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

1104 lines
33 KiB
C++

#include "world.hpp"
#include "idalloc.hpp"
#include "animqueue.hpp"
#include "gui.hpp"
#include "traceback.hpp"
#include "pprint.hpp"
#include "util.hpp"
#include "serializelua.hpp"
#include <iostream>
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;
LuaOldStack LS(state(), world, globtab);
// Put the world pointer into the lua registry.
World::store_global_pointer(state(), this);
// Clear the global GUI pointer.
Gui::store_global_pointer(state(), nullptr);
// 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.rawset(LuaRegistry, "worldtype", 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;
LS.result();
assert (stack_is_clear());
}
Tangible::Tangible(World *w, int64_t id) : world_(w), anim_queue_(w->world_type_), id_player_pool_(&w->id_global_pool_) {
plane_item_.set_id(id);
plane_item_.track(&w->plane_map_);
}
void Tangible::update_plane_item() {
const AnimStep &aqback = anim_queue_.back();
plane_item_.set_pos(aqback.plane(), aqback.xyz().x, aqback.xyz().y, aqback.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(lua_State *L, int64_t id, const eng::string &plane, bool pushdb) {
// Get a state if we don't already have one.
if (L == nullptr) {
L = state();
assert(!pushdb);
}
assert(id != 0);
LuaVar metatab;
LuaRet database;
LuaOldStack LS(L, database, metatab);
// Create the C++ part of the structure.
UniqueTangible &t = tangibles_[id];
assert (t == nullptr);
t.reset(new Tangible(this, id));
// Set up initial animation state.
t->anim_queue_.clear(plane);
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);
LS.result();
if (!pushdb) lua_pop(L, 1);
return t.get();
}
void World::tangible_delete(int64_t id) {
lua_State *L = state();
LuaVar tangibles, database, metatab;
LuaOldStack LS(L, tangibles, database, metatab);
// Fetch the C++ side of the tangible.
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
LS.result();
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);
LS.result();
}
util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere, bool omit_player, bool sorted) const {
const Tangible *player = tangible_get(player_id);
if (player == nullptr) {
return IdVector();
}
// Find out where the player is.
const AnimStep &aqback = player->anim_queue_.back();
PlaneScan scan;
scan.set_plane(aqback.plane());
scan.set_bbox_given_center_radius(aqback.xyz(), radius);
scan.set_shape(PlaneScan::SPHERE);
scan.set_sorted(sorted);
scan.set_omit_nowhere(exclude_nowhere);
scan.set_near(player_id, !omit_player);
return plane_map_.scan(scan);
}
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();
Tangible *tan = tangible_make(state(), id, "nowhere", true);
LuaArg database;
LuaVar classtab, mt;
LuaOldStack LS(state(), database, classtab, mt);
LS.makeclass(classtab, "login");
LS.getmetatable(mt, database);
LS.rawset(mt, "__index", classtab);
LS.result();
tan->configure_id_pool_for_actor();
tan->print_buffer_.clear();
assert(stack_is_clear());
return tan->id();
}
eng::string World::probe_lua(int64_t actor_id, const eng::string &lua) {
assert(stack_is_clear());
lua_State *L = state();
Tangible *actor = tangible_get(actor_id);
if (actor == nullptr) {
return "";
}
LuaVar closure;
LuaOldStack LS(L, closure);
// create the compiled closure.
int status = luaL_loadbuffer(L, lua.c_str(), 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.
LS.result();
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();
// And we're done.
LS.result();
assert(stack_is_clear());
return result;
}
void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
assert(stack_is_clear());
gui->clear(place_id);
lua_State *L = state();
LuaVar actor, place, ugui, func, tangibles, mt, index;
LuaOldStack LS(L, actor, place, ugui, func, tangibles, mt, index);
// Get the actor and place.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
LS.result();
return;
}
// Get the interface closure.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
LS.result();
return;
}
LS.rawget(index, mt, "__index");
if (!LS.istable(index)) {
LS.result();
return;
}
LS.rawget(func, index, "interface");
if (!LS.isfunction(func)) {
LS.result();
return;
}
// Call the interface function.
lua_pushvalue(L, func.index());
lua_pushvalue(L, actor.index());
lua_pushvalue(L, place.index());
Gui::store_global_pointer(L, gui);
open_lthread_state(actor_id, place_id, 0, false, false);
eng::string msg = traceback_pcall(L, 2, 0);
close_lthread_state();
Gui::store_global_pointer(L, nullptr);
if (!msg.empty()) {
gui->clear(0);
util::dprint(msg);
LS.result();
return;
}
// And we're done.
LS.result();
assert(stack_is_clear());
}
void World::update_source(const util::LuaSourcePtr &source) {
if (source != nullptr) {
update_source(*source);
}
}
// 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::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);
// Get the place and thread as lua objects.
LuaVar tangibles, place, mt, threads, thinfo, thread;
LuaOldStack 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;
}
lua_State *CO = LS.ckthread(thread);
// Push the response onto the awakening thread.
LuaRet responsetable;
LuaOldStack LSCO(CO, responsetable);
response.store(LSCO, responsetable);
// Clean up lua stacks.
LSCO.result();
LS.result();
assert(stack_is_clear());
// 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;
}
// Get the name of the desired function.
std::string_view fn = request.first_path_component("index");
if (!sv::is_lua_id(fn)) {
response.fail(404, util::ss("not a function name: ", fn));
return response;
}
lua_State *L = state();
LuaVar www, func, reqtab;
LuaOldStack 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");
LS.result();
return response;
}
// Get the closure. If there's no such closure,
// return a 404 Not Found to the client.
LS.rawget(func, www, fn);
if (!LS.isfunction(func)) {
response.fail(404, util::ss("no such function: www.", fn));
LS.result();
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());
Gui::store_global_pointer(L, nullptr);
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);
LS.result();
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.", fn, " didn't return a table"));
LS.result();
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);
}
LS.result();
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 Invocation::KIND_PLAN:
invoke_plan(inv.actor(), inv.place(), inv.action(), inv.data());
break;
case Invocation::KIND_LUA:
invoke_lua(inv.actor(), inv.place(), inv.action(), inv.data());
break;
case Invocation::KIND_FLUSH_PRINTS:
invoke_flush_prints(inv.actor(), inv.place(), inv.action(), inv.data());
break;
case Invocation::KIND_TICK:
invoke_tick(inv.actor(), inv.place(), inv.action(), inv.data());
break;
case Invocation::KIND_LUA_SOURCE:
invoke_lua_source(inv.actor(), inv.place(), inv.action(), inv.data());
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;
}
}
void World::invoke_flush_prints(int64_t actor_id, int64_t place_id, const eng::string &action, const InvocationData &data) {
assert(stack_is_clear());
// Check argument sanity.
if (actor_id != place_id) {
return;
}
int64_t line = sv::to_int64(action, -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(int64_t actor_id, int64_t place_id, const eng::string &action, const InvocationData &data) {
assert(stack_is_clear());
// Make sure that actor and place exist and are not stubs.
Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) {
return;
}
// Get a thread ID for the new thread.
int64_t tid = tplace->id_player_pool_.get_one();
// Set up for lua manipulation.
lua_State *L = state();
LuaVar func, tangibles, place, mt, thread, thinfo, threads;
LuaOldStack LS(L, func, tangibles, place, mt, thread, thinfo, threads);
// create the compiled closure.
int status = luaL_loadbuffer(L, action.c_str(), action.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.
LS.result();
return;
}
// Get the place.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(place, tangibles, place_id);
if (!LS.istable(place)) {
LS.result();
return;
}
// Get the place's metatable.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
LS.result();
return;
}
// Create a new thread, set up function and parameters.
lua_State *CO = LS.newthread(thread);
lua_pushvalue(L, func.index());
lua_xmove(L, CO, 1);
// 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", true);
// Store the thread into place's thread table.
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
LS.result();
return;
}
LS.rawset(threads, tid, thinfo);
LS.result();
schedule(0, tid, place_id);
run_scheduled_threads();
assert(stack_is_clear());
}
void World::invoke_plan(int64_t actor_id, int64_t place_id, const eng::string &action, const InvocationData &data) {
assert(stack_is_clear());
// Validate that the action is legal.
Gui validation_gui;
update_gui(actor_id, place_id, &validation_gui);
if (!validation_gui.has_action(action)) {
return;
}
// Make sure the action starts with "cb_"
if (!sv::has_prefix(action, "cb_")) {
return;
}
// Get the actor and place. Make sure both exist.
Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) {
return;
}
// Get an ID for the thread. We always use the player
// pool in this case.
int64_t tid = tactor->id_player_pool_.get_one();
// Set up for Lua manipulation.
lua_State *L = state();
LuaVar actor, place, func, tangibles, mt, index, thread, threads, thinfo, message, invdata;
LuaOldStack LS(L, actor, place, func, tangibles, mt, index, thread, threads, thinfo, message, invdata);
// Get the actor and place.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
LS.result();
return;
}
// Get the action closure.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
LS.result();
return;
}
LS.rawget(index, mt, "__index");
if (!LS.istable(index)) {
LS.result();
return;
}
LS.rawget(func, index, action);
if (!LS.isfunction(func)) {
LS.result();
return;
}
// Convert the InvocationData into a lua table.
LS.newtable(invdata);
for (const auto &p : data) {
LS.rawset(invdata, p.first, p.second);
}
// Create a new thread, set up function and parameters.
lua_State *CO = LS.newthread(thread);
lua_pushvalue(L, func.index());
lua_pushvalue(L, actor.index());
lua_pushvalue(L, place.index());
lua_pushvalue(L, invdata.index());
lua_xmove(L, CO, 4);
// 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", false);
// Store the thread into place's thread table.
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
LS.result();
return;
}
LS.rawset(threads, tid, thinfo);
LS.result();
// Push the thread's ID into the runnable thread queue,
// then run the thread queue.
schedule(0, tid, place_id);
run_scheduled_threads();
assert(stack_is_clear());
}
void World::invoke_tick(int64_t actor_id, int64_t place_id, const eng::string &action, const InvocationData &data) {
if (!is_authoritative()) {
return;
}
clock_ += 1;
run_scheduled_threads();
}
void World::invoke_lua_source(int64_t actor_id, int64_t place_id, const eng::string &action, const InvocationData &data) {
if (!is_authoritative()) {
return;
}
// We need some kind of authentication here.
try {
StreamBuffer sb(action);
util::LuaSourceVec sv;
SourceDB::deserialize_source(&sv, &sb);
update_source(sv);
} catch (const StreamException &ex) {
return;
}
}
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 LuaOldStack::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;
LuaOldStack 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);
LuaOldStack 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();
}
LS.result();
assert(stack_is_clear());
}
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 for some reason
// there isn't an actor, or if the actor doesn't have a PrintBuffer,
// send the output to std::cerr.
if (lthread_prints_ != nullptr) {
const eng::string &output = lthread_prints_->str();
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(LuaCoreStack &LS0, const eng::string &gvar, LuaSlot value) {
lua_State *L = LS0.state();
LuaVar globaldb, copy;
LuaExtStack LS(L, globaldb, copy);
// Serialize then deserialize the data, to produce a copy.
StreamBuffer sb;
eng::string error = serialize_lua(LS, value, &sb);
if (!error.empty()) {
luaL_error(L, "%s", error.c_str());
return;
}
eng::string serialized(sb.view());
error = deserialize_lua(LS, copy, &sb);
if (!error.empty()) {
luaL_error(L, "%s", error.c_str());
return;
}
// Store the copy in the globalDB.
LS.rawget(globaldb, LuaRegistry, "globaldb");
LS.rawset(globaldb, gvar, copy);
// Store the serialized blob.
gvname_to_serial_[gvar] = serialized;
// 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);
}
}
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();
}
static DrivenEngineInitializerReg eireg(engine_initialization);