/
script_server.c
642 lines (526 loc) · 22.3 KB
/
script_server.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
/*****************************************************************************
Freeciv - Copyright (C) 2005 - The Freeciv Project
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, 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 General Public License for more details.
*****************************************************************************/
#ifdef HAVE_CONFIG_H
#include <fc_config.h>
#endif
#include <stdarg.h>
#include <stdlib.h>
#include <time.h>
/* dependencies/lua */
#include "lua.h"
#include "lualib.h"
/* dependencies/tolua */
#include "tolua.h"
/* utility */
#include "astring.h"
#include "log.h"
#include "mem.h"
#include "registry.h"
/* common/scriptcore */
#include "api_game_specenum.h"
#include "luascript.h"
#include "luascript_signal.h"
#include "luascript_func.h"
#include "tolua_common_a_gen.h"
#include "tolua_common_z_gen.h"
#include "tolua_game_gen.h"
#include "tolua_signal_gen.h"
/* server */
#include "console.h"
#include "stdinhand.h"
/* server/scripting */
#include <tolua_server_gen.h> /* <> so looked from the build directory first. */
#include "script_server.h"
/***********************************************************************//**
Lua virtual machine states.
***************************************************************************/
static struct fc_lua *fcl_main = NULL;
static struct fc_lua *fcl_unsafe = NULL;
/***********************************************************************//**
Optional game script code (useful for scenarios).
***************************************************************************/
static char *script_server_code = NULL;
static void script_server_vars_init(void);
static void script_server_vars_free(void);
static void script_server_vars_load(struct section_file *file);
static void script_server_vars_save(struct section_file *file);
static void script_server_code_init(void);
static void script_server_code_free(void);
static void script_server_code_load(struct section_file *file);
static void script_server_code_save(struct section_file *file);
static void script_server_signals_create(void);
static void script_server_functions_define(void);
static void script_server_cmd_reply(struct fc_lua *fcl, enum log_level level,
const char *format, ...)
fc__attribute((__format__ (__printf__, 3, 4)));
/***********************************************************************//**
Parse and execute the script in str in the context of the specified
instance.
***************************************************************************/
static bool script_server_do_string_shared(struct fc_lua *fcl,
struct connection *caller,
const char *str)
{
int status;
struct connection *save_caller;
luascript_log_func_t save_output_fct;
/* Set a log callback function which allows to send the results of the
* command to the clients. */
save_caller = fcl->caller;
save_output_fct = fcl->output_fct;
fcl->output_fct = script_server_cmd_reply;
fcl->caller = caller;
status = luascript_do_string(fcl, str, "cmd");
/* Reset the changes. */
fcl->caller = save_caller;
fcl->output_fct = save_output_fct;
return (status == 0);
}
/***********************************************************************//**
Parse and execute the script in str in the same instance as the ruleset
***************************************************************************/
bool script_server_do_string(struct connection *caller, const char *str)
{
return script_server_do_string_shared(fcl_main, caller, str);
}
/***********************************************************************//**
Parse and execute the script in str in an unsafe instance
***************************************************************************/
bool script_server_unsafe_do_string(struct connection *caller,
const char *str)
{
return script_server_do_string_shared(fcl_unsafe, caller, str);
}
/***********************************************************************//**
Load script to a buffer
***************************************************************************/
bool script_server_load_file(const char *filename, char **buf)
{
FILE *ffile;
struct stat stats;
char *buffer;
fc_stat(filename, &stats);
ffile = fc_fopen(filename, "r");
if (ffile != NULL) {
int len;
buffer = fc_malloc(stats.st_size + 1);
len = fread(buffer, 1, stats.st_size, ffile);
if (len == stats.st_size) {
buffer[len] = '\0';
*buf = buffer;
}
fclose(ffile);
}
return 1;
}
/***********************************************************************//**
Parse and execute the script at filename in the context of the specified
instance.
***************************************************************************/
static bool script_server_do_file_shared(struct fc_lua *fcl,
struct connection *caller,
const char *filename)
{
int status = 1;
struct connection *save_caller;
luascript_log_func_t save_output_fct;
/* Set a log callback function which allows to send the results of the
* command to the clients. */
save_caller = fcl->caller;
save_output_fct = fcl->output_fct;
fcl->output_fct = script_server_cmd_reply;
fcl->caller = caller;
status = luascript_do_file(fcl, filename);
/* Reset the changes. */
fcl->caller = save_caller;
fcl->output_fct = save_output_fct;
return (status == 0);
}
/***********************************************************************//**
Parse and execute the script at filename in the same instance as the
ruleset.
***************************************************************************/
bool script_server_do_file(struct connection *caller, const char *filename)
{
return script_server_do_file_shared(fcl_main, caller, filename);
}
/***********************************************************************//**
Parse and execute the script at filename in an unsafe instance.
***************************************************************************/
bool script_server_unsafe_do_file(struct connection *caller,
const char *filename)
{
return script_server_do_file_shared(fcl_unsafe, caller, filename);
}
/***********************************************************************//**
Mark any, if exported, full userdata representing 'object' in
the current script state as 'Nonexistent'.
This changes the type of the lua variable.
***************************************************************************/
void script_server_remove_exported_object(void *object)
{
luascript_remove_exported_object(fcl_main, object);
luascript_remove_exported_object(fcl_unsafe, object);
}
/***********************************************************************//**
Initialize the game script variables.
***************************************************************************/
static void script_server_vars_init(void)
{
/* nothing */
}
/***********************************************************************//**
Free the game script variables.
***************************************************************************/
static void script_server_vars_free(void)
{
/* nothing */
}
/***********************************************************************//**
Load the game script variables in file.
***************************************************************************/
static void script_server_vars_load(struct section_file *file)
{
luascript_vars_load(fcl_main, file, "script.vars");
}
/***********************************************************************//**
Save the game script variables to file.
***************************************************************************/
static void script_server_vars_save(struct section_file *file)
{
luascript_vars_save(fcl_main, file, "script.vars");
}
/***********************************************************************//**
Initialize the optional game script code (useful for scenarios).
***************************************************************************/
static void script_server_code_init(void)
{
script_server_code = NULL;
}
/***********************************************************************//**
Free the optional game script code (useful for scenarios).
***************************************************************************/
static void script_server_code_free(void)
{
if (script_server_code) {
free(script_server_code);
script_server_code = NULL;
}
}
/***********************************************************************//**
Load the optional game script code from file (useful for scenarios).
***************************************************************************/
static void script_server_code_load(struct section_file *file)
{
if (!script_server_code) {
const char *code;
const char *section = "script.code";
code = secfile_lookup_str_default(file, "", "%s", section);
script_server_code = fc_strdup(code);
luascript_do_string(fcl_main, script_server_code, section);
}
}
/***********************************************************************//**
Save the optional game script code to file (useful for scenarios).
***************************************************************************/
static void script_server_code_save(struct section_file *file)
{
if (script_server_code) {
secfile_insert_str_noescape(file, script_server_code, "script.code");
}
}
/***********************************************************************//**
Initialize the scripting state.
***************************************************************************/
bool script_server_init(void)
{
if (fcl_main != NULL) {
fc_assert_ret_val(fcl_main->state != NULL, FALSE);
return TRUE;
}
fcl_main = luascript_new(NULL, TRUE);
if (fcl_main == NULL) {
luascript_destroy(fcl_main);
fcl_main = NULL;
return FALSE;
}
tolua_common_a_open(fcl_main->state);
api_game_specenum_open(fcl_main->state);
tolua_game_open(fcl_main->state);
tolua_signal_open(fcl_main->state);
#ifdef MESON_BUILD
/* Tolua adds 'tolua_' prefix to _open() function names,
* and we can't pass it a basename where the original
* 'tolua_' has been stripped when generating from meson. */
tolua_tolua_server_open(fcl_main->state);
#else /* MESON_BUILD */
tolua_server_open(fcl_main->state);
#endif /* MESON_BUILD */
tolua_common_z_open(fcl_main->state);
script_server_code_init();
script_server_vars_init();
luascript_signal_init(fcl_main);
script_server_signals_create();
luascript_func_init(fcl_main);
script_server_functions_define();
/* Add the unsafe instance. */
fcl_unsafe = luascript_new(NULL, FALSE);
if (fcl_unsafe == NULL) {
luascript_destroy(fcl_unsafe);
fcl_unsafe = NULL;
return FALSE;
}
tolua_common_a_open(fcl_unsafe->state);
api_game_specenum_open(fcl_unsafe->state);
tolua_game_open(fcl_unsafe->state);
#ifdef MESON_BUILD
/* Tolua adds 'tolua_' prefix to _open() function names,
* and we can't pass it a basename where the original
* 'tolua_' has been stripped when generating from meson. */
tolua_tolua_server_open(fcl_unsafe->state);
#else /* MESON_BUILD */
tolua_server_open(fcl_unsafe->state);
#endif /* MESON_BUILD */
tolua_common_z_open(fcl_unsafe->state);
luascript_signal_init(fcl_unsafe);
luascript_func_init(fcl_unsafe);
return TRUE;
}
/***********************************************************************//**
Free the scripting data.
***************************************************************************/
void script_server_free(void)
{
if (fcl_main != NULL) {
script_server_code_free();
script_server_vars_free();
/* luascript_signal_free() is called by luascript_destroy(). */
luascript_destroy(fcl_main);
fcl_main = NULL;
}
if (fcl_unsafe != NULL) {
/* luascript_signal_free() is called by luascript_destroy(). */
luascript_destroy(fcl_unsafe);
fcl_unsafe = NULL;
}
}
/***********************************************************************//**
Load the scripting state from file.
***************************************************************************/
void script_server_state_load(struct section_file *file)
{
script_server_code_load(file);
/* Variables must be loaded after code is loaded and executed,
* so we restore their saved state properly */
script_server_vars_load(file);
}
/***********************************************************************//**
Save the scripting state to file.
***************************************************************************/
void script_server_state_save(struct section_file *file)
{
script_server_code_save(file);
script_server_vars_save(file);
}
/***********************************************************************//**
Invoke all the callback functions attached to a given signal.
***************************************************************************/
void script_server_signal_emit(const char *signal_name, ...)
{
va_list args;
va_start(args, signal_name);
luascript_signal_emit_valist(fcl_main, signal_name, args);
va_end(args);
}
/***********************************************************************//**
Declare any new signal types you need here.
***************************************************************************/
static void script_server_signals_create(void)
{
struct signal_deprecator *depr;
luascript_signal_create(fcl_main, "turn_begin", 2,
API_TYPE_INT, API_TYPE_INT);
/* Deprecated form of the 'turn_begin' signal that counts real turns
* starting from 0. */
depr = luascript_signal_create(fcl_main, "turn_started", 2,
API_TYPE_INT, API_TYPE_INT);
deprecate_signal(depr, "turn_started", "turn_begin", "3.0", NULL);
luascript_signal_create(fcl_main, "player_phase_begin", 2,
API_TYPE_PLAYER, API_TYPE_BOOL);
luascript_signal_create(fcl_main, "player_alive_phase_end", 1,
API_TYPE_PLAYER);
luascript_signal_create(fcl_main, "player_phase_end", 1,
API_TYPE_PLAYER);
luascript_signal_create(fcl_main, "unit_moved", 3,
API_TYPE_UNIT, API_TYPE_TILE, API_TYPE_TILE);
/* Includes all newly-built cities. */
luascript_signal_create(fcl_main, "city_built", 1,
API_TYPE_CITY);
luascript_signal_create(fcl_main, "city_size_change", 3,
API_TYPE_CITY, API_TYPE_INT, API_TYPE_STRING);
/* Deprecated form of the 'city_size_change' signal for the case of growth. */
depr = luascript_signal_create(fcl_main, "city_growth", 2,
API_TYPE_CITY, API_TYPE_INT);
deprecate_signal(depr, "city_growth", "city_size_change", "2.6", NULL);
/* Only includes units built in cities, for now. */
luascript_signal_create(fcl_main, "unit_built", 2,
API_TYPE_UNIT, API_TYPE_CITY);
luascript_signal_create(fcl_main, "building_built", 2,
API_TYPE_BUILDING_TYPE, API_TYPE_CITY);
/* These can happen for various reasons; the third argument gives the
* reason (a simple string identifier). Example identifiers:
* "pop_cost", "need_tech", "need_building", "need_special",
* "need_terrain", "need_government", "need_nation", "never",
* "unavailable". */
luascript_signal_create(fcl_main, "unit_cant_be_built", 3,
API_TYPE_UNIT_TYPE, API_TYPE_CITY, API_TYPE_STRING);
luascript_signal_create(fcl_main, "building_cant_be_built", 3,
API_TYPE_BUILDING_TYPE, API_TYPE_CITY,
API_TYPE_STRING);
/* Third argument gives a reason; "landlocked", "cant_maintain", "obsolete",
* "sold", "disaster", "sabotaged", "razed", "city_destroyed",
* "conquered" (applicable for small wonders only)
* Fourth argument gives unit that caused that, applicable for "sabotaged"
*/
luascript_signal_create(fcl_main, "building_lost", 4,
API_TYPE_CITY, API_TYPE_BUILDING_TYPE,
API_TYPE_STRING, API_TYPE_UNIT);
/* The third argument contains the source: "researched", "traded",
* "stolen", "hut". */
luascript_signal_create(fcl_main, "tech_researched", 3,
API_TYPE_TECH_TYPE, API_TYPE_PLAYER,
API_TYPE_STRING);
/* First player is city owner, second is enemy. */
luascript_signal_create(fcl_main, "city_destroyed", 3,
API_TYPE_CITY, API_TYPE_PLAYER, API_TYPE_PLAYER);
/* First player is former owner, second new one. */
luascript_signal_create(fcl_main, "city_transferred", 4,
API_TYPE_CITY, API_TYPE_PLAYER, API_TYPE_PLAYER,
API_TYPE_STRING);
/* Deprecated form of the 'city_transferred' signal for the case of
* conquest. */
depr = luascript_signal_create(fcl_main, "city_lost", 3,
API_TYPE_CITY, API_TYPE_PLAYER, API_TYPE_PLAYER);
deprecate_signal(depr, "city_lost", "city_transferred", "2.6", NULL);
luascript_signal_create(fcl_main, "hut_enter", 2,
API_TYPE_UNIT, API_TYPE_STRING);
luascript_signal_create(fcl_main, "hut_frighten", 2,
API_TYPE_UNIT, API_TYPE_STRING);
luascript_signal_create(fcl_main, "unit_lost", 3,
API_TYPE_UNIT, API_TYPE_PLAYER, API_TYPE_STRING);
luascript_signal_create(fcl_main, "disaster_occurred", 3,
API_TYPE_DISASTER, API_TYPE_CITY, API_TYPE_BOOL);
luascript_signal_create(fcl_main, "nuke_exploded", 2, API_TYPE_TILE,
API_TYPE_PLAYER);
/* Deprecated form of the 'disaster_occurred' signal without 'had_internal_effect'
* support. */
depr = luascript_signal_create(fcl_main, "disaster", 2,
API_TYPE_DISASTER, API_TYPE_CITY);
deprecate_signal(depr, "disaster", "disaster_occurred", "2.6", NULL);
luascript_signal_create(fcl_main, "achievement_gained", 3,
API_TYPE_ACHIEVEMENT, API_TYPE_PLAYER,
API_TYPE_BOOL);
luascript_signal_create(fcl_main, "map_generated", 0);
luascript_signal_create(fcl_main, "pulse", 0);
luascript_signal_create(fcl_main, "action_started_unit_unit", 3,
API_TYPE_ACTION,
API_TYPE_UNIT, API_TYPE_UNIT);
luascript_signal_create(fcl_main, "action_finished_unit_unit", 4,
API_TYPE_ACTION, API_TYPE_BOOL,
API_TYPE_UNIT, API_TYPE_UNIT);
luascript_signal_create(fcl_main, "action_started_unit_units", 3,
API_TYPE_ACTION,
API_TYPE_UNIT, API_TYPE_TILE);
luascript_signal_create(fcl_main, "action_finished_unit_units", 4,
API_TYPE_ACTION, API_TYPE_BOOL,
API_TYPE_UNIT, API_TYPE_TILE);
luascript_signal_create(fcl_main, "action_started_unit_city", 3,
API_TYPE_ACTION,
API_TYPE_UNIT, API_TYPE_CITY);
luascript_signal_create(fcl_main, "action_finished_unit_city", 4,
API_TYPE_ACTION, API_TYPE_BOOL,
API_TYPE_UNIT, API_TYPE_CITY);
luascript_signal_create(fcl_main, "action_started_unit_tile", 3,
API_TYPE_ACTION,
API_TYPE_UNIT, API_TYPE_TILE);
luascript_signal_create(fcl_main, "action_finished_unit_tile", 4,
API_TYPE_ACTION, API_TYPE_BOOL,
API_TYPE_UNIT, API_TYPE_TILE);
luascript_signal_create(fcl_main, "action_started_unit_extras", 3,
API_TYPE_ACTION,
API_TYPE_UNIT, API_TYPE_TILE);
luascript_signal_create(fcl_main, "action_finished_unit_extras", 4,
API_TYPE_ACTION, API_TYPE_BOOL,
API_TYPE_UNIT, API_TYPE_TILE);
luascript_signal_create(fcl_main, "action_started_unit_self", 2,
API_TYPE_ACTION,
API_TYPE_UNIT);
luascript_signal_create(fcl_main, "action_finished_unit_self", 3,
API_TYPE_ACTION, API_TYPE_BOOL,
API_TYPE_UNIT);
}
/***********************************************************************//**
Add server callback functions; these must be defined in the lua script
'[rulesetdir]/script.lua':
respawn_callback (optional):
- callback lua function for the respawn command
***************************************************************************/
static void script_server_functions_define(void)
{
luascript_func_add(fcl_main, "respawn_callback", FALSE, 1, 0,
API_TYPE_PLAYER);
}
/***********************************************************************//**
Call a lua function.
***************************************************************************/
bool script_server_call(const char *func_name, ...)
{
bool success;
va_list args;
va_start(args, func_name);
success = luascript_func_call_valist(fcl_main, func_name, args);
va_end(args);
return success;
}
/***********************************************************************//**
Send the message via cmd_reply().
***************************************************************************/
static void script_server_cmd_reply(struct fc_lua *fcl, enum log_level level,
const char *format, ...)
{
va_list args;
enum rfc_status rfc_status = C_OK;
char buf[1024];
va_start(args, format);
fc_vsnprintf(buf, sizeof(buf), format, args);
va_end(args);
switch (level) {
case LOG_FATAL:
/* Special case - will quit the server. */
log_fatal("%s", buf);
break;
case LOG_ERROR:
case LOG_WARN:
rfc_status = C_WARNING;
break;
case LOG_NORMAL:
rfc_status = C_COMMENT;
break;
case LOG_VERBOSE:
rfc_status = C_LOG_BASE;
break;
case LOG_DEBUG:
rfc_status = C_DEBUG;
break;
}
cmd_reply(CMD_LUA, fcl->caller, rfc_status, "%s", buf);
}