lua: sub folders support, check for .lua file extension, refactor and simplify internals. (#1775)
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@ -57,16 +57,14 @@ namespace big
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// When this function exits, Lua will exhibit default behavior and abort()
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}
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lua_module::lua_module(std::string module_name, folder& scripts_folder) :
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m_module_name(module_name),
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m_module_id(rage::joaat(module_name))
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lua_module::lua_module(const std::filesystem::path& module_path, folder& scripts_folder) :
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m_state(),
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m_module_path(module_path),
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m_module_name(module_path.filename().string()),
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m_module_id(rage::joaat(m_module_name))
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{
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m_state = std::make_unique<sol::state>();
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auto& state = *m_state;
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// clang-format off
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state.open_libraries(
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m_state.open_libraries(
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sol::lib::base,
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sol::lib::package,
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sol::lib::coroutine,
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@ -81,44 +79,27 @@ namespace big
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init_lua_api(scripts_folder);
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state["!module_name"] = module_name;
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state["!this"] = this;
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m_state["!module_name"] = m_module_name;
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m_state["!this"] = this;
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state.set_exception_handler(exception_handler);
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state.set_panic(sol::c_call<decltype(&panic_handler), &panic_handler>);
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m_state.set_exception_handler(exception_handler);
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m_state.set_panic(sol::c_call<decltype(&panic_handler), &panic_handler>);
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const auto script_file_path = scripts_folder.get_file(module_name).get_path();
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m_last_write_time = std::filesystem::last_write_time(script_file_path);
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auto result = state.safe_script_file(script_file_path.string(), &sol::script_pass_on_error, sol::load_mode::text);
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if (!result.valid())
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{
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LOG(FATAL) << module_name << " failed to load: " << result.get<sol::error>().what();
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Logger::FlushQueue();
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}
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m_last_write_time = std::filesystem::last_write_time(m_module_path);
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}
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lua_module::~lua_module()
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{
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{
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std::lock_guard guard(m_registered_scripts_mutex);
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m_registered_scripts.clear();
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}
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for (const auto owned_tab : m_owned_tabs)
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{
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big::g_gui_service->remove_from_nav(owned_tab);
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}
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for (auto script : m_registered_scripts)
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{
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g_script_mgr.remove_script(script);
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}
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// the lua state is about to be destroyed,
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// but we need to keep it around a little bit longer
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// until the script manager properly finish executing any potential lua script.
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// There are most likely much better ways of doing all this, feel free to refactor I guess.
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std::shared_ptr<sol::state> lua_state_shared = std::shared_ptr<sol::state>(std::move(m_state));
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g_script_mgr.add_on_script_batch_removed([lua_state_shared] {
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});
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for (auto memory : m_allocated_memory)
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delete[] memory;
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}
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@ -133,6 +114,11 @@ namespace big
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return m_module_name;
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}
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const std::filesystem::path& lua_module::module_path() const
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{
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return m_module_path;
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}
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const std::chrono::time_point<std::chrono::file_clock> lua_module::last_write_time() const
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{
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return m_last_write_time;
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@ -140,32 +126,39 @@ namespace big
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void lua_module::set_folder_for_lua_require(folder& scripts_folder)
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{
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auto& state = *m_state;
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std::string scripts_search_path = scripts_folder.get_path().string() + "/?.lua;";
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const auto scripts_search_path = scripts_folder.get_path() / "?.lua";
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state["package"]["path"] = scripts_search_path.string();
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for (const auto& entry : std::filesystem::recursive_directory_iterator(scripts_folder.get_path(), std::filesystem::directory_options::skip_permission_denied))
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{
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if (!entry.is_directory())
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continue;
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scripts_search_path += entry.path().string() + "/?.lua;";
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}
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// Remove final ';'
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scripts_search_path.pop_back();
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m_state["package"]["path"] = scripts_search_path;
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}
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void lua_module::sandbox_lua_os_library()
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{
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auto& state = *m_state;
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const auto& os = state["os"];
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sol::table sandbox_os(state, sol::create);
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const auto& os = m_state["os"];
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sol::table sandbox_os(m_state, sol::create);
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sandbox_os["clock"] = os["clock"];
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sandbox_os["date"] = os["date"];
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sandbox_os["difftime"] = os["difftime"];
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sandbox_os["time"] = os["time"];
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state["os"] = sandbox_os;
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m_state["os"] = sandbox_os;
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}
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template<size_t N>
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static constexpr auto not_supported_lua_function(const char (&function_name)[N])
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{
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return [function_name](sol::this_state current_state, sol::variadic_args args) {
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const auto module = sol::state_view(current_state)["!this"].get<big::lua_module*>();
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return [function_name](sol::this_state state, sol::variadic_args args) {
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big::lua_module* module = sol::state_view(state)["!this"];
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LOG(FATAL) << module->module_name() << " tried calling a currently not supported lua function: " << function_name;
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Logger::FlushQueue();
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@ -174,50 +167,83 @@ namespace big
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void lua_module::sandbox_lua_loads(folder& scripts_folder)
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{
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auto& state = *m_state;
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// That's from lua base lib, luaB
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state["load"] = not_supported_lua_function("load");
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state["loadstring"] = not_supported_lua_function("loadstring");
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state["loadfile"] = not_supported_lua_function("loadfile");
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state["dofile"] = not_supported_lua_function("dofile");
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m_state["load"] = not_supported_lua_function("load");
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m_state["loadstring"] = not_supported_lua_function("loadstring");
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m_state["loadfile"] = not_supported_lua_function("loadfile");
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m_state["dofile"] = not_supported_lua_function("dofile");
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// That's from lua package lib.
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// We only allow dependencies between .lua files, no DLLs.
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state["package"]["loadlib"] = not_supported_lua_function("package.loadlib");
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state["package"]["cpath"] = "";
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m_state["package"]["loadlib"] = not_supported_lua_function("package.loadlib");
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m_state["package"]["cpath"] = "";
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// 1 2 3 4
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// {searcher_preload, searcher_Lua, searcher_C, searcher_Croot, NULL};
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state["package"]["searchers"][3] = not_supported_lua_function("package.searcher C");
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state["package"]["searchers"][4] = not_supported_lua_function("package.searcher Croot");
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m_state["package"]["searchers"][3] = not_supported_lua_function("package.searcher C");
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m_state["package"]["searchers"][4] = not_supported_lua_function("package.searcher Croot");
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set_folder_for_lua_require(scripts_folder);
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}
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void lua_module::init_lua_api(folder& scripts_folder)
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{
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auto& state = *m_state;
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// https://blog.rubenwardy.com/2020/07/26/sol3-script-sandbox/
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// https://www.lua.org/manual/5.4/manual.html#pdf-require
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sandbox_lua_os_library();
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sandbox_lua_loads(scripts_folder);
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lua::log::bind(state);
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lua::globals::bind(state);
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lua::script::bind(state);
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lua::native::bind(state);
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lua::memory::bind(state);
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lua::gui::bind(state);
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lua::network::bind(state);
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lua::command::bind(state);
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lua::tunables::bind(state);
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lua::locals::bind(state);
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lua::event::bind(state);
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lua::vector::bind(state);
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lua::global_table::bind(state);
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lua::imgui::bind(state, state.globals());
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lua::entities::bind(state);
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lua::log::bind(m_state);
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lua::globals::bind(m_state);
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lua::script::bind(m_state);
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lua::native::bind(m_state);
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lua::memory::bind(m_state);
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lua::gui::bind(m_state);
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lua::network::bind(m_state);
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lua::command::bind(m_state);
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lua::tunables::bind(m_state);
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lua::locals::bind(m_state);
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lua::event::bind(m_state);
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lua::vector::bind(m_state);
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lua::global_table::bind(m_state);
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lua::imgui::bind(m_state, m_state.globals());
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lua::entities::bind(m_state);
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}
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void lua_module::load_and_call_script()
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{
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auto result = m_state.safe_script_file(m_module_path.string(), &sol::script_pass_on_error, sol::load_mode::text);
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if (!result.valid())
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{
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LOG(FATAL) << m_module_name << " failed to load: " << result.get<sol::error>().what();
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Logger::FlushQueue();
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}
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else
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{
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LOG(INFO) << "Loaded " << m_module_name;
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}
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}
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void lua_module::tick_scripts()
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{
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std::lock_guard guard(m_registered_scripts_mutex);
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for (auto& script : m_registered_scripts)
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{
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if (script->is_enabled())
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{
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script->tick();
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}
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}
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}
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void lua_module::cleanup_done_scripts()
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{
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std::lock_guard guard(m_registered_scripts_mutex);
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std::erase_if(m_registered_scripts, [](auto& script) {
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return script->is_done();
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});
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}
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}
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