minetest/src/script/scripting_server.cpp
2023-06-23 09:05:26 +02:00

189 lines
5.5 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "scripting_server.h"
#include "server.h"
#include "log.h"
#include "settings.h"
#include "cpp_api/s_internal.h"
#include "lua_api/l_areastore.h"
#include "lua_api/l_auth.h"
#include "lua_api/l_base.h"
#include "lua_api/l_craft.h"
#include "lua_api/l_env.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "lua_api/l_itemstackmeta.h"
#include "lua_api/l_mapgen.h"
#include "lua_api/l_modchannels.h"
#include "lua_api/l_nodemeta.h"
#include "lua_api/l_nodetimer.h"
#include "lua_api/l_noise.h"
#include "lua_api/l_object.h"
#include "lua_api/l_playermeta.h"
#include "lua_api/l_particles.h"
#include "lua_api/l_rollback.h"
#include "lua_api/l_server.h"
#include "lua_api/l_util.h"
#include "lua_api/l_vmanip.h"
#include "lua_api/l_settings.h"
#include "lua_api/l_http.h"
#include "lua_api/l_storage.h"
extern "C" {
#include <lualib.h>
}
ServerScripting::ServerScripting(Server* server):
ScriptApiBase(ScriptingType::Server),
asyncEngine(server)
{
setGameDef(server);
// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
// once the environment has been created
SCRIPTAPI_PRECHECKHEADER
if (g_settings->getBool("secure.enable_security")) {
initializeSecurity();
} else {
warningstream << "\\!/ Mod security should never be disabled, as it allows any mod to "
<< "access the host machine."
<< "Mods should use minetest.request_insecure_environment() instead \\!/" << std::endl;
}
lua_getglobal(L, "core");
int top = lua_gettop(L);
lua_newtable(L);
lua_setfield(L, -2, "object_refs");
lua_newtable(L);
lua_setfield(L, -2, "luaentities");
// Initialize our lua_api modules
InitializeModApi(L, top);
lua_pop(L, 1);
// Push builtin initialization type
lua_pushstring(L, "game");
lua_setglobal(L, "INIT");
infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
}
void ServerScripting::initAsync()
{
// Save globals to transfer
{
lua_State *L = getStack();
lua_getglobal(L, "core");
luaL_checktype(L, -1, LUA_TTABLE);
lua_getfield(L, -1, "get_globals_to_transfer");
lua_call(L, 0, 1);
auto *data = script_pack(L, -1);
assert(!data->contains_userdata);
getServer()->m_async_globals_data.reset(data);
lua_pushnil(L);
lua_setfield(L, -3, "get_globals_to_transfer"); // unset function too
lua_pop(L, 2); // pop 'core', return value
}
infostream << "SCRIPTAPI: Initializing async engine" << std::endl;
asyncEngine.registerStateInitializer(InitializeAsync);
asyncEngine.registerStateInitializer(ModApiUtil::InitializeAsync);
asyncEngine.registerStateInitializer(ModApiCraft::InitializeAsync);
asyncEngine.registerStateInitializer(ModApiItemMod::InitializeAsync);
asyncEngine.registerStateInitializer(ModApiServer::InitializeAsync);
// not added: ModApiMapgen is a minefield for thread safety
// not added: ModApiHttp async api can't really work together with our jobs
// not added: ModApiStorage is probably not thread safe(?)
asyncEngine.initialize(0);
}
void ServerScripting::stepAsync()
{
asyncEngine.step(getStack());
}
u32 ServerScripting::queueAsync(std::string &&serialized_func,
PackedValue *param, const std::string &mod_origin)
{
return asyncEngine.queueAsyncJob(std::move(serialized_func),
param, mod_origin);
}
void ServerScripting::InitializeModApi(lua_State *L, int top)
{
// Register reference classes (userdata)
InvRef::Register(L);
ItemStackMetaRef::Register(L);
LuaAreaStore::Register(L);
LuaItemStack::Register(L);
LuaPerlinNoise::Register(L);
LuaPerlinNoiseMap::Register(L);
LuaPseudoRandom::Register(L);
LuaPcgRandom::Register(L);
LuaRaycast::Register(L);
LuaSecureRandom::Register(L);
LuaVoxelManip::Register(L);
NodeMetaRef::Register(L);
NodeTimerRef::Register(L);
ObjectRef::Register(L);
PlayerMetaRef::Register(L);
LuaSettings::Register(L);
StorageRef::Register(L);
ModChannelRef::Register(L);
// Initialize mod api modules
ModApiAuth::Initialize(L, top);
ModApiCraft::Initialize(L, top);
ModApiEnvMod::Initialize(L, top);
ModApiInventory::Initialize(L, top);
ModApiItemMod::Initialize(L, top);
ModApiMapgen::Initialize(L, top);
ModApiParticles::Initialize(L, top);
ModApiRollback::Initialize(L, top);
ModApiServer::Initialize(L, top);
ModApiUtil::Initialize(L, top);
ModApiHttp::Initialize(L, top);
ModApiStorage::Initialize(L, top);
ModApiChannels::Initialize(L, top);
}
void ServerScripting::InitializeAsync(lua_State *L, int top)
{
// classes
LuaItemStack::Register(L);
LuaPerlinNoise::Register(L);
LuaPerlinNoiseMap::Register(L);
LuaPseudoRandom::Register(L);
LuaPcgRandom::Register(L);
LuaSecureRandom::Register(L);
LuaVoxelManip::Register(L);
LuaSettings::Register(L);
// globals data
auto *data = ModApiBase::getServer(L)->m_async_globals_data.get();
script_unpack(L, data);
lua_setfield(L, top, "transferred_globals");
}