@ LuaSnap::~LuaSnap() {
std::cerr << "LuaSnap destructor not implemented yet" << std::endl;
}
bool LuaSnap::have_snapshot() const {
return !snapshot_.empty();
}
static int oss_writer(lua_State *L, const void *p, size_t sz, void *ud) {
std::ostringstream *oss = (std::ostringstream *)ud;
oss->write((const char *)p, sz);
return 0;
}
// Convert a C++ string into a lua_Reader.
class StringReader {
public:
const std::string &str_;
bool done_;
StringReader(const std::string &s) : str_(s), done_(false) {}
static const char *fn(lua_State *L, void *data, size_t *size) {
StringReader *sr = (StringReader*)data;
if (sr->done_) {
*size = 0;
return nullptr;
} else {
sr->done_ = true;
*size = sr->str_.size();
return sr->str_.c_str();
}
}
};
void LuaSnap::snapshot() {
// Snapshot and the lua stack should both be empty.
assert(snapshot_.empty());
void LuaSnap::serialize(Packer *pk) {
// Lua stack should be empty.
assert(lua_gettop(state_) == 0);
// lua variables that we'll need.
@@ -93,24 +62,26 @@ void LuaSnap::snapshot() {
LS.result();
assert(lua_gettop(state_) == 2);
// Call eris to dump the state to an ostringstream,
// then save the result.
std::ostringstream oss;
eris_dump(state_, oss_writer, (void *)&oss);
snapshot_ = oss.str();
std::cerr << "Eris dump is " << snapshot_.size() << " bytes." << std::endl;
// Write dummy length, use eris to write data, then overwrite length.
pk->write_int64(0);
size_t tell = pk->tellp();
eris_dump(state_, pk->lua_writer, pk->lua_writer_ud());
pk->overwrite_int64(tell, pk->tellp() - tell);
lua_settop(state_, 0);
std::cerr << "Eris dump is " << (pk->tellp() - tell) << " bytes." << std::endl;
}
void LuaSnap::rollback() {
// Snapshot should have data, lua stack should be empty.
assert(!snapshot_.empty());
void LuaSnap::deserialize(Unpacker *unpk) {
// Lua stack should be empty.
assert(lua_gettop(state_) == 0);
// Get a reader subsection containing the eris data.
size_t len = unpk->read_int64();
Unpacker subsec = unpk->read_section(len);
// Call eris with the permanents table and passing the snapshot as a lua_Reader.
lua_getfield(state_, LUA_REGISTRYINDEX, "unpersist");
StringReader sr(snapshot_);
eris_undump(state_, StringReader::fn, &sr);
eris_undump(state_, subsec.lua_reader, subsec.lua_reader_ud());
assert(lua_gettop(state_) == 2);
// Set up a stack frame.
@@ -127,6 +98,47 @@ void LuaSnap::rollback() {
}
LS.result();
assert(lua_gettop(state_) == 0);
}
// Snapshot and rollback can trivially be implemented on top of serialize and
// deserialize. However, it's also possible to implement snapshot and rollback
// using an alternative technique:
//
// 1. When constructing the lua interpreter, use a custom memory allocator that
// keeps track of all the memory blocks used by lua.
//
// 2. Snapshot simply copies all the memory blocks used by lua into a buffer.
//
// 3. Rollback restores lua's memory blocks back to their previous state. This
// has the effect of restoring lua's state.
//
// A proof-of-concept implementation of the memory-snapshotting design was
// created, and it worked. It is probably faster than using serialize and
// deserialize.
//
// Note: even if we implement this alternative design, we still need to keep
// serialize and deserialize around in order to implement the save-game
// functionality. So for now, we're sticking with this design, which doesn't
// require us to maintain any additional code.
bool LuaSnap::have_snapshot() const {
return !snapshot_.empty();
}
void LuaSnap::snapshot() {
assert(snapshot_.empty());
std::ostringstream oss;
Packer pk(&oss);
serialize(&pk);
snapshot_ = oss.str();
}
void LuaSnap::rollback() {
assert(!snapshot_.empty());
Unpacker unpk(snapshot_.c_str(), snapshot_.size());
deserialize(&unpk);
snapshot_.clear();
}