126 lines
4.0 KiB
C++
126 lines
4.0 KiB
C++
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#include "luasnap.hpp"
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#include "luastack.hpp"
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#include <iostream>
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#include <cassert>
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#include <sstream>
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LuaSnap::LuaSnap() {
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state_ = luaL_newstate();
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LuaStack LS(state_);
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// Create the persist table and the unpersist table.
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//
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// These tables need to contain all C functions. Whenever
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// the source module inserts a C function into the lua environment,
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// it also needs to register the C function in these tables.
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//
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// I don't think anything else needs to go in these tables.
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//
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LS.rawset(LuaRegistry, "persist", LuaNewTable);
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LS.rawset(LuaRegistry, "unpersist", LuaNewTable);
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}
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LuaSnap::~LuaSnap() {
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std::cerr << "LuaSnap destructor not implemented yet" << std::endl;
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}
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void LuaSnap::serialize(StreamBuffer *sb) {
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// Lua stack should be empty.
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assert(lua_gettop(state_) == 0);
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// lua variables that we'll need.
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LuaVar key, value;
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LuaRet permstable, regcopy;
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LuaStack LS(state_, permstable, regcopy, key, value);
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// Construct a copy of the registry table.
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LS.set(regcopy, LuaNewTable);
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LS.set(key, LuaNil);
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while (LS.next(LuaRegistry, key, value) != 0) {
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LS.rawset(regcopy, key, value);
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}
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// Remove certain things from the copy. These items
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// don't get included in the snapshot.
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//
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// From a modularity perspective, this is bad.
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//
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LS.rawset(regcopy, LUA_RIDX_MAINTHREAD, LuaNil);
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LS.rawset(regcopy, "persist", LuaNil);
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LS.rawset(regcopy, "unpersist", LuaNil);
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LS.rawset(regcopy, "world", LuaNil);
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LS.rawset(regcopy, "gui", LuaNil);
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// Get the eris permanents table from the registry.
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LS.rawget(permstable, LuaRegistry, "persist");
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assert(LS.istable(permstable));
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// When we call 'LS.result', this should leave the
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// permstable and the regcopy on the stack.
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LS.result();
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assert(lua_gettop(state_) == 2);
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// Write dummy length, use eris to write data, then overwrite length.
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sb->write_int64(0);
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int64_t pos1 = sb->write_count();
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eris_dump(state_, sb->lua_writer, sb->lua_writer_ud());
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int64_t pos2 = sb->write_count();
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sb->overwrite_int64(pos1, pos2 - pos1);
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lua_settop(state_, 0);
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std::cerr << "Eris dump is " << pos2-pos1 << " bytes." << std::endl;
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}
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void LuaSnap::deserialize(StreamBuffer *sb) {
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// Lua stack should be empty.
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assert(lua_gettop(state_) == 0);
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// Get the length of the eris dump.
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int64_t len = sb->read_int64();
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void *ud = sb->lua_reader_ud(len);
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// Call eris with the permanents table and passing the snapshot as a lua_Reader.
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lua_getfield(state_, LUA_REGISTRYINDEX, "unpersist");
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eris_undump(state_, sb->lua_reader, ud);
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assert(lua_gettop(state_) == 2);
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// Set up a stack frame.
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LuaArg permstable, regcopy;
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LuaVar key, value;
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LuaStack LS(state_, permstable, regcopy, key, value);
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assert(LS.istable(regcopy));
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// Copy the contents of the snapshot over to the registry.
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LS.set(key, LuaNil);
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while (LS.next(regcopy, key, value) != 0) {
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LS.rawset(LuaRegistry, key, value);
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}
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LS.result();
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assert(lua_gettop(state_) == 0);
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}
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// Snapshot and rollback can trivially be implemented on top of serialize and
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// deserialize. However, it's also possible to implement snapshot and rollback
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// using an alternative technique:
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//
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// 1. When constructing the lua interpreter, use a custom memory allocator that
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// keeps track of all the memory blocks used by lua.
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//
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// 2. Snapshot simply copies all the memory blocks used by lua into a buffer.
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//
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// 3. Rollback restores lua's memory blocks back to their previous state. This
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// has the effect of restoring lua's state.
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//
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// A proof-of-concept implementation of the memory-snapshotting design was
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// created, and it worked. It is probably faster than using serialize and
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// deserialize.
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//
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// Note: even if we implement this alternative design, we still need to keep
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// serialize and deserialize around in order to implement the save-game
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// functionality. So for now, we're sticking with this design, which doesn't
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// require us to maintain any additional code.
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