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https://github.com/ZDoom/raze-gles.git
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25f6255d28
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
386 lines
9.2 KiB
C
386 lines
9.2 KiB
C
/* The Lunatic Interpreter, part of EDuke32. Game-side stuff. */
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#include <stdint.h>
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#include <lualib.h>
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#include <lauxlib.h>
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#include "build.h" // printext256
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#include "lunatic_game.h"
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#include "osd.h"
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#include "gamedef.h" // EventNames[]
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L_State g_ElState;
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// this serves two purposes:
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// the values as booleans and the addresses as keys to the Lua registry
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uint8_t g_elEvents[MAXEVENTS];
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// same thing for actors:
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el_actor_t g_elActors[MAXTILES];
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int32_t g_elCallDepth = 0;
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// for timing events and actors
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uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
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double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES];
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// forward-decls...
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static int32_t SetEvent_CF(lua_State *L);
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static int32_t SetActor_CF(lua_State *L);
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// in lpeg.o
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extern int luaopen_lpeg(lua_State *L);
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typedef struct {
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uint32_t x, y, z, c;
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} rng_jkiss_t;
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// See: Good Practice in (Pseudo) Random Number Generation for
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// Bioinformatics Applications, by David Jones
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ATTRIBUTE_OPTIMIZE("O2")
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uint32_t rand_jkiss_u32(rng_jkiss_t *s)
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{
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uint64_t t;
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s->x = 314527869 * s->x + 1234567;
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s->y ^= s->y << 5; s->y ^= s->y >> 7; s->y ^= s->y << 22;
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t = 4294584393ULL * s->z + s->c; s->c = t >> 32; s->z = t;
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return s->x + s->y + s->z;
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}
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ATTRIBUTE_OPTIMIZE("O2")
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double rand_jkiss_dbl(rng_jkiss_t *s)
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{
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double x;
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unsigned int a, b;
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a = rand_jkiss_u32(s) >> 6; /* Upper 26 bits */
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b = rand_jkiss_u32(s) >> 5; /* Upper 27 bits */
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x = (a * 134217728.0 + b) / 9007199254740992.0;
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return x;
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}
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void El_PrintTimes(void)
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{
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int32_t i, maxlen=0;
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char buf[32];
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const char nn = Bstrlen("EVENT_");
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for (i=0; i<MAXEVENTS; i++)
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{
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int32_t len = Bstrlen(EventNames[i]+nn);
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Bassert(len < (int32_t)sizeof(buf));
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maxlen = max(len, maxlen);
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}
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OSD_Printf("{\n {\n");
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OSD_Printf(" -- event times, [event]={ total calls, total time [ms], mean time/call [us] }\n");
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for (i=0; i<MAXEVENTS; i++)
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if (g_eventCalls[i])
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{
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int32_t n=Bsprintf(buf, "%s", EventNames[i]+nn);
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for (; n<maxlen; n++)
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buf[n] = ' ';
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buf[maxlen] = 0;
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OSD_Printf(" [%s]={ %8d, %9.3f, %9.3f },\n",
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buf, g_eventCalls[i], g_eventTotalMs[i],
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1000*g_eventTotalMs[i]/g_eventCalls[i]);
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}
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OSD_Printf(" },\n\n {\n");
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OSD_Printf(" -- actor times, [tile]={ total calls, total time [ms], mean time/call [us] }\n");
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for (i=0; i<MAXTILES; i++)
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if (g_actorCalls[i])
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OSD_Printf(" [%5d]={ %8d, %9.3f, %9.3f },\n",
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i, g_actorCalls[i], g_actorTotalMs[i],
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1000*g_actorTotalMs[i]/g_actorCalls[i]);
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OSD_Printf(" },\n}\n");
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}
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////////// ERROR REPORTING //////////
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#define EL_MAXERRORS 20
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static int32_t el_numErrors=0, el_tooMuchErrors;
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static char *el_errorMsgs[EL_MAXERRORS];
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// Compare against all other error messages.
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// Strictly seen, this is quadratic-time, but EL_MAXERRORS is small and
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// errors should be fixed anyway.
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static int32_t cmp_against_others(const char *str, int32_t slen)
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{
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int32_t i;
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for (i=0; i<el_numErrors; i++)
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if (!Bstrncmp(str, el_errorMsgs[i], slen))
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return 1;
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return 0;
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}
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static void El_OnError(const char *str)
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{
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if (!el_tooMuchErrors)
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{
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char *errstr = NULL;
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const char *nl = Bstrchr(str, '\n');
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// First, check whether the error message matches an already saved one
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if (nl)
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{
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// cut off string after the newline
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if (cmp_against_others(str, nl-str))
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return;
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}
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else
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{
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// save string fully
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if (cmp_against_others(str, Bstrlen(str)))
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return;
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}
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// If the (EL_MAXERRORS+1)'th distinct error appeared, we have too many.
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if (el_numErrors==EL_MAXERRORS)
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{
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el_tooMuchErrors = 1;
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return;
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}
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// Otherwise, allocate storage for the potentially clipped error string...
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if (nl)
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{
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errstr = Bmalloc(nl-str+1);
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if (errstr)
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{
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Bmemcpy(errstr, str, nl-str);
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errstr[nl-str] = 0;
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}
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}
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else
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{
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errstr = Bstrdup(str);
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}
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// ...and save it:
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if (errstr)
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el_errorMsgs[el_numErrors++] = errstr;
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}
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}
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static void El_OnOutOfMem(void)
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{
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extern void G_GameExit(const char *msg);
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G_GameExit("Out of memory in Lunatic.");
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}
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void El_ClearErrors(void)
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{
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int32_t i;
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for (i=0; i<EL_MAXERRORS; i++)
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{
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Bfree(el_errorMsgs[i]);
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el_errorMsgs[i] = NULL;
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}
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el_numErrors = el_tooMuchErrors = 0;
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}
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void El_DisplayErrors(void)
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{
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int32_t i;
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for (i=0; i<el_numErrors; i++)
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printext256(8, 8+8*i, 242, 0, el_errorMsgs[i], 0);
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if (el_tooMuchErrors)
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printext256(8, 8+8*EL_MAXERRORS, 242, 0, "(more distinct errors ...)", 0);
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}
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////////// STATE CREATION/DESTRUCTIION //////////
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static int our_traceback_CF(lua_State *L)
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{
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Bassert(lua_gettop(L)==1);
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if (lua_type(L, 1)==LUA_TBOOLEAN)
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{
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lua_pushvalue(L, 1); // duplicate it
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return 1; // and tell Lua to return it
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}
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Bassert(lua_type(L, 1)==LUA_TSTRING);
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// call debug.traceback with the string
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L_PushDebugTraceback(L);
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lua_pushvalue(L, 1);
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lua_call(L, 1, 1);
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Bassert(lua_gettop(L)==2); // Lua will pop off args
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return 1;
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}
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static void El_StateSetup(lua_State *L)
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{
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luaopen_lpeg(L);
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lua_pop(L, lua_gettop(L)); // pop off whatever lpeg leaves on the stack
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// create misc. global functions in the Lua state
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lua_pushcfunction(L, SetEvent_CF);
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lua_setglobal(L, "gameevent_internal");
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lua_pushcfunction(L, SetActor_CF);
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lua_setglobal(L, "gameactor_internal");
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Bassert(lua_gettop(L)==0);
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lua_pushcfunction(L, &our_traceback_CF);
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}
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// 0: success, <0: failure
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int32_t El_CreateState(L_State *estate, const char *name)
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{
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L_ErrorFunc = El_OnError;
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L_OutOfMemFunc = El_OnOutOfMem;
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return L_CreateState(estate, name, &El_StateSetup);
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}
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void El_DestroyState(L_State *estate)
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{
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L_DestroyState(estate);
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}
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////////// Lua_CFunctions //////////
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// gameevent(EVENT_..., lua_function)
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static int32_t SetEvent_CF(lua_State *L)
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{
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int32_t eventidx;
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Bassert(lua_gettop(L) == 2);
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eventidx = luaL_checkint(L, 1);
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Bassert((unsigned)eventidx < MAXEVENTS);
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L_CheckAndRegisterFunction(L, &g_elEvents[eventidx]);
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g_elEvents[eventidx] = 1;
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return 0;
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}
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// gameactor(actortile, strength, act, mov, movflags, lua_function)
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static int32_t SetActor_CF(lua_State *L)
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{
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int32_t actortile, strength, movflags;
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const con_action_t *act;
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const con_move_t *mov;
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el_actor_t *a;
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Bassert(lua_gettop(L) == 6);
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actortile = luaL_checkint(L, 1);
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Bassert((unsigned)actortile < MAXTILES);
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strength = luaL_checkint(L, 2);
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movflags = luaL_checkint(L, 5);
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act = lua_topointer(L, 3);
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mov = lua_topointer(L, 4);
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a = &g_elActors[actortile];
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L_CheckAndRegisterFunction(L, a);
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a->haveit = 1;
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a->strength = strength;
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a->movflags = movflags;
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Bmemcpy(&a->act, act, sizeof(con_action_t));
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Bmemcpy(&a->mov, mov, sizeof(con_move_t));
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return 0;
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}
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//////////////////////////////
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static int32_t call_regd_function3(lua_State *L, void *keyaddr,
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int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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int32_t i;
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#if !defined NDEBUG
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int32_t top = lua_gettop(L);
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#endif
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// get the Lua function from the registry
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lua_pushlightuserdata(L, keyaddr);
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lua_gettable(L, LUA_REGISTRYINDEX);
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lua_pushinteger(L, iActor);
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lua_pushinteger(L, iPlayer);
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lua_pushinteger(L, lDist);
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// -- call it! --
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#ifdef DEBUGGINGAIDS
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i = lua_pcall(L, 3, 0, 1);
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#else
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i = lua_pcall(L, 3, 0, 0);
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#endif
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Bassert(lua_gettop(L) == top+(i!=0));
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return i;
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}
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static int32_t g_eventIdx = 0;
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static void El_EventErrorPrint(const char *errmsg)
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{
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OSD_Printf(OSD_ERROR "event \"%s\" runtime error: %s\n",
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EventNames[g_eventIdx], errmsg);
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}
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int32_t El_CallEvent(L_State *estate, int32_t eventidx, int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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// XXX: estate must be the one where the events were registered...
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// make a global?
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lua_State *const L = estate->L;
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int32_t i;
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g_elCallDepth++;
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i = call_regd_function3(L, &g_elEvents[eventidx], iActor, iPlayer, lDist);
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g_elCallDepth--;
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if (i != 0)
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{
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g_eventIdx = eventidx;
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return L_HandleError(L, i, &El_EventErrorPrint);
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}
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return 0;
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}
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static int32_t g_actorTile, g_iActor;
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static void El_ActorErrorPrint(const char *errmsg)
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{
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OSD_Printf(OSD_ERROR "actor %d (sprite %d) runtime error: %s\n",
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g_actorTile, g_iActor, errmsg);
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}
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int32_t El_CallActor(L_State *estate, int32_t actortile, int32_t iActor, int32_t iPlayer, int32_t lDist)
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{
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lua_State *const L = estate->L;
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int32_t i;
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g_elCallDepth++;
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i = call_regd_function3(L, &g_elActors[actortile], iActor, iPlayer, lDist);
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g_elCallDepth--;
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if (i != 0)
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{
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g_actorTile = actortile;
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g_iActor = iActor;
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return L_HandleError(L, i, &El_ActorErrorPrint);
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}
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return 0;
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}
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