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/**********************************************************************
Freeciv - Copyright (C) 2005 - The Freeciv Project
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
***********************************************************************/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <stdarg.h>
#include <stdlib.h>
#include "lua.h"
#include "lualib.h"
#include "tolua.h"
#include "astring.h"
#include "log.h"
#include "registry.h"
#include "api_gen.h"
#include "api_types.h"
#include "script_signal.h"
#include "script.h"
/**************************************************************************
Lua virtual machine state.
**************************************************************************/
static lua_State *state;
/**************************************************************************
Optional game script code (useful for scenarios).
**************************************************************************/
static char *script_code;
/**************************************************************************
Report a lua error.
**************************************************************************/
static int script_report(lua_State *L, int status, const char *code)
{
if (status) {
const char *msg;
static struct astring str = ASTRING_INIT;
int lineno;
if (!(msg = lua_tostring(L, -1))) {
msg = "(error with no message)";
}
astr_clear(&str);
/* Add error message. */
astr_add_line(&str, "\nlua error:");
astr_add_line(&str, "\t%s", msg);
if (code) {
/* Add lines around the place the parse error is. */
if (sscanf(msg, "%*[^:]:%d:", &lineno) == 1) {
const char *begin, *end;
int i;
astr_add(&str, "\n");
i = 1;
for (begin = code; *begin != '\0';) {
int len;
end = strchr(begin, '\n');
if (end) {
len = end - begin;
} else {
len = strlen(begin);
}
if (abs(lineno - i) <= 3) {
const char *indicator;
indicator = (lineno == i) ? "-->" : " ";
astr_add_line(&str, "\t%s%3d:\t%*.*s",
indicator, i, len, len, begin);
}
i++;
if (end) {
begin = end + 1;
} else {
break;
}
}
astr_add(&str, "\n");
}
}
freelog(LOG_ERROR, str.str);
astr_free(&str);
lua_pop(L, 1);
}
return status;
}
/**************************************************************************
Call a Lua function.
**************************************************************************/
static int script_call(lua_State *L, int narg, int nret)
{
int status;
int base = lua_gettop(L) - narg; /* Function index */
lua_pushliteral(L, "_TRACEBACK");
lua_rawget(L, LUA_GLOBALSINDEX); /* Get traceback function */
lua_insert(L, base); /* Put it under chunk and args */
status = lua_pcall(L, narg, nret, base);
lua_remove(L, base); /* Remove traceback function */
if (status) {
script_report(state, status, NULL);
}
return status;
}
/**************************************************************************
lua_dostring replacement with error message showing on errors.
**************************************************************************/
static int script_dostring(lua_State *L, const char *str, const char *name)
{
int status;
status = luaL_loadbuffer(L, str, strlen(str), name);
if (status) {
script_report(state, status, str);
}
status = script_call(L, 0, LUA_MULTRET);
return status;
}
/**************************************************************************
Internal api error function.
Invoking this will cause Lua to stop executing the current context and
throw an exception, so to speak.
**************************************************************************/
int script_error(const char *fmt, ...)
{
va_list argp;
va_start(argp, fmt);
luaL_where(state, 1);
lua_pushvfstring(state, fmt, argp);
va_end(argp);
lua_concat(state, 2);
return lua_error(state);
}
/**************************************************************************
Push callback arguments into the Lua stack.
**************************************************************************/
static void script_callback_push_args(int nargs, va_list args)
{
int i;
for (i = 0; i < nargs; i++) {
int type;
type = va_arg(args, int);
switch (type) {
case API_TYPE_INT:
{
int arg;
arg = va_arg(args, int);
tolua_pushnumber(state, (lua_Number)arg);
}
break;
case API_TYPE_BOOL:
{
int arg;
arg = va_arg(args, int);
tolua_pushboolean(state, (bool)arg);
}
break;
case API_TYPE_STRING:
{
const char *arg;
arg = va_arg(args, const char*);
tolua_pushstring(state, arg);
}
break;
default:
{
const char *name;
void *arg;
name = get_api_type_name(type);
if (!name) {
assert(0);
return;
}
arg = va_arg(args, void*);
tolua_pushusertype(state, arg, name);
}
break;
}
}
}
/**************************************************************************
Invoke the 'callback_name' Lua function.
**************************************************************************/
bool script_callback_invoke(const char *callback_name,
int nargs, va_list args)
{
int nres;
bool res;
/* The function name */
lua_getglobal(state, callback_name);
if (!lua_isfunction(state, -1)) {
freelog(LOG_ERROR, "lua error: Unknown callback '%s'", callback_name);
lua_pop(state, 1);
return FALSE;
}
script_callback_push_args(nargs, args);
/* Call the function with nargs arguments, return 1 results */
if (script_call(state, nargs, 1)) {
return FALSE;
}
nres = lua_gettop(state);
if (nres == 1) {
if (lua_isboolean(state, -1)) {
res = lua_toboolean(state, -1);
/* Shall we stop the emission of this signal? */
if (res) {
return TRUE;
}
}
}
lua_pop(state, nres);
return FALSE;
}
/**************************************************************************
Initialize the game script variables.
**************************************************************************/
static void script_vars_init(void)
{
/* nothing */
}
/**************************************************************************
Free the game script variables.
**************************************************************************/
static void script_vars_free(void)
{
/* nothing */
}
/**************************************************************************
Load the game script variables in file.
**************************************************************************/
static void script_vars_load(struct section_file *file)
{
if (state) {
const char *vars;
const char *section = "script.vars";
vars = secfile_lookup_str_default(file, "", section);
script_dostring(state, vars, section);
}
}
/**************************************************************************
Save the game script variables to file.
**************************************************************************/
static void script_vars_save(struct section_file *file)
{
if (state) {
lua_getglobal(state, "_freeciv_state_dump");
if (lua_pcall(state, 0, 1, 0) == 0) {
const char *vars;
vars = lua_tostring(state, -1);
lua_pop(state, 1);
if (vars) {
secfile_insert_str_noescape(file, vars, "script.vars");
}
} else {
/* _freeciv_state_dump in api.pkg is busted */
freelog(LOG_ERROR, "lua error: Failed to dump variables");
}
}
}
/**************************************************************************
Initialize the optional game script code (useful for scenarios).
**************************************************************************/
static void script_code_init(void)
{
script_code = NULL;
}
/**************************************************************************
Free the optional game script code (useful for scenarios).
**************************************************************************/
static void script_code_free(void)
{
if (script_code) {
free(script_code);
script_code = NULL;
}
}
/**************************************************************************
Load the optional game script code from file (useful for scenarios).
**************************************************************************/
static void script_code_load(struct section_file *file)
{
if (!script_code) {
const char *code;
const char *section = "script.code";
code = secfile_lookup_str_default(file, "", section);
script_code = mystrdup(code);
script_dostring(state, script_code, section);
}
}
/**************************************************************************
Save the optional game script code to file (useful for scenarios).
**************************************************************************/
static void script_code_save(struct section_file *file)
{
if (script_code) {
secfile_insert_str_noescape(file, script_code, "script.code");
}
}
/**************************************************************************
Initialize the scripting state.
**************************************************************************/
bool script_init(void)
{
if (!state) {
state = lua_open();
if (!state) {
return FALSE;
}
luaopen_base(state);
luaopen_string(state);
luaopen_io(state);
luaopen_debug(state);
luaopen_table(state);
tolua_api_open(state);
script_code_init();
script_vars_init();
script_signals_init();
return TRUE;
} else {
return FALSE;
}
}
/**************************************************************************
Free the scripting data.
**************************************************************************/
void script_free(void)
{
if (state) {
script_code_free();
script_vars_free();
script_signals_free();
lua_setgcthreshold(state, 0); /* Collected garbage */
lua_close(state);
state = NULL;
}
}
/**************************************************************************
Parse and execute the script at filename.
**************************************************************************/
bool script_do_file(const char *filename)
{
return (lua_dofile(state, filename) == 0);
}
/**************************************************************************
Load the scripting state from file.
**************************************************************************/
void script_state_load(struct section_file *file)
{
script_code_load(file);
/* Variables must be loaded after code is loaded and executed,
* so we restore their saved state properly */
script_vars_load(file);
}
/**************************************************************************
Save the scripting state to file.
**************************************************************************/
void script_state_save(struct section_file *file)
{
script_code_save(file);
script_vars_save(file);
}
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