blob: 41f5bd5b647c1e7e68c0bfeec7e04f1b5d12b952 [file] [log] [blame] [raw]
package li.cil.oc.util
import com.naef.jnlua
import com.naef.jnlua.LuaState
import com.naef.jnlua.NativeSupport.Loader
import java.io.{FileInputStream, File, FileOutputStream}
import java.nio.channels.Channels
import java.util.logging.Level
import li.cil.oc.util.ExtendedLuaState._
import li.cil.oc.{OpenComputers, Settings}
import org.apache.commons.lang3.SystemUtils
import scala.util.Random
import scala.util.control.Breaks._
import li.cil.oc.server.component.machine.Machine
/**
* Factory singleton used to spawn new LuaState instances.
*
* This is realized as a singleton so that we only have to resolve shared
* library references once during initialization and can then re-use the
* already loaded ones.
*/
object LuaStateFactory {
// ----------------------------------------------------------------------- //
// Initialization
// ----------------------------------------------------------------------- //
/** Set to true in initialization code below if available. */
private var haveNativeLibrary = false
private var isWindows = false
private var _is64Bit = false
def isAvailable = haveNativeLibrary
def is64Bit = _is64Bit
// Since we use native libraries we have to do some work. This includes
// figuring out what we're running on, so that we can load the proper shared
// libraries compiled for that system. It also means we have to unpack the
// shared libraries somewhere so that we can load them, because we cannot
// load them directly from a JAR.
breakable {
// See http://lopica.sourceforge.net/os.html
val architecture =
System.getProperty("sun.arch.data.model") match {
case "32" => "32"
case "64" => "64"
case _ =>
System.getProperty("os.arch").toLowerCase match {
case "i386" | "x86" => "32"
case "amd64" | "x86_64" => "64"
case "ppc" | "powerpc" => "ppc"
case _ =>
OpenComputers.log.warning("Unsupported architecture, you won't be able to host games with working computers.")
break()
}
}
_is64Bit = architecture == "64"
val extension = System.getProperty("os.name").toLowerCase match {
case name if name.startsWith("linux") => ".so"
case name if name.startsWith("mac") => ".dylib"
case name if name.startsWith("windows") => ".dll"
case name if name.contains("bsd") => ".bsd.so"
case _ =>
OpenComputers.log.warning("Unsupported operating system, you won't be able to host games with working computers.")
break()
}
isWindows = extension == ".dll"
val libPath = "/assets/" + Settings.resourceDomain + "/lib/"
if (isWindows && !Settings.get.alwaysTryNative) {
if (SystemUtils.IS_OS_WINDOWS_XP) {
OpenComputers.log.warning("Sorry, but Windows XP isn't supported. I'm afraid you'll have to use a newer Windows. I very much recommend upgrading your Windows, anyway, since Microsoft will stop supporting Windows XP in April 2014.")
break()
}
if (SystemUtils.IS_OS_WINDOWS_2003) {
OpenComputers.log.warning("Sorry, but Windows Server 2003 isn't supported. I'm afraid you'll have to use a newer Windows.")
break()
}
}
val tmpPath = {
val path = System.getProperty("java.io.tmpdir")
if (path.endsWith("/") || path.endsWith("\\")) path
else path + "/"
}
val library = "native." + architecture + extension
val libraryUrl = classOf[Machine].getResource(libPath + library)
if (libraryUrl == null) {
OpenComputers.log.warning("Unsupported platform, you won't be able to host games with working computers.")
break()
}
// Found file with proper extension. Create a temporary file.
val file = new File(tmpPath + "OpenComputersMod-" + library)
// Try to delete an old instance of the library, in case we have an update
// and deleteOnExit fails (which it regularly does on Windows it seems).
try {
file.delete()
}
catch {
case t: Throwable => // Ignore.
}
// If we can't delete the file, make sure it's the same we need, if it's
// not disable use of the natives.
if (file.exists()) {
val inCurrent = libraryUrl.openStream()
val inExisting = new FileInputStream(file)
var matching = true
var inCurrentByte = 0
var inExistingByte = 0
do {
inCurrentByte = inCurrent.read()
inExistingByte = inExisting.read()
if (inCurrentByte != inExistingByte) {
matching = false
inCurrentByte = -1
inExistingByte = -1
}
}
while (inCurrentByte != -1 && inExistingByte != -1)
inCurrent.close()
inExisting.close()
if (!matching) {
OpenComputers.log.severe("Could not update native library, is another instance of Minecraft with an older version of the mod already running?")
break()
}
}
// Copy the file contents to the temporary file.
try {
val in = Channels.newChannel(libraryUrl.openStream())
val out = new FileOutputStream(file).getChannel
out.transferFrom(in, 0, Long.MaxValue)
in.close()
out.close()
file.deleteOnExit()
}
catch {
// Java (or Windows?) locks the library file when opening it, so any
// further tries to update it while another instance is still running
// will fail. We still want to try each time, since the files may have
// been updated.
case t: Throwable => // Nothing.
}
// Remember the temporary file's location for the loader.
val libraryPath = file.getAbsolutePath
// Register a custom library loader with JNLua to actually load the ones we
// just extracted.
jnlua.NativeSupport.getInstance().setLoader(new Loader {
def load() {
try {
System.load(libraryPath)
} catch {
case t: Throwable =>
haveNativeLibrary = false
throw t
}
}
})
haveNativeLibrary = true
}
// Try creating a state once, to verify the libs are working.
createState() match {
case Some(state) => state.close()
case _ => haveNativeLibrary = false
}
// ----------------------------------------------------------------------- //
// Factory
// ----------------------------------------------------------------------- //
def createState(): Option[LuaState] = {
if (!haveNativeLibrary) return None
try {
val state =
if (Settings.get.limitMemory) new jnlua.LuaState(Int.MaxValue)
else new jnlua.LuaState()
try {
// Load all libraries.
state.openLib(jnlua.LuaState.Library.BASE)
state.openLib(jnlua.LuaState.Library.BIT32)
state.openLib(jnlua.LuaState.Library.COROUTINE)
state.openLib(jnlua.LuaState.Library.DEBUG)
state.openLib(jnlua.LuaState.Library.ERIS)
state.openLib(jnlua.LuaState.Library.MATH)
state.openLib(jnlua.LuaState.Library.STRING)
state.openLib(jnlua.LuaState.Library.TABLE)
state.pop(8)
// Prepare table for os stuff.
state.newTable()
state.setGlobal("os")
// Kill compat entries.
state.pushNil()
state.setGlobal("unpack")
state.pushNil()
state.setGlobal("loadstring")
state.getGlobal("math")
state.pushNil()
state.setField(-2, "log10")
state.pop(1)
state.getGlobal("table")
state.pushNil()
state.setField(-2, "maxn")
state.pop(1)
// Remove some other functions we don't need and are dangerous.
state.pushNil()
state.setGlobal("dofile")
state.pushNil()
state.setGlobal("loadfile")
state.getGlobal("math")
// We give each Lua state it's own randomizer, since otherwise they'd
// use the good old rand() from C. Which can be terrible, and isn't
// necessarily thread-safe.
val random = new Random
state.pushScalaFunction(lua => {
lua.getTop match {
case 0 => lua.pushNumber(random.nextDouble())
case 1 =>
val u = lua.checkNumber(1).toInt
lua.checkArg(1, 1 <= u, "interval is empty")
lua.pushInteger(1 + random.nextInt(u))
case 2 =>
val l = lua.checkNumber(1).toInt
val u = lua.checkNumber(2).toInt
lua.checkArg(1, l <= u, "interval is empty")
lua.pushInteger(l + random.nextInt(u - (l - 1)))
case _ => throw new IllegalArgumentException("wrong number of arguments")
}
1
})
state.setField(-2, "random")
state.pushScalaFunction(lua => {
random.setSeed(lua.checkInteger(1))
0
})
state.setField(-2, "randomseed")
// Pop the math table.
state.pop(1)
return Some(state)
}
catch {
case t: Throwable =>
OpenComputers.log.log(Level.WARNING, "Failed creating Lua state.", t)
state.close()
}
}
catch {
case _: UnsatisfiedLinkError =>
OpenComputers.log.severe("Failed loading the native libraries.")
case t: Throwable =>
OpenComputers.log.log(Level.WARNING, "Failed creating Lua state.", t)
}
None
}
}