#include "lua_module.hpp" #include "bindings/command.hpp" #include "bindings/event.hpp" #include "bindings/global_table.hpp" #include "bindings/globals.hpp" #include "bindings/gui.hpp" #include "bindings/locals.hpp" #include "bindings/log.hpp" #include "bindings/memory.hpp" #include "bindings/native.hpp" #include "bindings/network.hpp" #include "bindings/script.hpp" #include "bindings/tunables.hpp" #include "bindings/vector.hpp" #include "bindings/imgui.hpp" #include "file_manager.hpp" #include "script_mgr.hpp" namespace big { // https://sol2.readthedocs.io/en/latest/exceptions.html int exception_handler(lua_State* L, sol::optional maybe_exception, sol::string_view description) { // L is the lua state, which you can wrap in a state_view if necessary // maybe_exception will contain exception, if it exists // description will either be the what() of the exception or a description saying that we hit the general-case catch(...) if (maybe_exception) { const std::exception& ex = *maybe_exception; LOG(FATAL) << ex.what(); } else { LOG(FATAL) << description; } Logger::FlushQueue(); // you must push 1 element onto the stack to be // transported through as the error object in Lua // note that Lua -- and 99.5% of all Lua users and libraries -- expects a string // so we push a single string (in our case, the description of the error) return sol::stack::push(L, description); } inline void panic_handler(sol::optional maybe_msg) { LOG(FATAL) << "Lua is in a panic state and will now abort() the application"; if (maybe_msg) { const std::string& msg = maybe_msg.value(); LOG(FATAL) << "error message: " << msg; } Logger::FlushQueue(); // When this function exits, Lua will exhibit default behavior and abort() } lua_module::lua_module(std::string module_name) : m_module_name(module_name), m_module_id(rage::joaat(module_name)) { m_state = std::make_unique(); auto& state = *m_state; // clang-format off 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::bit32, sol::lib::utf8 ); // clang-format on init_lua_api(); state["!module_name"] = module_name; state["!this"] = this; state.set_exception_handler(exception_handler); state.set_panic(sol::c_call); 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 = state.safe_script_file(script_file_path.string(), &sol::script_pass_on_error, sol::load_mode::text); if (!result.valid()) { LOG(FATAL) << module_name << " failed to load: " << result.get().what(); Logger::FlushQueue(); } } lua_module::~lua_module() { for (const auto owned_tab : m_owned_tabs) { big::g_gui_service->remove_from_nav(owned_tab); } 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 lua_state_shared = std::shared_ptr(std::move(m_state)); g_script_mgr.add_on_script_batch_removed([lua_state_shared] { }); for (auto memory : m_allocated_memory) delete[] memory; } rage::joaat_t lua_module::module_id() const { return m_module_id; } const std::string& lua_module::module_name() const { return m_module_name; } const std::chrono::time_point lua_module::last_write_time() const { return m_last_write_time; } void lua_module::set_folder_for_lua_require() { 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; } template static constexpr auto not_supported_lua_function(const char (&function_name)[N]) { return [function_name](sol::this_state current_state, sol::variadic_args args) { const auto module = sol::state_view(current_state)["!this"].get(); LOG(FATAL) << module->module_name() << " tried calling a currently not supported lua function: " << function_name; Logger::FlushQueue(); }; } void lua_module::sandbox_lua_loads() { auto& state = *m_state; // That's from lua base lib, luaB state["load"] = not_supported_lua_function("load"); state["loadstring"] = not_supported_lua_function("loadstring"); state["loadfile"] = not_supported_lua_function("loadfile"); state["dofile"] = not_supported_lua_function("dofile"); // That's from lua package lib. // We only allow dependencies between .lua files, no DLLs. state["package"]["loadlib"] = not_supported_lua_function("package.loadlib"); state["package"]["cpath"] = ""; // 1 2 3 4 // {searcher_preload, searcher_Lua, searcher_C, searcher_Croot, NULL}; state["package"]["searchers"][3] = not_supported_lua_function("package.searcher C"); state["package"]["searchers"][4] = not_supported_lua_function("package.searcher Croot"); set_folder_for_lua_require(); } void lua_module::init_lua_api() { 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); lua::imgui::bind(state, state.globals()); } }