/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola 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. */ #pragma once #include #include #include #include #include #include "common/helper.h" #include "util/basic_macros.h" extern "C" { #include #include } #include "irrlichttypes.h" #include "common/c_types.h" #include "common/c_internal.h" #include "debug.h" #include "config.h" #define SCRIPTAPI_LOCK_DEBUG // MUST be an invalid mod name so that mods can't // use that name to bypass security! #define BUILTIN_MOD_NAME "*builtin*" #define PCALL_RES(RES) { \ int result_ = (RES); \ if (result_ != 0) { \ scriptError(result_, __FUNCTION__); \ } \ } #define runCallbacks(nargs, mode) \ runCallbacksRaw((nargs), (mode), __FUNCTION__) #define setOriginFromTable(index) \ setOriginFromTableRaw(index, __FUNCTION__) enum class ScriptingType: u8 { Async, // either mainmenu (client) or ingame (server) Client, MainMenu, Server, Emerge }; class Server; #ifndef SERVER class Client; #endif class EmergeThread; class IGameDef; class Environment; class GUIEngine; class ServerActiveObject; struct PlayerHPChangeReason; class ScriptApiBase : protected LuaHelper { public: ScriptApiBase(ScriptingType type); // fake constructor to allow script API classes (e.g ScriptApiEnv) to virtually inherit from this one. ScriptApiBase() { FATAL_ERROR("ScriptApiBase created without ScriptingType!"); } virtual ~ScriptApiBase(); DISABLE_CLASS_COPY(ScriptApiBase); // These throw a ModError on failure void loadMod(const std::string &script_path, const std::string &mod_name); void loadScript(const std::string &script_path); #ifndef SERVER void loadModFromMemory(const std::string &mod_name); #endif void runCallbacksRaw(int nargs, RunCallbacksMode mode, const char *fxn); /* object */ void addObjectReference(ServerActiveObject *cobj); void removeObjectReference(ServerActiveObject *cobj); ScriptingType getType() { return m_type; } IGameDef *getGameDef() { return m_gamedef; } Server* getServer(); #ifndef SERVER Client* getClient(); #endif // IMPORTANT: These cannot be used for any security-related uses, they exist // only to enrich error messages. const std::string &getOrigin() { return m_last_run_mod; } void setOriginDirect(const char *origin); void setOriginFromTableRaw(int index, const char *fxn); // Returns the currently running mod, only during init time. // The reason this is "insecure" is that mods can mess with each others code, // so the boundary of who is responsible is fuzzy. // Note: checking this against BUILTIN_MOD_NAME is always safe (not spoofable). // returns "" on error static std::string getCurrentModNameInsecure(lua_State *L); // Returns the currently running mod, only during init time. // This checks the Lua stack to only permit direct calls in the file // scope. That way it is assured that it's really the mod it claims to be. // returns "" on error static std::string getCurrentModName(lua_State *L); #ifdef SERVER inline void clientOpenLibs(lua_State *L) { assert(false); } #else void clientOpenLibs(lua_State *L); #endif // Check things that should be set by the builtin mod. void checkSetByBuiltin(); protected: friend class LuaABM; friend class LuaLBM; friend class InvRef; friend class ObjectRef; friend class NodeMetaRef; friend class ModApiBase; friend class ModApiEnv; friend class LuaVoxelManip; friend class TestMoveAction; // needs getStack() /* Subtle edge case with coroutines: If for whatever reason you have a method in a subclass that's called from existing lua_CFunction (any of the l_*.cpp files) then make it static and take the lua_State* as an argument. This is REQUIRED because getStack() will not return the correct state if called inside coroutines. Also note that src/script/common/ is the better place for such helpers. */ lua_State* getStack() { return m_luastack; } // Checks that stack size is sane void realityCheck(); // Takes an error from lua_pcall and throws it as a LuaError void scriptError(int result, const char *fxn); // Dumps stack contents for debugging void stackDump(std::ostream &o); void setGameDef(IGameDef* gamedef) { m_gamedef = gamedef; } Environment* getEnv() { return m_environment; } void setEnv(Environment* env) { m_environment = env; } #ifndef SERVER GUIEngine* getGuiEngine() { return m_guiengine; } void setGuiEngine(GUIEngine* guiengine) { m_guiengine = guiengine; } #endif EmergeThread* getEmergeThread() { return m_emerge; } void setEmergeThread(EmergeThread *emerge) { m_emerge = emerge; } void objectrefGetOrCreate(lua_State *L, ServerActiveObject *cobj); void pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeReason& reason); std::recursive_mutex m_luastackmutex; std::string m_last_run_mod; bool m_secure = false; #ifdef SCRIPTAPI_LOCK_DEBUG int m_lock_recursion_count{}; std::thread::id m_owning_thread; #endif private: static int luaPanic(lua_State *L); lua_State *m_luastack = nullptr; IGameDef *m_gamedef = nullptr; Environment *m_environment = nullptr; #ifndef SERVER GUIEngine *m_guiengine = nullptr; #endif EmergeThread *m_emerge = nullptr; ScriptingType m_type; };