- sandbox stuff.
- Fix lua scripts that could run when their lua state was destroyed, causing chaos.
This commit is contained in:
Quentin 2023-07-13 09:36:13 +02:00 committed by GitHub
parent f09b1cbda3
commit f26514f8e4
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5 changed files with 174 additions and 68 deletions

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@ -20,12 +20,20 @@ namespace lua::script
// Class: script_util
// Name: yield
// Yield execution.
int yield()
{
return 0;
}
// Lua API: Function
// Class: script_util
// Name: sleep
// Param: ms: integer: The amount of time in milliseconds that we will sleep for.
// Sleep for the given amount of time, time is in milliseconds.
int sleep(int ms)
{
return ms;
}
};
static script_util dummy_script_util;
@ -62,12 +70,16 @@ namespace lua::script
// ENTITY.DELETE_ENTITY(spawnedVehicle)
// end)
// ```
static void register_looped(const std::string& name, sol::coroutine func, sol::this_state state)
static void register_looped(const std::string& name, sol::function func_, sol::this_state state)
{
auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
module->m_registered_scripts.push_back(big::g_script_mgr.add_script(std::make_unique<big::script>(
[func] () mutable {
std::unique_ptr<big::script> lua_script = std::make_unique<big::script>(
[func_, state]() mutable {
sol::thread t = sol::thread::create(state);
sol::coroutine func = sol::coroutine(t.state(), func_);
while (big::g_running)
{
auto res = func(dummy_script_util);
@ -75,17 +87,22 @@ namespace lua::script
if (!res.valid())
big::g_lua_manager->handle_error(res, res.lua_state());
if (func.runnable())
{
if (func.runnable())
{
big::script::get_current()->yield(std::chrono::milliseconds(res.return_count() ? res[0] : 0));
}
else
{
}
else
{
big::script::get_current()->yield();
}
}
}
},
name)));
name
);
const auto registered_script = big::g_script_mgr.add_script(std::move(lua_script));
module->m_registered_scripts.push_back(registered_script);
}
// Lua API: Function
@ -116,28 +133,42 @@ namespace lua::script
// ENTITY.DELETE_ENTITY(spawnedVehicle)
// end)
// ```
static void run_in_fiber(sol::coroutine func)
static void run_in_fiber(sol::function func_, sol::this_state state)
{
big::g_fiber_pool->queue_job([func] () mutable {
while (big::g_running)
{
auto res = func(dummy_script_util);
auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
if (!res.valid())
big::g_lua_manager->handle_error(res, res.lua_state());
static size_t name_i = 0;
std::string job_name = module->module_name() + std::to_string(name_i++);
// Still runnable, meaning that the user function yielded
// and that there is more code to run still.
if (func.runnable())
{
big::script::get_current()->yield(std::chrono::milliseconds(res.return_count() ? res[0] : 0));
}
else
{
break;
}
}
});
// We make a new script for lua state destruction timing purposes, see lua_module dctor for more info.
std::unique_ptr<big::script> lua_script = std::make_unique<big::script>(
[func_, state]() mutable {
sol::thread t = sol::thread::create(state);
sol::coroutine func = sol::coroutine(t.state(), func_);
while (big::g_running)
{
auto res = func(dummy_script_util);
if (!res.valid())
big::g_lua_manager->handle_error(res, res.lua_state());
if (func.runnable())
{
big::script::get_current()->yield(std::chrono::milliseconds(res.return_count() ? res[0] : 0));
}
else
{
big::g_script_mgr.remove_script(big::script::get_current());
break;
}
}
},
job_name);
const auto registered_script = big::g_script_mgr.add_script(std::move(lua_script));
module->m_registered_scripts.push_back(registered_script);
}
static void bind(sol::state& state)
@ -146,12 +177,9 @@ namespace lua::script
ns["register_looped"] = register_looped;
ns["run_in_fiber"] = run_in_fiber;
sol::function lua_coroutine_yield = state["coroutine"]["yield"];
state.new_usertype<script_util>("script_util");
//clang-format off
state.new_usertype<script_util>("script_util",
"yield", lua_coroutine_yield,
"sleep", lua_coroutine_yield);
//clang-format on
state["script_util"]["yield"] = sol::yielding(&script_util::yield);
state["script_util"]["sleep"] = sol::yielding(&script_util::sleep);
}
}

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@ -45,37 +45,36 @@ namespace big
}
lua_module::lua_module(std::string module_name) :
m_state(),
m_module_name(module_name),
m_module_id(rage::joaat(module_name))
{
m_state.open_libraries(
m_state = std::make_unique<sol::state>();
auto& state = *m_state;
state.open_libraries(
sol::lib::base,
sol::lib::package,
sol::lib::coroutine,
sol::lib::string,
sol::lib::os,
sol::lib::math,
sol::lib::table,
sol::lib::debug,
sol::lib::bit32,
sol::lib::utf8
);
const auto& scripts_folder = g_lua_manager->get_scripts_folder();
add_folder_to_require_available_paths(scripts_folder);
init_lua_api();
m_state["!module_name"] = module_name;
m_state["!this"] = this;
state["!module_name"] = module_name;
state["!this"] = this;
m_state.set_exception_handler((sol::exception_handler_function)exception_handler);
m_state.set_panic(panic_handler);
state.set_exception_handler((sol::exception_handler_function)exception_handler);
state.set_panic(panic_handler);
const auto script_file_path = scripts_folder.get_file(module_name).get_path();
const auto script_file_path = g_lua_manager->get_scripts_folder().get_file(module_name).get_path();
m_last_write_time = std::filesystem::last_write_time(script_file_path);
auto result = m_state.load_file(script_file_path.string());
auto result = state.load_file(script_file_path.string());
if (!result.valid())
{
@ -95,7 +94,17 @@ namespace big
}
for (auto script : m_registered_scripts)
{
g_script_mgr.remove_script(script);
}
// the lua state is about to be destroyed,
// but we need to keep it around a little bit longer
// until the script manager properly finish executing any potential lua script.
// There are most likely much better ways of doing all this, feel free to refactor I guess.
std::shared_ptr<sol::state> lua_state_shared = std::shared_ptr<sol::state>(std::move(m_state));
g_script_mgr.add_on_script_batch_removed([lua_state_shared] {
});
for (auto memory : m_allocated_memory)
delete[] memory;
@ -116,27 +125,73 @@ namespace big
return m_last_write_time;
}
void lua_module::add_folder_to_require_available_paths(const big::folder& scripts_folder)
void lua_module::set_folder_for_lua_require()
{
const std::string package_path = m_state["package"]["path"];
const auto scripts_search_path = scripts_folder.get_path() / "?.lua";
m_state["package"]["path"] = package_path + (!package_path.empty() ? ";" : "") + scripts_search_path.string();
auto& state = *m_state;
const auto scripts_search_path = g_lua_manager->get_scripts_folder().get_path() / "?.lua";
state["package"]["path"] = scripts_search_path.string();
}
void lua_module::sandbox_lua_os_library()
{
auto& state = *m_state;
const auto& os = state["os"];
sol::table sandbox_os(state, sol::create);
sandbox_os["clock"] = os["clock"];
sandbox_os["date"] = os["date"];
sandbox_os["difftime"] = os["difftime"];
sandbox_os["time"] = os["time"];
state["os"] = sandbox_os;
}
void lua_module::sandbox_lua_loads()
{
auto& state = *m_state;
// That's from lua base lib, luaB
state.set_function("load", nullptr);
state.set_function("loadstring", nullptr);
state.set_function("loadfile", nullptr);
state.set_function("dofile", nullptr);
// That's from lua package lib.
// We only allow dependencies between .lua files, no DLLs.
state["package"]["loadlib"] = nullptr;
state["package"]["cpath"] = "";
// 1 2 3 4
// {searcher_preload, searcher_Lua, searcher_C, searcher_Croot, NULL};
state["package"]["searchers"][3] = nullptr;
state["package"]["searchers"][4] = nullptr;
set_folder_for_lua_require();
}
void lua_module::init_lua_api()
{
lua::log::bind(m_state);
lua::globals::bind(m_state);
lua::script::bind(m_state);
lua::native::bind(m_state);
lua::memory::bind(m_state);
lua::gui::bind(m_state);
lua::network::bind(m_state);
lua::command::bind(m_state);
lua::tunables::bind(m_state);
lua::locals::bind(m_state);
lua::event::bind(m_state);
lua::vector::bind(m_state);
lua::global_table::bind(m_state);
auto& state = *m_state;
// https://blog.rubenwardy.com/2020/07/26/sol3-script-sandbox/
// https://www.lua.org/manual/5.4/manual.html#pdf-require
sandbox_lua_os_library();
sandbox_lua_loads();
lua::log::bind(state);
lua::globals::bind(state);
lua::script::bind(state);
lua::native::bind(state);
lua::memory::bind(state);
lua::gui::bind(state);
lua::network::bind(state);
lua::command::bind(state);
lua::tunables::bind(state);
lua::locals::bind(state);
lua::event::bind(state);
lua::vector::bind(state);
lua::global_table::bind(state);
}
}

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@ -11,7 +11,7 @@ namespace big
class lua_module
{
sol::state m_state;
std::unique_ptr<sol::state> m_state;
std::string m_module_name;
rage::joaat_t m_module_id;
@ -37,8 +37,11 @@ namespace big
const std::string& module_name() const;
const std::chrono::time_point<std::chrono::file_clock> last_write_time() const;
// used for adding our own paths to the search paths of the lua require function
void add_folder_to_require_available_paths(const big::folder& scripts_folder);
// used for sandboxing and limiting to only our custom search path for the lua require function
void set_folder_for_lua_require();
void sandbox_lua_os_library();
void sandbox_lua_loads();
void init_lua_api();
};

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@ -33,6 +33,11 @@ namespace big
m_scripts.clear();
}
void script_mgr::add_on_script_batch_removed(std::function<void()> f)
{
m_on_script_batch_removed.push(f);
}
void script_mgr::tick()
{
gta_util::execute_as_script(RAGE_JOAAT("main_persistent"), std::mem_fn(&script_mgr::tick_internal), this);
@ -62,6 +67,18 @@ namespace big
return iter->m_should_be_deleted;
});
while (m_on_script_batch_removed.size())
{
auto& f = m_on_script_batch_removed.front();
if (f)
{
f();
}
m_on_script_batch_removed.pop();
}
if (g_lua_manager->m_schedule_reload_modules)
{
g_lua_manager->load_all_modules();

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@ -16,6 +16,8 @@ namespace big
void remove_script(script* script);
void remove_all_scripts();
void add_on_script_batch_removed(std::function<void()> f);
inline void for_each_script(auto func)
{
std::lock_guard lock(m_mutex);
@ -41,6 +43,7 @@ namespace big
std::recursive_mutex m_mutex;
script_list m_scripts;
script_list m_scripts_to_add;
std::queue<std::function<void()>> m_on_script_batch_removed;
bool m_can_tick = false;
};