Luanti 5.15.0-dev
 
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s_base.h
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1// Luanti
2// SPDX-License-Identifier: LGPL-2.1-or-later
3// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5#pragma once
6
7#include <iostream>
8#include <string>
9#include <thread>
10#include <mutex>
11#include "common/helper.h"
12#include "util/basic_macros.h"
13
14extern "C" {
15#include <lua.h>
16#include <lualib.h>
17}
18
19#include "irrlichttypes.h"
20#include "common/c_internal.h"
21#include "debug.h"
22#include "config.h"
23
24#define SCRIPTAPI_LOCK_DEBUG
25
26// MUST be an invalid mod name so that mods can't
27// use that name to bypass security!
28#define BUILTIN_MOD_NAME "*builtin*"
29
30#define PCALL_RES(RES) { \
31 int result_ = (RES); \
32 if (result_ != 0) { \
33 scriptError(result_, __FUNCTION__); \
34 } \
35}
36
37#define runCallbacks(nargs, mode) \
38 runCallbacksRaw((nargs), (mode), __FUNCTION__)
39
40#define setOriginFromTable(index) \
41 setOriginFromTableRaw(index, __FUNCTION__)
42
43enum class ScriptingType: u8 {
44 Async, // either mainmenu (client) or ingame (server)
45 Client,
47 Server,
48 Emerge,
50};
51
52class Server;
53#if CHECK_CLIENT_BUILD()
54class Client;
55#endif
56class EmergeThread;
57class IGameDef;
58class Environment;
59class GUIEngine;
62
63class ScriptApiBase : protected LuaHelper {
64public:
66 // fake constructor to allow script API classes (e.g ScriptApiEnv) to virtually inherit from this one.
68 {
69 FATAL_ERROR("ScriptApiBase created without ScriptingType!");
70 }
71 virtual ~ScriptApiBase();
73
74 // These throw a ModError on failure
75 void loadMod(const std::string &script_path, const std::string &mod_name);
76 void loadScript(const std::string &script_path);
77
78#if CHECK_CLIENT_BUILD()
79 void loadModFromMemory(const std::string &mod_name);
80#endif
81
82 void runCallbacksRaw(int nargs,
83 RunCallbacksMode mode, const char *fxn);
84
85 /* object */
88
90
93#if CHECK_CLIENT_BUILD()
94 Client* getClient();
95#endif
96
97 // IMPORTANT: These cannot be used for any security-related uses, they exist
98 // only to enrich error messages.
99 const std::string &getOrigin() { return m_last_run_mod; }
100 void setOriginDirect(const char *origin);
101 void setOriginFromTableRaw(int index, const char *fxn);
102
111 static std::string getCurrentModNameInsecure(lua_State *L);
112
113#if !CHECK_CLIENT_BUILD()
114 inline void clientOpenLibs(lua_State *L) { assert(false); }
115#else
116 void clientOpenLibs(lua_State *L);
117#endif
118
119 // Check things that should be set by the builtin mod.
120 void checkSetByBuiltin();
121
122protected:
123 friend class LuaABM;
124 friend class LuaLBM;
125 friend class InvRef;
126 friend class ObjectRef;
127 friend class NodeMetaRef;
128 friend class ModApiBase;
129 friend class ModApiEnv;
130 friend class LuaVoxelManip;
131 friend class TestMoveAction; // needs getStack()
132
133 /*
134 Subtle edge case with coroutines: If for whatever reason you have a
135 method in a subclass that's called from existing lua_CFunction
136 (any of the l_*.cpp files) then make it static and take the lua_State*
137 as an argument. This is REQUIRED because getStack() will not return the
138 correct state if called inside coroutines.
139
140 Also note that src/script/common/ is the better place for such helpers.
141 */
142 lua_State* getStack()
143 { return m_luastack; }
144
145 // Checks that stack size is sane
146 void realityCheck();
147 // Takes an error from lua_pcall and throws it as a LuaError
148 void scriptError(int result, const char *fxn);
149 // Dumps stack contents for debugging
150 void stackDump(std::ostream &o);
151
152 void setGameDef(IGameDef* gamedef) { m_gamedef = gamedef; }
153
155 void setEnv(Environment* env) { m_environment = env; }
156
157#if CHECK_CLIENT_BUILD()
158 GUIEngine* getGuiEngine() { return m_guiengine; }
159 void setGuiEngine(GUIEngine* guiengine) { m_guiengine = guiengine; }
160#endif
161
163 void setEmergeThread(EmergeThread *emerge) { m_emerge = emerge; }
164
165 void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj);
166
167 void pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeReason& reason);
168
169 std::recursive_mutex m_luastackmutex;
170 std::string m_last_run_mod;
171
172#ifdef SCRIPTAPI_LOCK_DEBUG
174 std::thread::id m_owning_thread;
175#endif
176
177private:
178 static int luaPanic(lua_State *L);
179
180 lua_State *m_luastack = nullptr;
181
182 IGameDef *m_gamedef = nullptr;
184#if CHECK_CLIENT_BUILD()
185 GUIEngine *m_guiengine = nullptr;
186#endif
188
190};
RunCallbacksMode
Definition c_internal.h:83
Definition client.h:106
Definition emerge_internal.h:25
Definition environment.h:31
implementation of main menu based uppon formspecs
Definition guiEngine.h:113
Definition gamedef.h:26
Definition l_inventory.h:17
Definition s_env.cpp:20
Definition helper.h:14
Definition s_env.cpp:92
Definition l_vmanip.h:17
Definition l_base.h:27
Definition l_env.h:44
Definition l_nodemeta.h:16
Definition l_object.h:20
Definition s_base.h:63
static std::string getCurrentModNameInsecure(lua_State *L)
Returns the currently running mod, only during init time.
Definition s_base.cpp:225
void setOriginDirect(const char *origin)
Definition s_base.cpp:394
void addObjectReference(ServerActiveObject *cobj)
Definition s_base.cpp:416
std::recursive_mutex m_luastackmutex
Definition s_base.h:169
void setEnv(Environment *env)
Definition s_base.h:155
void stackDump(std::ostream &o)
Definition s_base.cpp:367
void pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeReason &reason)
Definition s_base.cpp:501
Environment * getEnv()
Definition s_base.h:154
IGameDef * getGameDef()
Definition s_base.h:91
EmergeThread * m_emerge
Definition s_base.h:187
IGameDef * m_gamedef
Definition s_base.h:182
void realityCheck()
Definition s_base.cpp:351
ScriptingType getType()
Definition s_base.h:89
DISABLE_CLASS_COPY(ScriptApiBase)
EmergeThread * getEmergeThread()
Definition s_base.h:162
int m_lock_recursion_count
Definition s_base.h:173
void clientOpenLibs(lua_State *L)
Definition s_base.h:114
void setEmergeThread(EmergeThread *emerge)
Definition s_base.h:163
ScriptApiBase()
Definition s_base.h:67
ScriptingType m_type
Definition s_base.h:189
std::string m_last_run_mod
Definition s_base.h:170
void loadScript(const std::string &script_path)
Definition s_base.cpp:241
void loadMod(const std::string &script_path, const std::string &mod_name)
Definition s_base.cpp:233
void removeObjectReference(ServerActiveObject *cobj)
Definition s_base.cpp:449
Server * getServer()
Definition s_base.cpp:533
lua_State * m_luastack
Definition s_base.h:180
void setGameDef(IGameDef *gamedef)
Definition s_base.h:152
static int luaPanic(lua_State *L)
Definition s_base.cpp:164
const std::string & getOrigin()
Definition s_base.h:99
lua_State * getStack()
Definition s_base.h:142
void runCallbacksRaw(int nargs, RunCallbacksMode mode, const char *fxn)
Definition s_base.cpp:310
void checkSetByBuiltin()
Definition s_base.cpp:203
virtual ~ScriptApiBase()
Definition s_base.cpp:159
std::thread::id m_owning_thread
Definition s_base.h:174
void scriptError(int result, const char *fxn)
Definition s_base.cpp:362
void setOriginFromTableRaw(int index, const char *fxn)
Definition s_base.cpp:399
Environment * m_environment
Definition s_base.h:183
void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj)
Definition s_base.cpp:484
Definition serveractiveobject.h:41
Definition server.h:178
Definition test_moveaction.cpp:13
#define FATAL_ERROR(msg)
Definition debug.h:32
ScriptingType
Definition s_base.h:43
Definition player_sao.h:235