Files
integration/luprex/cpp/core/world-core.cpp

1262 lines
39 KiB
C++

#include "world.hpp"
#include "idalloc.hpp"
#include "animqueue.hpp"
#include "traceback.hpp"
#include "pprint.hpp"
#include "util.hpp"
#include <iostream>
// Read a SimpleDynamic value from the streambuffer and push
// it onto the lua stack.
void push_simple_dynamic(lua_State *L, StreamBuffer *sb) {
SimpleDynamicTag type = sb->read_simple_dynamic_tag();
switch (type) {
case SimpleDynamicTag::STRING: {
std::string_view s = sb->read_string_view();
lua_pushlstring(L, s.data(), s.size());
break;
}
case SimpleDynamicTag::TOKEN: {
std::string_view toktext = sb->read_string_view();
LuaToken token(toktext);
if (token.empty() && !toktext.empty()) {
throw StreamCorruption();
}
lua_pushlightuserdata(L, token.voidvalue());
break;
}
case SimpleDynamicTag::NUMBER: {
lua_pushnumber(L, sb->read_double());
break;
}
case SimpleDynamicTag::BOOLEAN: {
lua_pushboolean(L, sb->read_bool() ? 1:0);
break;
}
case SimpleDynamicTag::VECTOR: {
double x = sb->read_double();
double y = sb->read_double();
double z = sb->read_double();
lua_newtable(L);
lua_pushnumber(L, x);
lua_rawseti(L, -2, 1);
lua_pushnumber(L, y);
lua_rawseti(L, -2, 2);
lua_pushnumber(L, z);
lua_rawseti(L, -2, 3);
break;
}
default: throw StreamCorruption();
}
}
// Given a lua value, try to pack it into the stream buffer as a simple dynamic.
bool encode_simple_dynamic(LuaCoreStack &LS, LuaSlot &slot, StreamBuffer *sb) {
switch (LS.type(slot)) {
case LUA_TSTRING:
sb->write_simple_dynamic_tag(SimpleDynamicTag::STRING);
sb->write_string(LS.ckstringview(slot));
return true;
case LUA_TLIGHTUSERDATA:
sb->write_simple_dynamic_tag(SimpleDynamicTag::TOKEN);
sb->write_string(LS.cktoken(slot).str());
return true;
case LUA_TNUMBER:
sb->write_simple_dynamic_tag(SimpleDynamicTag::NUMBER);
sb->write_double(LS.cknumber(slot));
return true;
case LUA_TBOOLEAN:
sb->write_simple_dynamic_tag(SimpleDynamicTag::BOOLEAN);
sb->write_bool(LS.ckboolean(slot));
return true;
case LUA_TTABLE: {
std::optional<util::DXYZ> xyz = LS.tryxyz(slot);
if (!xyz.has_value()) return false;
sb->write_simple_dynamic_tag(SimpleDynamicTag::VECTOR);
sb->write_dxyz(xyz.value());
return true;
}
default: return false;
}
}
void World::store_global_pointer(lua_State *L, World *v) {
lua_pushstring(L, "world");
lua_pushlightuserdata(L, v);
lua_rawset(L, LUA_REGISTRYINDEX);
}
World *World::fetch_global_pointer(lua_State *L) {
lua_pushstring(L, "world");
lua_rawget(L, LUA_REGISTRYINDEX);
World *result = (World *)lua_touserdata(L, -1);
if (result == nullptr) {
luaL_error(L, "No world pointer stored.");
}
lua_pop(L, 1);
return result;
}
World::~World() {
}
World::World(WorldType wt) {
// Master world model by default.
world_type_ = wt;
// Initialize the ID allocator in master mode.
if (is_authoritative()) {
id_global_pool_.init_master();
} else {
id_global_pool_.init_synch();
}
// Prepare to manipulate the lua state.
LuaVar world, globtab;
LuaExtStack LS(state(), world, globtab);
// Put the world pointer into the lua registry.
World::store_global_pointer(state(), this);
// Clear the lthread state.
clear_lthread_state();
// Set the tabletype of the registry.
LS.settabletype(LuaRegistry, LUA_TT_REGISTRY);
// Set the tabletype of the global environment.
LS.getglobaltable(globtab);
LS.settabletype(globtab, LUA_TT_GLOBALENV);
// Store the world type in the registry.
LS.set_world_type(wt);
// Create the globaldb in the registry.
LS.rawset(LuaRegistry, "globaldb", LuaNewTable);
// Initialize the SourceDB.
source_db_.init(state());
// Clear the clock.
clock_ = 0;
// Initialize global variable state.
assign_seqno_ = 1;
}
Tangible::Tangible(World *w, int64_t id) : world_(w), anim_queue_(), id_player_pool_(&w->id_global_pool_) {
plane_item_.set_id(id);
plane_item_.track(&w->plane_map_);
}
void Tangible::update_plane_item() {
AnimCoreState pos = anim_queue_.get_final_core_state();
plane_item_.set_pos(pos.plane, pos.xyz.x, pos.xyz.y, pos.xyz.z);
}
void Tangible::serialize(StreamBuffer *sb) {
anim_queue_.serialize(sb);
id_player_pool_.serialize(sb);
print_buffer_.serialize(sb);
}
void Tangible::deserialize(StreamBuffer *sb) {
anim_queue_.deserialize(sb);
id_player_pool_.deserialize(sb);
print_buffer_.deserialize(sb);
update_plane_item();
}
Tangible *World::tangible_get(int64_t id) {
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return nullptr;
} else {
return iter->second.get();
}
}
const Tangible *World::tangible_get(int64_t id) const {
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return nullptr;
} else {
return iter->second.get();
}
}
World::TanVector World::tangible_get_all(const IdVector &ids) const {
TanVector result(ids.size());
for (int i = 0; i < int(ids.size()); i++) {
result[i] = tangible_get(ids[i]);
}
return result;
}
Tangible *World::tangible_get(const LuaCoreStack &LS, LuaSlot tab, bool allowdel) {
int64_t id = LS.tanid(tab);
if (id == 0) {
luaL_error(LS.state(), "parameter is not a tangible");
}
Tangible *result = tangible_get(id);
if (!allowdel) {
if (result == nullptr) {
luaL_error(LS.state(), "argument is a deleted tangible, which is not allowed here");
}
}
return result;
}
Tangible *World::tangible_make(const LuaCoreStack &LS0, LuaSlot database, int64_t id) {
assert(LS0.validpositiveinteger(id));
LuaVar metatab;
LuaExtStack LS(LS0.state(), metatab);
// Create the C++ part of the structure.
UniqueTangible &t = tangibles_[id];
assert (t == nullptr);
t.reset(new Tangible(this, id));
// Set the login flags.
t->can_be_controlled_ = false;
t->is_controlled_ = false;
t->force_disconnect_ = false;
t->delete_on_disconnect_ = false;
// AnimQueue initializes itself to a valid default state.
AnimState state;
state.add_defaults(nullptr);
t->anim_queue_.clear(state);
t->update_plane_item();
// Fetch the tangible's Lua database and metatable.
LS.maketan(database, id);
LS.getmetatable(metatab, database);
// Set up the inventory and thread table.
LS.rawset(database, "inventory", LuaNewTable);
LS.rawset(metatab, "threads", LuaNewTable);
return t.get();
}
Tangible *World::tangible_make(int64_t id) {
LuaVar database;
LuaExtStack LS(state(), database);
return tangible_make(LS, database, id);
}
void World::tangible_delete(int64_t id) {
lua_State *L = state();
LuaVar tangibles, database, metatab;
LuaExtStack LS(L, tangibles, database, metatab);
// Fetch the C++ side of the tangible.
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return; // Nothing to delete.
}
// Fetch the lua side of the tangible.
LS.maketan(database, id);
assert(LS.istable(database));
LS.getmetatable(metatab, database);
// Clear out the database and the metatable.
LS.cleartable(database, false);
LS.cleartable(metatab, true);
// Now put the bare minimum info back into the metatable.
LS.rawset(metatab, "id", id);
LS.rawset(metatab, "__metatable", false);
// Remove the C++ portion from the tangibles table.
tangibles_.erase(iter);
}
void World::get_near(PlaneScan &scan, util::IdVector *into) const {
into->clear();
// If 'near' is set, update the plane and center.
int64_t actor_id = scan.near();
if (actor_id != 0) {
const Tangible *player = tangible_get(actor_id);
if (player == nullptr) {
return;
}
const PlaneItem &pi = player->plane_item_;
scan.set_plane(pi.plane());
scan.set_center(util::XYZ(pi.x(), pi.y(), pi.z()));
}
plane_map_.scan(scan, into);
}
void World::get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted, util::IdVector *into) const {
PlaneScan scan;
scan.set_radius(radius);
scan.set_shape(PlaneScan::SPHERE);
scan.set_sorted(sorted);
scan.set_omit_nowhere(exclude_nowhere);
scan.set_near(player_id, !omit_player);
get_near(scan, into);
}
void World::get_encoded_animation_queues(uint32_t count, const int64_t *ids, util::SharedStdStringVec &into) {
into.resize(count);
for (int i = 0; i < int(count); i++) {
Tangible *tan = tangible_get(ids[i]);
if (tan == nullptr) {
into[i] = AnimQueue::get_encoded_blank_queue();
} else {
into[i] = tan->anim_queue_.get_encoded_queue();
}
}
}
World::Redirects World::fetch_redirects() {
World::Redirects result = std::move(redirects_);
redirects_.clear();
return result;
}
int64_t World::create_login_actor() {
assert(stack_is_clear());
int64_t id = id_global_pool_.get_one();
{
LuaVar database, classtab, mt, func;
LuaExtStack LS(state(), database, classtab, mt, func);
Tangible *tan = tangible_make(LS, database, id);
// Set the login flags.
if (is_authoritative()) {
tan->can_be_controlled_ = true;
tan->is_controlled_ = true;
tan->force_disconnect_ = false;
tan->delete_on_disconnect_ = true;
}
LS.makeclass(classtab, "login");
LS.getmetatable(mt, database);
LS.rawset(mt, "__index", classtab);
tan->configure_id_pool_for_actor();
tan->print_buffer_.clear();
if (is_authoritative()) {
LS.rawget(func, classtab, "init");
spawn(LS, id, id, func, 0, false);
}
}
if (is_authoritative()) {
run_scheduled_threads();
}
return id;
}
void World::disconnected(int64_t actor_id) {
Tangible *tan = tangible_get(actor_id);
assert(tan != nullptr);
assert(tan->is_controlled_);
tan->is_controlled_ = false;
tan->force_disconnect_ = false;
if (tan->delete_on_disconnect_) {
util::dprintf("Deleted actor: %lld\n", actor_id);
tangible_delete(actor_id);
}
}
eng::string World::probe_lua_expr(int64_t actor_id, std::string_view lua) {
assert(stack_is_clear());
lua_State *L = state();
Tangible *actor = tangible_get(actor_id);
if (actor == nullptr) {
return "";
}
LuaVar closure;
LuaExtStack LS(L, closure);
// create the compiled closure.
int status = luaL_loadbuffer(L, lua.data(), lua.size(), "=probe");
lua_replace(L, closure.index());
if (status != LUA_OK) {
// The closure is actually an error message. Do nothing.
// This should normally not happen: LuaConsole should filter
// out syntax errors.
return "";
}
// Call the closure.
int top = lua_gettop(L);
lua_pushvalue(L, closure.index());
open_lthread_state(actor_id, actor_id, 0, false, true);
eng::string msg = traceback_pcall(L, 0, LUA_MULTRET);
// If there's an error message, print it.
// Otherwise, pretty-print the results.
std::ostream *ostream = lthread_print_stream();
if (msg.empty()) {
for (int i = top + 1; i <= lua_gettop(L); i++) {
LuaSpecial root(i);
pprint(LS, root, PrettyPrintOptions(), ostream);
// TODO: this endl is unnecessary if we just printed a newline.
(*ostream) << std::endl;
}
} else {
(*ostream) << msg << std::endl;
}
// Collect the lthread_prints (and also make sure they
// don't go into the printbuffer).
eng::string result = lthread_prints_->str();
lthread_prints_.reset();
close_lthread_state();
return result;
}
void World::probe_lua_call(int64_t actor_id, int64_t place_id, std::string_view datapack, StreamBuffer *retvals) {
assert(stack_is_clear());
lua_State *L = state();
// Get the actor and place, C++ version. Make sure both exist.
Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) {
return;
}
// Use a streambuffer to parse the datapack.
StreamBuffer datasb(datapack);
// Extract the class and function name from the datapack.
eng::string classname;
eng::string funcname;
try {
classname = datasb.read_string_limit(100);
funcname = datasb.read_string_limit(100);
} catch (const StreamException &ex) {
return;
}
LuaVar lclass, lfunc, actor, place, mt, tangibles, retvec, retval;
LuaExtStack LS(L, lclass, lfunc, actor, place, mt, tangibles, retvec, retval);
// Get the actor and place, lua version. Make sure both exist.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
return;
}
// Get the class. If the classname is *, then use the class of the place.
if (classname == "*") {
LS.getmetatable(mt, place);
if (!LS.istable(mt)) return;
LS.rawget(lclass, mt, "__index");
} else {
LS.getclass(lclass, classname);
}
// Get the true classname. This also checks validity of the class.
classname = LS.classname(lclass);
if (classname.empty()) return;
// Get the function from the class.
LS.rawget(lfunc, lclass, funcname);
if (!LS.isfunction(lfunc)) return;
// Call the closure.
int calltop = lua_gettop(L);
lua_pushvalue(L, lfunc.index());
int nargs = 0;
try {
while (!datasb.empty()) {
push_simple_dynamic(L, &datasb);
nargs++;
}
} catch (const StreamException &exc) {
return;
}
open_lthread_state(actor_id, place_id, 0, false, true);
eng::string msg = traceback_pcall(L, nargs, LUA_MULTRET);
LuaExtraArgs returnvalues(calltop + 1, lua_gettop(L) - calltop);
// Send any prints to the console.
eng::string prints = lthread_prints_->str();
lthread_prints_.reset();
util::dprint(prints);
// If a probe generates a lua error, we're not supposed to dprint it.
// Instead, we're supposed to send it back to unreal as the first
// return value of the function.
//
int64_t rv_base = retvals->total_writes();
retvals->write_simple_dynamic_tag(SimpleDynamicTag::STRING);
retvals->write_string(msg);
if (msg.empty()) {
bool ok = true;
for (int i = 0; ok && (i < returnvalues.size()); i++) {
LS.set(retvec, returnvalues[i]);
// If it's a general table without an MT, then
// treat it as a list of return values.
bool is_compound = false;
if (LS.xtype(retvec) == LUA_TT_GENERAL) {
LS.getmetatable(mt, retvec);
if (LS.isnil(mt)) is_compound = true;
}
if (is_compound) {
for (int j = 1; ok; j++) {
LS.rawget(retval, retvec, j);
if (LS.isnil(retval)) break;
ok = encode_simple_dynamic(LS, retval, retvals);
}
} else {
ok = encode_simple_dynamic(LS, retvec, retvals);
}
}
if (!ok) {
msg = util::ss("Lua function ",classname,".",funcname," returned a non-serializable value");
retvals->unwrite_to(rv_base);
retvals->write_simple_dynamic_tag(SimpleDynamicTag::STRING);
retvals->write_string(msg);
}
}
close_lthread_state();
}
// This is called from World::update_source, and also
// from World::patch_source in the difference transmitter.
//
// For the moment, errors are channeled to util::dprint,
// and 'print' statements just go to std::cerr. Neither
// of these is ideal. We need to get serious about setting
// up error handling.
//
// We also need to figure out a solution for what happens if
// some lua source file tries to modify, say, tangible state
// in top-level code.
//
void World::rebuild_sourcedb() {
for (const eng::string &mod: source_db_.modules()) {
open_lthread_state(0, 0, 0, false, true);
eng::string err = source_db_.rebuild_module(mod);
eng::string prints = lthread_prints_->str();
lthread_prints_.reset();
close_lthread_state();
if (!err.empty() || !prints.empty()) {
util::dprint("Loading Module ", mod);
if (!err.empty()) util::dprint(err);
if (!prints.empty()) util::dprint(prints);
}
}
}
void World::update_source(const util::LuaSourceVec &source) {
assert(stack_is_clear());
source_db_.update(source);
rebuild_sourcedb();
assert(stack_is_clear());
}
void World::update_source(const util::LuaSourcePtr &source) {
if (source != nullptr) {
update_source(*source);
}
}
void World::update_source(std::string_view sourcepack) {
if (!sourcepack.empty()) {
try {
StreamBuffer sb(sourcepack);
util::LuaSourceVec sv;
SourceDB::deserialize_source(&sv, &sb);
update_source(sv);
} catch (const StreamException &ex) {
return;
}
}
}
void World::http_response(const HttpParser &response) {
// Find the request.
auto iter = http_requests_.find(response.request_id());
if (iter == http_requests_.end()) {
return;
}
HttpClientRequest request = iter->second;
http_requests_.erase(iter);
lua_State *CO;
{
// Get the place and thread as lua objects.
LuaVar tangibles, place, mt, threads, thinfo, thread;
LuaExtStack LS(state(), tangibles, place, mt, threads, thinfo, thread);
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(place, tangibles, request.place_id());
if (!LS.istable(place)) {
return;
}
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
return;
}
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
return;
}
LS.rawget(thinfo, threads, request.thread_id());
if (!LS.istable(thinfo)) {
return;
}
LS.rawget(thread, thinfo, "thread");
if (!LS.isthread(thread)) {
return;
}
CO = LS.ckthread(thread);
}
// Push the response onto the awakening thread.
lua_pushnil(CO);
LuaSpecial responsetable(lua_gettop(CO));
LuaCoreStack LSCO(CO);
response.store(LSCO, responsetable);
// Awaken the thread, with its new return value.
schedule(0, request.thread_id(), request.place_id());
run_scheduled_threads();
}
void World::http_responses(const HttpParserVec &responses) {
for (const HttpParser &response : responses) {
http_response(response);
}
}
void World::abort_all_http_requests(int status_code, std::string_view error) {
HttpParser abortresponse;
abortresponse.fail(status_code, error);
while (!http_requests_.empty()) {
abortresponse.set_request_id(http_requests_.begin()->first);
http_response(abortresponse);
}
}
HttpServerResponse World::http_serve(const HttpParser &request) {
assert(stack_is_clear());
HttpServerResponse response;
// We're only supposed to be passed complete requests.
assert(request.complete());
// If the request is HTTP/1.1, then the response should be HTTP/1.1
response.set_http11(request.http11());
// If the incoming request has already been detected to be
// invalid by the HTTP parser, then just send the error
// message back to the client without involving lua at all.
if (request.errstatus()) {
response.fail(request.status(), request.error());
return response;
}
lua_State *L = state();
LuaVar www, func, reqtab;
LuaExtStack LS(L, www, func, reqtab);
// Get the www class. If there's no such class,
// return a 503 Service Unavailable to the client.
eng::string err = LS.getclass(www, "www");
if (!err.empty()) {
response.fail(503, "class www doesn't exist");
return response;
}
// Get the name of the desired function.
std::string_view orig_fn = request.first_path_component("index");
eng::string lua_fn = HttpParser::to_lua_identifier(orig_fn);
if (lua_fn.empty()) {
response.fail(404, util::ss("cannot convert to lua function name: ", orig_fn));
return response;
}
// Get the closure. If there's no such closure,
// return a 404 Not Found to the client.
LS.rawget(func, www, lua_fn);
if (!LS.isfunction(func)) {
response.fail(404, util::ss("no such lua function: www.", lua_fn));
return response;
}
// Store the request into a lua table.
request.store(LS, reqtab);
// Call the function.
int oldtop = lua_gettop(L);
lua_pushvalue(L, func.index());
lua_pushvalue(L, reqtab.index());
open_lthread_state(0, 0, 0, false, false);
eng::string msg = traceback_pcall(L, 1, LUA_MULTRET);
close_lthread_state();
// If the call threw an error, return
// a 500 Internal Server Error to the client.
if (!msg.empty()) {
response.fail(500, msg);
return response;
}
// If the call didn't return a single table, return
// a 500 Internal Server Error to the client.
int newtop = lua_gettop(L);
if ((newtop != oldtop + 1) || (!lua_istable(L, newtop))) {
response.fail(500, util::ss("lua function www.", lua_fn, " didn't return a table"));
return response;
}
// Try to convert the table into a response.
LuaKeywordParser kp(LS, LuaSpecial(newtop));
response.configure(kp);
response.set_defaults();
eng::string kperr = kp.final_check();
if (!kperr.empty()) {
response.fail(500, kperr);
}
return response;
}
void World::run_unittests() {
assert(stack_is_clear());
source_db_.run_unittests();
assert(stack_is_clear());
}
void World::invoke(const Invocation &inv) {
switch (inv.kind()) {
case InvocationKind::LUA_INVOKE:
invoke_lua_call(inv.actor(), inv.place(), inv.datapack());
break;
case InvocationKind::LUA_EXPR:
invoke_lua_expr(inv.actor(), inv.place(), inv.datapack());
break;
case InvocationKind::FLUSH_PRINTS:
invoke_flush_prints(inv.actor(), inv.place(), inv.datapack());
break;
case InvocationKind::TICK:
invoke_tick(inv.actor(), inv.place(), inv.datapack());
break;
case InvocationKind::LUA_SOURCE:
invoke_lua_source(inv.actor(), inv.place(), inv.datapack());
break;
default:
// Do nothing. Standard behavior for any invalid command is to
// simply do nothing at all. Perhaps eventually we may add a flag
// to the world model to indicate that we've detected an invalid
// command, to allow us to close the connection to a client that
// is misbehaving.
break;
}
}
bool World::spawn(LuaCoreStack &LS0, int64_t actor_id, int64_t place_id, LuaSlot func,
int nargs, bool print) {
lua_State *L = LS0.state();
LuaVar actor, place, mt, index, tangibles, thread, threads, thinfo;
LuaExtStack LS(L, actor, place, mt, index, tangibles, thread, threads, thinfo);
// Get the actor and place, C++ version. Make sure both exist.
Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) {
return false;
}
// Get the actor and place, lua version. Make sure both exist.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
return false;
}
// Get an ID for the thread.
// We currently always use the actor pool. We may extend
// this to allow the use of the place pool.
int64_t tid = tactor->id_player_pool_.get_one();
// Get the place's metatable.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
return false;
}
// If the function is a string, look it up in the place's class.
if (LS.isstring(func)) {
LS.rawget(index, mt, "__index");
if (!LS.istable(index)) {
return false;
}
LS.rawget(func, index, func);
}
// Make sure the function is a function.
if (!LS.isfunction(func)) {
return false;
}
// Create a new thread. Push function.
lua_State *CO = LS.newthread(thread);
lua_pushvalue(L, func.index());
lua_xmove(L, CO, 1);
// Push any extra arguments. Extra arguments were pushed onto
// the lua stack before calling spawn, so they are located at oldtop.
if (nargs > 0) {
int base = LS.oldtop() - nargs + 1;
for (int i = 0; i < nargs; i++) {
lua_pushvalue(L, base + i);
}
lua_xmove(L, CO, nargs);
}
// Create the thread info table.
LS.newtable(thinfo);
LS.rawset(thinfo, "thread", thread);
LS.rawset(thinfo, "actorid", actor_id);
LS.rawset(thinfo, "isnew", true);
LS.rawset(thinfo, "useppool", true);
LS.rawset(thinfo, "print", print);
// Store the thread into place's thread table.
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
return false;
}
LS.rawset(threads, tid, thinfo);
schedule(0, tid, place_id);
return true;
}
void World::invoke_flush_prints(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());
// Check argument sanity.
if (actor_id != place_id) {
return;
}
int64_t line = sv::to_int64(datapack, -1);
if ((line < 0)||(line > INT_MAX)) {
return;
}
Tangible *tactor = tangible_get(actor_id);
if (tactor == nullptr) {
return;
}
tactor->print_buffer_.discard_upto(line);
assert(stack_is_clear());
}
void World::invoke_lua_expr(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());
{
lua_State *L = state();
LuaVar func;
LuaExtStack LS(L, func);
// create the compiled closure.
int status = luaL_loadbuffer(L, datapack.data(), datapack.size(), "=invoke");
lua_replace(L, func.index());
if (status != LUA_OK) {
// The closure is actually an error message. Do nothing.
// This should normally not happen: LuaConsole should filter
// out syntax errors.
return;
}
// Spawn the thread and run it.
int nargs = 0;
spawn(LS, actor_id, place_id, func, nargs, true);
}
run_scheduled_threads();
assert(stack_is_clear());
}
void World::invoke_lua_call(int64_t actor_id, int64_t place_id, std::string_view datapack) {
assert(stack_is_clear());
// Use a streambuffer to parse the datapack.
StreamBuffer datasb(datapack);
// Extract the class name and function name from the datapack.
eng::string classname;
eng::string funcname;
try {
classname = datasb.read_string_limit(100);
funcname = datasb.read_string_limit(100);
} catch (const StreamException &ex) {
return;
}
{
lua_State *L = state();
LuaVar tangibles, place, mt, lclass, lfunc;
LuaExtStack LS(L, tangibles, place, mt, lclass, lfunc);
// Get the class. If the classname is *, then use the class of the place.
if (classname == "*") {
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(place, tangibles, place_id);
if (LS.isnil(place)) return;
LS.getmetatable(mt, place);
if (!LS.istable(mt)) return;
LS.rawget(lclass, mt, "__index");
} else {
LS.getclass(lclass, classname);
}
// Get the true classname. This also checks validity of the class.
classname = LS.classname(lclass);
if (classname.empty()) return;
// TODO: CHECK FOR PERMIT_INVOKE.
// Get the function from the class.
LS.rawget(lfunc, lclass, funcname);
if (!LS.isfunction(lfunc)) return;
// Spawn a thread, pushing extra arguments from the datapack.
int nargs = 0;
try {
while (!datasb.empty()) {
push_simple_dynamic(L, &datasb);
nargs++;
}
} catch (const StreamException &exc) {
return;
}
spawn(LS, actor_id, place_id, lfunc, nargs, false);
}
// Run the new thread and return.
run_scheduled_threads();
assert(stack_is_clear());
}
void World::invoke_tick(int64_t actor_id, int64_t place_id, std::string_view datapack) {
if (!is_authoritative()) {
return;
}
clock_ += 1;
run_scheduled_threads();
}
void World::invoke_lua_source(int64_t actor_id, int64_t place_id, std::string_view datapack) {
if (!is_authoritative()) {
return;
}
// We need some kind of authentication here.
update_source(datapack);
}
void World::guard_blockable(lua_State *L, const char *fn) {
if (lthread_thread_id_ == 0) {
// in a probe, blocking functions like http.get throw an error.
luaL_error(L, "cannot %s in a probe", fn);
assert(false);
}
if (!is_authoritative()) {
// in a nonauth model, blocking functions like http.get are converted to nopredict.
lua_yield(L, 0);
luaL_error(L, "unexplained nopredict failure in %s", fn);
assert(false);
}
}
void World::guard_nopredict(lua_State *L, const char *fn) {
// Caution: this code must be equivalent to the
// code in LuaCoreStack::guard_nopredict.
if (lthread_thread_id_ == 0) {
return;
}
if (!is_authoritative()) {
lua_yield(L, 0);
luaL_error(L, "unexplained nopredict failure in %s", fn);
}
}
void World::schedule(int64_t clk, int64_t thid, int64_t plid) {
if (clk > 0) {
assert(is_authoritative());
}
thread_sched_.add(clk, thid, plid);
}
void World::run_scheduled_threads() {
assert(stack_is_clear());
lua_State *L = state();
LuaVar tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread, print;
LuaExtStack LS(L, tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread, print);
LS.rawget(tangibles, LuaRegistry, "tangibles");
while (thread_sched_.ready(clock_)) {
SchedEntry sched = thread_sched_.pop();
LS.rawget(place, tangibles, sched.place_id());
if (!LS.istable(place)) {
continue;
}
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
continue;
}
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
continue;
}
LS.rawget(thinfo, threads, sched.thread_id());
if (!LS.istable(thinfo)) {
continue;
}
LS.rawget(actorid, thinfo, "actorid");
if (!LS.isnumber(actorid)) {
continue;
}
LS.rawget(isnew, thinfo, "isnew");
if (!LS.isboolean(isnew)) {
continue;
}
LS.rawget(useppool, thinfo, "useppool");
if (!LS.isboolean(useppool)) {
continue;
}
LS.rawget(thread, thinfo, "thread");
if (!LS.isthread(thread)) {
continue;
}
// Resume the coroutine.
lua_State *CO = LS.ckthread(thread);
open_lthread_state(LS.ckinteger(actorid), sched.place_id(), sched.thread_id(), LS.ckboolean(useppool), true);
int nargs = LS.ckboolean(isnew) ? (lua_gettop(CO) - 1) : lua_gettop(CO);
int status = lua_resume(CO, nullptr, nargs);
std::ostream *ostream = lthread_print_stream();
if (status == LUA_OK) {
// Successfully ran to completion. Print any return values.
// Remove from thread table.
LS.rawget(print, thinfo, "print");
LS.rawset(threads, sched.thread_id(), LuaNil);
LuaCoreStack LSCO(CO);
if (LS.ckboolean(print)) {
for (int i = 1; i <= lua_gettop(CO); i++) {
pprint(LSCO, LuaSpecial(i), PrettyPrintOptions(), ostream);
(*ostream) << std::endl;
}
}
} else if (status == LUA_YIELD) {
if (is_authoritative()) {
LS.rawset(thinfo, "isnew", false);
LS.rawset(thinfo, "useppool", false);
} else {
// When a nonauthoritative model yields, for any reason,
// the thread is discarded. This is also used as a way to implement
// nopredict: the thread that wants to 'nopredict' just yields,
// knowing that this will cause it to be killed.
LS.rawset(threads, sched.thread_id(), LuaNil);
}
} else {
// Generated an error. Add a traceback, print, and kill the coroutine.
// Currently, the error is sent to the actor. That seems... not right in the long run.
if (is_authoritative()) {
traceback_coroutine(CO);
(*ostream) << lua_tostring(CO, -1);
}
LS.rawset(threads, sched.thread_id(), LuaNil);
}
close_lthread_state();
}
}
int64_t World::alloc_id_predictable() {
if (!lthread_use_ppool_) {
return id_global_pool_.get_one();
}
Tangible *t = tangible_get(lthread_actor_id_);
if (t == nullptr) {
return id_global_pool_.get_one();
}
return t->id_player_pool_.get_one();
}
const PrintBuffer *World::get_printbuffer(int64_t actor_id) {
Tangible *actor = tangible_get(actor_id);
if (actor != nullptr) {
return &actor->print_buffer_;
}
return nullptr;
}
void World::clear_lthread_state() {
lthread_prints_.reset();
lthread_actor_id_ = 0;
lthread_place_id_ = 0;
lthread_thread_id_ = 0;
lthread_use_ppool_ = false;
}
void World::open_lthread_state(int64_t actor, int64_t place, int64_t thread, bool ppool, bool prints) {
lthread_actor_id_ = actor;
lthread_place_id_ = place;
lthread_thread_id_ = thread;
lthread_use_ppool_ = ppool;
if (prints) {
lthread_prints_.reset(new eng::ostringstream);
} else {
lthread_prints_.reset();
}
}
void World::close_lthread_state() {
// Copy prints from lthread_prints_ stringstream into
// the appropriate actor's PrintBuffer.
if (lthread_prints_ != nullptr) {
const eng::string &output = lthread_prints_->str();
if (output.size() > 0) {
Tangible *actor = tangible_get(lthread_actor_id_);
if (actor != nullptr) {
actor->print_buffer_.add_string(output, is_authoritative());
}
}
}
// Now clean up everything.
clear_lthread_state();
}
std::ostream *World::lthread_print_stream() const {
if (lthread_prints_ != nullptr) {
return lthread_prints_.get();
} else {
return &std::cerr;
}
}
void World::set_global(const eng::string &gvar, std::string_view value) {
// Store the serialized blob.
//
gvname_to_serial_[gvar] = value;
// Implement the tracking so that we can rapidly determine which global
// variables need to be difference transmitted.
//
// In the master model, we generate a sequence number for the assignment.
// We store the mapping from global variable name to that sequence number
// and vice versa.
//
// On the client side, we just record the global variable in a list
// of recently modified globals.
//
if (is_authoritative()) {
int64_t &seqno = gvname_to_seqno_[gvar];
seqno_to_gvname_.erase(seqno);
seqno = assign_seqno_++;
seqno_to_gvname_[seqno] = gvar;
} else {
gvname_modified_.insert(gvar);
}
}
const eng::string &World::get_global(const eng::string &gvar) {
static eng::string empty;
auto iter = gvname_to_serial_.find(gvar);
if (iter == gvname_to_serial_.end()) {
return empty;
} else {
return iter->second;
}
}
void World::serialize(StreamBuffer *sb) {
assert(stack_is_clear());
assert(redirects_.empty());
// int64_t wc0 = sb->total_writes();
lua_snap_.serialize(sb);
id_global_pool_.serialize(sb);
sb->write_int64(clock_);
thread_sched_.serialize(sb);
http_requests_.serialize(sb);
sb->write_uint32(tangibles_.size());
for (const auto &p : tangibles_) {
sb->write_int64(p.first);
p.second->serialize(sb);
}
assert(stack_is_clear());
}
void World::deserialize(StreamBuffer *sb) {
assert(stack_is_clear());
redirects_.clear();
lua_snap_.deserialize(sb);
id_global_pool_.deserialize(sb);
clock_ = sb->read_int64();
thread_sched_.deserialize(sb);
http_requests_.deserialize(sb);
// Mark all tangibles for deletion by setting ID to zero.
for (const auto &p : tangibles_) {
p.second->plane_item_.set_id(0);
}
// Deserialize tangibles.
size_t ntan = sb->read_uint32();
for (size_t i = 0; i < ntan; i++) {
int64_t id = sb->read_int64();
UniqueTangible &t = tangibles_[id];
if (t == nullptr) {
t.reset(new Tangible(this, id));
} else {
t->plane_item_.set_id(id);
}
t->deserialize(sb);
}
// Delete tangibles that didn't get deserialized.
for (auto iter = tangibles_.begin(); iter != tangibles_.end(); ) {
if (iter->second->plane_item_.id() == 0) {
tangibles_.erase(iter++);
} else {
++iter;
}
}
// After a save and load, http requests no longer should exist
abort_all_http_requests(425, "http requests aborted by loading a save game");
assert(stack_is_clear());
}
void World::snapshot() {
assert(snapshot_.empty());
serialize(&snapshot_);
assert(!snapshot_.empty());
}
void World::rollback() {
assert(!snapshot_.empty());
deserialize(&snapshot_);
assert(snapshot_.empty());
}
// This is the main routine for the DLL. We have to use a registration device
// to register this main routine with DrivenEngine. DrivenEngine will then call
// it exactly once the first time that the driver initializes an EngineWrapper.
//
void engine_initialization() {
SourceDB::register_lua_builtins();
AnimQueue::initialize_module();
}
static DrivenEngineInitializerReg eireg(engine_initialization);