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#ifndef COMPONENTS_LUA_LUASTATE_H
#define COMPONENTS_LUA_LUASTATE_H
#include <filesystem>
#include <map>
#include <typeinfo>
#include <sol/sol.hpp>
#include <components/vfs/pathutil.hpp>
#include "configuration.hpp"
#include "luastateptr.hpp"
namespace VFS
{
class Manager;
}
namespace LuaUtil
{
std::string getLuaVersion();
class ScriptsContainer;
struct ScriptId
{
ScriptsContainer* mContainer = nullptr;
int mIndex = -1; // index in LuaUtil::ScriptsConfiguration
};
struct LuaStateSettings
{
uint64_t mInstructionLimit = 0; // 0 is unlimited
uint64_t mMemoryLimit = 0; // 0 is unlimited
uint64_t mSmallAllocMaxSize = 1024 * 1024; // big default value efficiently disables memory tracking
bool mLogMemoryUsage = false;
};
class LuaState;
class LuaView
{
sol::state_view mSol;
LuaView(const LuaView&) = delete;
LuaView(lua_State* L)
: mSol(L)
{
}
public:
friend class LuaState;
// Returns underlying sol::state.
sol::state_view& sol() { return mSol; }
// A shortcut to create a new Lua table.
sol::table newTable() { return sol::table(mSol, sol::create); }
};
template <typename Key, typename Value>
sol::table tableFromPairs(lua_State* L, std::initializer_list<std::pair<Key, Value>> list)
{
sol::table res(L, sol::create);
for (const auto& [k, v] : list)
res[k] = v;
return res;
}
// Holds Lua state.
// Provides additional features:
// - Load scripts from the virtual filesystem;
// - Caching of loaded scripts;
// - Disable unsafe Lua functions;
// - Run every instance of every script in a separate sandbox;
// - Forbid any interactions between sandboxes except than via provided API;
// - Access to common read-only resources from different sandboxes;
// - Replace standard `require` with a safe version that allows to search
// Lua libraries (only source, no dll's) in the virtual filesystem;
// - Make `print` to add the script name to every message and
// write to the Log rather than directly to stdout;
class LuaState
{
public:
explicit LuaState(const VFS::Manager* vfs, const ScriptsConfiguration* conf,
const LuaStateSettings& settings = LuaStateSettings{});
LuaState(const LuaState&) = delete;
LuaState(LuaState&&) = delete;
// Pushing to the stack from outside a Lua context crashes the engine if no memory can be allocated to grow the
// stack
template <class Lambda>
[[nodiscard]] int invokeProtectedCall(Lambda&& f) const
{
if (!lua_checkstack(mSol.lua_state(), 2))
return LUA_ERRMEM;
lua_pushcfunction(mSol.lua_state(), [](lua_State* L) {
void* f = lua_touserdata(L, 1);
LuaView view(L);
(*static_cast<Lambda*>(f))(view);
return 0;
});
lua_pushlightuserdata(mSol.lua_state(), &f);
return lua_pcall(mSol.lua_state(), 1, 0, 0);
}
template <class Lambda>
void protectedCall(Lambda&& f) const
{
int result = invokeProtectedCall(std::forward<Lambda>(f));
switch (result)
{
case LUA_OK:
break;
case LUA_ERRMEM:
throw std::runtime_error("Lua error: out of memory");
case LUA_ERRRUN:
{
sol::optional<std::string> error = sol::stack::check_get<std::string>(mSol.lua_state());
if (error)
throw std::runtime_error(*error);
}
[[fallthrough]];
default:
throw std::runtime_error("Lua error: " + std::to_string(result));
}
}
// Note that constructing a sol::state_view is only safe from a Lua context. Use protectedCall to get one
lua_State* unsafeState() const { return mSol.lua_state(); }
// Can be used by a C++ function that is called from Lua to get the Lua traceback.
// Makes no sense if called not from Lua code.
// Note: It is a slow function, should be used for debug purposes only.
std::string debugTraceback() { return mSol["debug"]["traceback"]().get<std::string>(); }
// Registers a package that will be available from every sandbox via `require(name)`.
// The package can be either a sol::table with an API or a sol::function. If it is a function,
// it will be evaluated (once per sandbox) the first time when requested. If the package
// is a table, then `makeReadOnly` is applied to it automatically (but not to other tables it contains).
void addCommonPackage(std::string packageName, sol::object package);
// Creates a new sandbox, runs a script, and returns the result
// (the result is expected to be an interface of the script).
// Args:
// path: path to the script in the virtual filesystem;
// envName: sandbox name.
// packages: additional packages that should be available from the sandbox via `require`. Each package
// should be either a sol::table or a sol::function. If it is a function, it will be evaluated
// (once per sandbox) with the argument 'hiddenData' the first time when requested.
sol::protected_function_result runInNewSandbox(const VFS::Path::Normalized& path,
const std::string& envName = "unnamed", const std::map<std::string, sol::main_object>& packages = {},
const sol::main_object& hiddenData = sol::nil);
void dropScriptCache() { mCompiledScripts.clear(); }
const ScriptsConfiguration& getConfiguration() const { return *mConf; }
// Load internal Lua library. All libraries are loaded in one sandbox and shouldn't be exposed to scripts
// directly.
void addInternalLibSearchPath(const std::filesystem::path& path) { mLibSearchPaths.push_back(path); }
sol::function loadInternalLib(std::string_view libName);
sol::function loadFromVFS(const VFS::Path::Normalized& path);
sol::environment newInternalLibEnvironment();
uint64_t getTotalMemoryUsage() const { return mSol.memory_used(); }
uint64_t getSmallAllocMemoryUsage() const { return mSmallAllocMemoryUsage; }
uint64_t getMemoryUsageByScriptIndex(unsigned id) const
{
return id < mMemoryUsage.size() ? mMemoryUsage[id] : 0;
}
const LuaStateSettings& getSettings() const { return mSettings; }
// Note: Lua profiler can not be re-enabled after disabling.
static void disableProfiler() { sProfilerEnabled = false; }
static bool isProfilerEnabled() { return sProfilerEnabled; }
static sol::protected_function_result throwIfError(sol::protected_function_result&&);
private:
template <typename... Args>
friend sol::protected_function_result call(const sol::protected_function& fn, Args&&... args);
template <typename... Args>
friend sol::protected_function_result call(
ScriptId scriptId, const sol::protected_function& fn, Args&&... args);
sol::function loadScriptAndCache(const VFS::Path::Normalized& path);
static void countHook(lua_State* L, lua_Debug* ar);
static void* trackingAllocator(void* ud, void* ptr, size_t osize, size_t nsize);
static LuaStatePtr createLuaRuntime(LuaState* luaState);
struct AllocOwner
{
std::shared_ptr<ScriptsContainer*> mContainer;
int mScriptIndex;
};
const LuaStateSettings mSettings;
// Needed to track resource usage per script, must be initialized before mLuaHolder.
std::vector<ScriptId> mActiveScriptIdStack;
uint64_t mWatchdogInstructionCounter = 0;
std::map<void*, AllocOwner> mBigAllocOwners;
uint64_t mTotalMemoryUsage = 0;
uint64_t mSmallAllocMemoryUsage = 0;
std::vector<int64_t> mMemoryUsage;
// Must be declared before mSol and all sol-related objects. Then on exit it will be destructed the last.
LuaStatePtr mLuaState;
sol::state_view mSol;
const ScriptsConfiguration* mConf;
sol::table mSandboxEnv;
std::map<VFS::Path::Normalized, sol::bytecode> mCompiledScripts;
std::map<std::string, sol::object> mCommonPackages;
const VFS::Manager* mVFS;
std::vector<std::filesystem::path> mLibSearchPaths;
static bool sProfilerEnabled;
};
// LuaUtil::call should be used for every call of every Lua function.
// 1) It is a workaround for a bug in `sol`. See https://github.com/ThePhD/sol2/issues/1078
// 2) When called with ScriptId it tracks resource usage (scriptId refers to the script that is responsible for this
// call).
template <typename... Args>
sol::protected_function_result call(const sol::protected_function& fn, Args&&... args)
{
try
{
auto res = LuaState::throwIfError(fn(std::forward<Args>(args)...));
return res;
}
catch (std::exception&)
{
throw;
}
catch (...)
{
throw std::runtime_error("Unknown error");
}
}
// Lua must be initialized through LuaUtil::LuaState, otherwise this function will segfault.
template <typename... Args>
sol::protected_function_result call(ScriptId scriptId, const sol::protected_function& fn, Args&&... args)
{
LuaState* luaState = nullptr;
if (LuaState::sProfilerEnabled && scriptId.mContainer)
{
(void)lua_getallocf(fn.lua_state(), reinterpret_cast<void**>(&luaState));
luaState->mActiveScriptIdStack.push_back(scriptId);
luaState->mWatchdogInstructionCounter = 0;
}
try
{
auto res = LuaState::throwIfError(fn(std::forward<Args>(args)...));
if (luaState)
luaState->mActiveScriptIdStack.pop_back();
return res;
}
catch (std::exception&)
{
if (luaState)
luaState->mActiveScriptIdStack.pop_back();
throw;
}
catch (...)
{
if (luaState)
luaState->mActiveScriptIdStack.pop_back();
throw std::runtime_error("Unknown error");
}
}
// work around for a (likely) sol3 bug
// when the index meta method throws, simply calling table.get crashes instead of re-throwing the error
template <class Key>
sol::object safeGet(const sol::table& table, const Key& key)
{
auto index = table.traverse_raw_get<sol::optional<sol::main_protected_function>>(
sol::metatable_key, sol::meta_function::index);
if (index)
{
sol::protected_function_result result = index.value()(table, key);
if (result.valid())
return result.get<sol::object>();
else
throw result.get<sol::error>();
}
else
return table.raw_get<sol::object>(key);
}
// getFieldOrNil(table, "a", "b", "c") returns table["a"]["b"]["c"] or nil if some of the fields doesn't exist.
template <class... Str>
sol::object getFieldOrNil(const sol::object& table, std::string_view first, const Str&... str)
{
if (!table.is<sol::table>())
return sol::nil;
sol::object value = safeGet(table.as<sol::table>(), first);
if constexpr (sizeof...(str) == 0)
return value;
else
return getFieldOrNil(value, str...);
}
template <class... Str>
void setDeepField(sol::table& table, const sol::object& value, std::string_view first, const Str&... str)
{
if constexpr (sizeof...(str) == 0)
table[first] = value;
else
{
if (table[first] == sol::nil)
table[first] = sol::table(table.lua_state(), sol::create);
sol::table nextTable = table[first];
setDeepField(nextTable, value, str...);
}
}
// String representation of a Lua object. Should be used for debugging/logging purposes only.
std::string toString(const sol::object&);
namespace internal
{
std::string formatCastingError(const sol::object& obj, const std::type_info&);
}
template <class T>
decltype(auto) cast(const sol::object& obj)
{
if (!obj.is<T>())
throw std::runtime_error(internal::formatCastingError(obj, typeid(T)));
return obj.as<T>();
}
template <class T>
T getValueOrDefault(const sol::object& obj, const T& defaultValue)
{
if (obj == sol::nil)
return defaultValue;
return cast<T>(obj);
}
// Makes a table read only (when accessed from Lua) by wrapping it with an empty userdata.
// Needed to forbid any changes in common resources that can be accessed from different sandboxes.
// `strictIndex = true` replaces default `__index` with a strict version that throws an error if key is not found.
sol::table makeReadOnly(const sol::table&, bool strictIndex = false);
inline sol::table makeStrictReadOnly(const sol::table& tbl)
{
return makeReadOnly(tbl, true);
}
sol::table getMutableFromReadOnly(const sol::userdata&);
template <class T>
void copyVectorToTable(const std::vector<T>& v, sol::table& out)
{
for (const T& t : v)
out.add(t);
}
}
#endif // COMPONENTS_LUA_LUASTATE_H
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