Lunatic: fix stack discipline.

Preventing a continuously growing stack top and inevitable program termination.
Also, commonize the error handling to live on the engine side.

git-svn-id: https://svn.eduke32.com/eduke32@3352 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-01-01 15:24:11 +00:00
parent b6fdabc21f
commit 25f6255d28
4 changed files with 134 additions and 96 deletions

View file

@ -16,12 +16,14 @@ typedef struct
// -- functions --
// helpers taking the lua_State directly:
void L_SetupDebugTraceback(lua_State *L);
void L_PushDebugTraceback(lua_State *L);
void L_CheckAndRegisterFunction(lua_State *L, void *regkeyaddr);
int L_HandleError(lua_State *L, int errcode, void (*ErrorPrintFunc)(const char *));
// Callback on Lua error. <str> must be used immediately or strdup'd.
void (*L_ErrorFunc)(const char *str);
// Out-of-memory handler, supposed to terminate the host program.
void (*L_OutOfMemFunc)(void);
int L_CreateState(L_State *estate, const char *name, void (*StateSetupFunc)(lua_State *));
void L_DestroyState(L_State *estate);

View file

@ -25,7 +25,7 @@ void L_CheckAndRegisterFunction(lua_State *L, void *regkeyaddr)
lua_settable(L, LUA_REGISTRYINDEX); // "registry[regkeyaddr] = <lua function>", pop 2
}
void L_SetupDebugTraceback(lua_State *L)
static void L_SetupDebugTraceback(lua_State *L)
{
// get debug.traceback
lua_getglobal(L, "debug");
@ -103,7 +103,17 @@ int L_CreateState(L_State *estate, const char *name, void (*StateSetupFunc)(lua_
return -2;
}
StateSetupFunc(L);
luaL_openlibs(L);
L_SetupDebugTraceback(L);
if (StateSetupFunc)
StateSetupFunc(L);
if (lua_gettop(L)==0)
L_PushDebugTraceback(L);
// Otherwise, it is assumed that StateSetupFunc pushed a custom traceback
// function onto the stack.
Bassert(lua_gettop(L)==1);
return 0;
}
@ -120,7 +130,55 @@ void L_DestroyState(L_State *estate)
estate->L = NULL;
}
static void L_OnOutOfMem(void)
{
extern void uninitengine(void);
OSD_Printf("Out of memory in Lunatic.\n");
uninitengine();
exit(127);
}
void (*L_ErrorFunc)(const char *) = NULL;
void (*L_OutOfMemFunc)(void) = L_OnOutOfMem;
int L_HandleError(lua_State *L, int errcode, void (*ErrorPrintFunc)(const char *))
{
if (errcode == LUA_ERRMEM)
L_OutOfMemFunc();
if (errcode == LUA_ERRRUN || errcode == LUA_ERRERR)
{
if (lua_isboolean(L, -1))
{
int32_t killit = lua_toboolean(L, -1);
lua_pop(L, 1);
return killit;
}
else
{
const char *errstr = (lua_type(L, -1)==LUA_TSTRING) ?
lua_tostring(L, -1) : "??? (error message not a string)";
ErrorPrintFunc(errstr);
if (L_ErrorFunc)
L_ErrorFunc(errstr);
lua_pop(L, 1);
return -1;
}
}
/* unreachable */
#ifdef NDEBUG
return 0;
#else
Bassert(0);
#endif
}
static void L_ErrorPrint(const char *errmsg)
{
OSD_Printf(OSD_ERROR "runtime error: %s\n", errmsg);
}
int L_RunString(L_State *estate, char *buf, int dofreebuf)
{
@ -128,9 +186,7 @@ int L_RunString(L_State *estate, char *buf, int dofreebuf)
lua_State *L = estate->L;
// -- lua --
Bassert(lua_gettop(L)==0);
L_PushDebugTraceback(L);
Bassert(lua_gettop(L)==1); // on top: a traceback function
i = luaL_loadstring(L, buf);
Bassert(lua_gettop(L)==2);
@ -138,47 +194,26 @@ int L_RunString(L_State *estate, char *buf, int dofreebuf)
Bfree(buf);
if (i == LUA_ERRMEM)
{
lua_pop(L, 2);
return -1;
}
L_OutOfMemFunc();
if (i == LUA_ERRSYNTAX)
{
OSD_Printf(OSD_ERROR "state \"%s\" syntax error: %s\n", estate->name,
lua_tostring(L, -1)); // get err msg
lua_pop(L, 2); // pop errmsg and debug.traceback
lua_pop(L, 1); // pop errmsg
return 3;
}
// -- call the lua chunk! --
// call the lua chunk!
i = lua_pcall(L, 0, 0, 1);
Bassert(lua_gettop(L) == 1 + (i!=0));
i = lua_pcall(L, 0, 0, -2);
Bassert(lua_gettop(L) == 1+!!i);
Bassert(i != LUA_ERRERR); // we expect debug.traceback not to fail
if (i != 0)
L_HandleError(L, i, &L_ErrorPrint);
if (i == LUA_ERRMEM) // XXX: should be more sophisticated. Clean up stack? Do GC?
{
lua_pop(L, 2);
return -1;
}
Bassert(lua_gettop(L)==1);
if (i == LUA_ERRRUN)
{
// get error message if possible
const char *errstr = (lua_type(L, -1)==LUA_TSTRING) ?
lua_tostring(L, -1) : "??? (errmsg not a string)";
OSD_Printf(OSD_ERROR "state \"%s\" runtime error: %s\n", estate->name, errstr);
if (L_ErrorFunc)
L_ErrorFunc(errstr);
lua_pop(L, 2); // pop errmsg and debug.traceback
return 4;
}
lua_pop(L, 1);
return 0;
return i ? 4 : 0;
}
// -1: alloc failure

View file

@ -31,8 +31,8 @@ double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES];
// forward-decls...
static int32_t SetEvent_luacf(lua_State *L);
static int32_t SetActor_luacf(lua_State *L);
static int32_t SetEvent_CF(lua_State *L);
static int32_t SetActor_CF(lua_State *L);
// in lpeg.o
extern int luaopen_lpeg(lua_State *L);
@ -171,6 +171,12 @@ static void El_OnError(const char *str)
}
}
static void El_OnOutOfMem(void)
{
extern void G_GameExit(const char *msg);
G_GameExit("Out of memory in Lunatic.");
}
void El_ClearErrors(void)
{
int32_t i;
@ -194,27 +200,48 @@ void El_DisplayErrors(void)
////////// STATE CREATION/DESTRUCTIION //////////
static int our_traceback_CF(lua_State *L)
{
Bassert(lua_gettop(L)==1);
if (lua_type(L, 1)==LUA_TBOOLEAN)
{
lua_pushvalue(L, 1); // duplicate it
return 1; // and tell Lua to return it
}
Bassert(lua_type(L, 1)==LUA_TSTRING);
// call debug.traceback with the string
L_PushDebugTraceback(L);
lua_pushvalue(L, 1);
lua_call(L, 1, 1);
Bassert(lua_gettop(L)==2); // Lua will pop off args
return 1;
}
static void El_StateSetup(lua_State *L)
{
luaL_openlibs(L); // NOTE: we set up the sandbox in defs.ilua
luaopen_lpeg(L);
lua_pop(L, lua_gettop(L)); // pop off whatever lpeg leaves on the stack
L_SetupDebugTraceback(L);
// create misc. global functions in the Lua state
lua_pushcfunction(L, SetEvent_luacf);
lua_pushcfunction(L, SetEvent_CF);
lua_setglobal(L, "gameevent_internal");
lua_pushcfunction(L, SetActor_luacf);
lua_pushcfunction(L, SetActor_CF);
lua_setglobal(L, "gameactor_internal");
Bassert(lua_gettop(L)==0);
lua_pushcfunction(L, &our_traceback_CF);
}
// 0: success, <0: failure
int32_t El_CreateState(L_State *estate, const char *name)
{
L_ErrorFunc = El_OnError;
L_OutOfMemFunc = El_OnOutOfMem;
return L_CreateState(estate, name, &El_StateSetup);
}
@ -228,7 +255,7 @@ void El_DestroyState(L_State *estate)
////////// Lua_CFunctions //////////
// gameevent(EVENT_..., lua_function)
static int32_t SetEvent_luacf(lua_State *L)
static int32_t SetEvent_CF(lua_State *L)
{
int32_t eventidx;
@ -243,7 +270,7 @@ static int32_t SetEvent_luacf(lua_State *L)
}
// gameactor(actortile, strength, act, mov, movflags, lua_function)
static int32_t SetActor_luacf(lua_State *L)
static int32_t SetActor_CF(lua_State *L)
{
int32_t actortile, strength, movflags;
const con_action_t *act;
@ -281,8 +308,8 @@ static int32_t call_regd_function3(lua_State *L, void *keyaddr,
int32_t iActor, int32_t iPlayer, int32_t lDist)
{
int32_t i;
#ifdef DEBUGGINGAIDS
L_PushDebugTraceback(L);
#if !defined NDEBUG
int32_t top = lua_gettop(L);
#endif
// get the Lua function from the registry
lua_pushlightuserdata(L, keyaddr);
@ -293,22 +320,24 @@ static int32_t call_regd_function3(lua_State *L, void *keyaddr,
lua_pushinteger(L, lDist);
// -- call it! --
#ifdef DEBUGGINGAIDS
i = lua_pcall(L, 3, 0, 1);
#else
i = lua_pcall(L, 3, 0, 0);
#endif
if (i == LUA_ERRMEM)
{
lua_pop(L, 1);
// XXX: should be more sophisticated. Clean up stack? Do GC?
}
Bassert(lua_gettop(L) == top+(i!=0));
return i;
}
static int32_t g_eventIdx = 0;
static void El_EventErrorPrint(const char *errmsg)
{
OSD_Printf(OSD_ERROR "event \"%s\" runtime error: %s\n",
EventNames[g_eventIdx], errmsg);
}
int32_t El_CallEvent(L_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist)
{
// XXX: estate must be the one where the events were registered...
@ -321,29 +350,22 @@ int32_t El_CallEvent(L_State *estate, int32_t eventidx, int32_t iActor, int32_t
i = call_regd_function3(L, &g_elEvents[eventidx], iActor, iPlayer, lDist);
g_elCallDepth--;
if (i == LUA_ERRRUN)
if (i != 0)
{
const char *errstr;
if (lua_isboolean(L, -1))
{
lua_pop(L, 1);
return 0;
}
errstr = lua_tostring(L, -1);
Bassert(lua_type(L, -1)==LUA_TSTRING);
OSD_Printf(OSD_ERROR "event \"%s\" (state \"%s\") runtime error: %s\n",
EventNames[eventidx], estate->name, errstr);
if (L_ErrorFunc)
L_ErrorFunc(errstr);
lua_pop(L, 1);
return -1;
g_eventIdx = eventidx;
return L_HandleError(L, i, &El_EventErrorPrint);
}
return 0;
}
static int32_t g_actorTile, g_iActor;
static void El_ActorErrorPrint(const char *errmsg)
{
OSD_Printf(OSD_ERROR "actor %d (sprite %d) runtime error: %s\n",
g_actorTile, g_iActor, errmsg);
}
int32_t El_CallActor(L_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist)
{
lua_State *const L = estate->L;
@ -353,25 +375,11 @@ int32_t El_CallActor(L_State *estate, int32_t actortile, int32_t iActor, int32_t
i = call_regd_function3(L, &g_elActors[actortile], iActor, iPlayer, lDist);
g_elCallDepth--;
if (i == LUA_ERRRUN)
if (i != 0)
{
const char *errstr;
if (lua_isboolean(L, -1))
{
int32_t killit = lua_toboolean(L, -1);
lua_pop(L, 1);
return killit;
}
Bassert(lua_type(L, -1)==LUA_TSTRING);
errstr = lua_tostring(L, -1);
OSD_Printf(OSD_ERROR "actor %d (sprite %d, state \"%s\") runtime error: %s\n",
actortile, iActor, estate->name, errstr);
if (L_ErrorFunc)
L_ErrorFunc(errstr);
lua_pop(L, 1);
return -1;
g_actorTile = actortile;
g_iActor = iActor;
return L_HandleError(L, i, &El_ActorErrorPrint);
}
return 0;

View file

@ -5,16 +5,9 @@
#include "lunatic_m32.h"
static void Em_StateSetup(lua_State *L)
{
luaL_openlibs(L);
L_SetupDebugTraceback(L);
}
int Em_CreateState(L_State *estate)
{
return L_CreateState(estate, "m32", &Em_StateSetup);
return L_CreateState(estate, "m32", NULL);
}
void Em_DestroyState(L_State *estate)