mirror of
https://github.com/luanti-org/luanti.git
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194 lines
5.3 KiB
C++
194 lines
5.3 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#include "scripting_server.h"
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#include "lua_api/l_rotation.h"
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#include "lua_api/l_matrix4.h"
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#include "server.h"
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#include "log.h"
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#include "settings.h"
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#include "filesys.h"
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#include "cpp_api/s_internal.h"
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#include "lua_api/l_areastore.h"
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#include "lua_api/l_auth.h"
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#include "lua_api/l_base.h"
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#include "lua_api/l_craft.h"
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#include "lua_api/l_env.h"
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#include "lua_api/l_inventory.h"
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#include "lua_api/l_item.h"
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#include "lua_api/l_itemstackmeta.h"
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#include "lua_api/l_mapgen.h"
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#include "lua_api/l_modchannels.h"
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#include "lua_api/l_nodemeta.h"
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#include "lua_api/l_nodetimer.h"
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#include "lua_api/l_noise.h"
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#include "lua_api/l_object.h"
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#include "lua_api/l_playermeta.h"
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#include "lua_api/l_particles.h"
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#include "lua_api/l_rollback.h"
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#include "lua_api/l_server.h"
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#include "lua_api/l_util.h"
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#include "lua_api/l_vmanip.h"
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#include "lua_api/l_settings.h"
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#include "lua_api/l_http.h"
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#include "lua_api/l_storage.h"
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#include "lua_api/l_ipc.h"
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extern "C" {
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#include <lualib.h>
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}
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ServerScripting::ServerScripting(Server* server):
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ScriptApiBase(ScriptingType::Server),
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asyncEngine(server)
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{
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setGameDef(server);
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// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
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// once the environment has been created
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SCRIPTAPI_PRECHECKHEADER
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if (g_settings->getBool("secure.enable_security")) {
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initializeSecurity();
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} else {
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warningstream << "\\!/ Mod security should never be disabled, as it allows any mod to "
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<< "access the host machine."
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<< "Mods should use minetest.request_insecure_environment() instead \\!/" << std::endl;
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}
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lua_getglobal(L, "core");
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int top = lua_gettop(L);
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lua_newtable(L);
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lua_setfield(L, -2, "object_refs");
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lua_newtable(L);
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lua_setfield(L, -2, "luaentities");
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// Initialize our lua_api modules
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InitializeModApi(L, top);
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lua_pop(L, 1);
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// Push builtin initialization type
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lua_pushstring(L, "game");
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lua_setglobal(L, "INIT");
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infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
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}
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void ServerScripting::loadBuiltin()
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{
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loadMod(Server::getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
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checkSetByBuiltin();
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}
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void ServerScripting::saveGlobals()
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{
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SCRIPTAPI_PRECHECKHEADER
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lua_getglobal(L, "core");
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luaL_checktype(L, -1, LUA_TTABLE);
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lua_getfield(L, -1, "get_globals_to_transfer");
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lua_call(L, 0, 1);
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auto *data = script_pack(L, -1);
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assert(!data->contains_userdata);
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getServer()->m_lua_globals_data.reset(data);
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// unset the function
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lua_pushnil(L);
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lua_setfield(L, -3, "get_globals_to_transfer");
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lua_pop(L, 2); // pop 'core', return value
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}
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void ServerScripting::initAsync()
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{
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infostream << "SCRIPTAPI: Initializing async engine" << std::endl;
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asyncEngine.registerStateInitializer(InitializeAsync);
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asyncEngine.registerStateInitializer(ModApiUtil::InitializeAsync);
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asyncEngine.registerStateInitializer(ModApiCraft::InitializeAsync);
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asyncEngine.registerStateInitializer(ModApiItem::InitializeAsync);
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asyncEngine.registerStateInitializer(ModApiServer::InitializeAsync);
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asyncEngine.registerStateInitializer(ModApiIPC::Initialize);
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// not added: ModApiMapgen is a minefield for thread safety
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// not added: ModApiHttp async api can't really work together with our jobs
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// not added: ModApiStorage is probably not thread safe(?)
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asyncEngine.initialize(0);
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}
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void ServerScripting::stepAsync()
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{
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asyncEngine.step(getStack());
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}
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u32 ServerScripting::queueAsync(std::string &&serialized_func,
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PackedValue *param, const std::string &mod_origin)
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{
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return asyncEngine.queueAsyncJob(std::move(serialized_func),
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param, mod_origin);
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}
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void ServerScripting::InitializeModApi(lua_State *L, int top)
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{
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// Register reference classes (userdata)
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InvRef::Register(L);
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ItemStackMetaRef::Register(L);
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LuaAreaStore::Register(L);
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LuaItemStack::Register(L);
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LuaValueNoise::Register(L);
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LuaValueNoiseMap::Register(L);
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LuaPseudoRandom::Register(L);
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LuaPcgRandom::Register(L);
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LuaSecureRandom::Register(L);
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LuaRotation::Register(L);
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LuaMatrix4::Register(L);
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LuaRaycast::Register(L);
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LuaVoxelManip::Register(L);
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NodeMetaRef::Register(L);
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NodeTimerRef::Register(L);
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ObjectRef::Register(L);
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PlayerMetaRef::Register(L);
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LuaSettings::Register(L);
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StorageRef::Register(L);
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ModChannelRef::Register(L);
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// Initialize mod api modules
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ModApiAuth::Initialize(L, top);
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ModApiCraft::Initialize(L, top);
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ModApiEnv::Initialize(L, top);
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ModApiInventory::Initialize(L, top);
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ModApiItem::Initialize(L, top);
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ModApiMapgen::Initialize(L, top);
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ModApiParticles::Initialize(L, top);
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ModApiRollback::Initialize(L, top);
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ModApiServer::Initialize(L, top);
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ModApiUtil::Initialize(L, top);
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ModApiHttp::Initialize(L, top);
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ModApiStorage::Initialize(L, top);
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ModApiChannels::Initialize(L, top);
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ModApiIPC::Initialize(L, top);
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}
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void ServerScripting::InitializeAsync(lua_State *L, int top)
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{
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// classes
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ItemStackMetaRef::Register(L);
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LuaAreaStore::Register(L);
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LuaItemStack::Register(L);
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LuaValueNoise::Register(L);
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LuaValueNoiseMap::Register(L);
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LuaPseudoRandom::Register(L);
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LuaPcgRandom::Register(L);
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LuaSecureRandom::Register(L);
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LuaVoxelManip::Register(L);
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LuaSettings::Register(L);
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LuaRotation::Register(L);
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LuaMatrix4::Register(L);
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// globals data
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auto *data = ModApiBase::getServer(L)->m_lua_globals_data.get();
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assert(data);
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script_unpack(L, data);
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lua_setfield(L, top, "transferred_globals");
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}
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