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package li.cil.oc.server.component.machine
import java.util.logging.Level
import li.cil.oc.api.network._
import li.cil.oc.api.{FileSystem, Network}
import li.cil.oc.common.tileentity
import li.cil.oc.server
import li.cil.oc.server.PacketSender
import li.cil.oc.server.component.ManagedComponent
import li.cil.oc.util.ExtendedNBT._
import li.cil.oc.util.{LuaStateFactory, ThreadPoolFactory}
import li.cil.oc.{OpenComputers, Settings}
import net.minecraft.entity.player.EntityPlayer
import net.minecraft.nbt._
import net.minecraft.server.MinecraftServer
import net.minecraft.server.integrated.IntegratedServer
import net.minecraft.world.World
import scala.Array.canBuildFrom
import scala.Some
import scala.collection.mutable
class Machine(val owner: Machine.Owner) extends ManagedComponent with Context with Runnable {
val node = Network.newNode(this, Visibility.Network).
withComponent("computer", Visibility.Neighbors).
withConnector(if (isRobot) Settings.get.bufferRobot + 30 * Settings.get.bufferPerLevel else Settings.get.bufferComputer).
create()
val rom = Option(FileSystem.asManagedEnvironment(FileSystem.
fromClass(OpenComputers.getClass, Settings.resourceDomain, "lua/rom"), "rom"))
val tmp = if (Settings.get.tmpSize > 0) {
Option(FileSystem.asManagedEnvironment(FileSystem.
fromMemory(Settings.get.tmpSize * 1024), "tmpfs"))
} else None
private val architecture =
if (LuaStateFactory.isAvailable) new NativeLuaArchitecture(this)
else new LuaJLuaArchitecture(this)
private[component] val state = mutable.Stack(Machine.State.Stopped)
private[component] val components = mutable.Map.empty[String, String]
private val addedComponents = mutable.Set.empty[Component]
private val _users = mutable.Set.empty[String]
private val signals = new mutable.Queue[Machine.Signal]
private val callCounts = mutable.Map.empty[String, mutable.Map[String, Int]]
// ----------------------------------------------------------------------- //
private[component] var timeStarted = 0L // Game-world time [ms] for os.uptime().
private[component] var worldTime = 0L // Game-world time for os.time().
private[component] var cpuTime = 0L // Pseudo-real-world time [ns] for os.clock().
private[component] var cpuStart = 0L // Pseudo-real-world time [ns] for os.clock().
private var remainIdle = 0 // Ticks left to sleep before resuming.
private var remainingPause = 0 // Ticks left to wait before resuming.
private var usersChanged = false // Send updated users list to clients?
private[component] var message: Option[String] = None // For error messages.
// ----------------------------------------------------------------------- //
def recomputeMemory() = architecture.recomputeMemory()
def lastError = message
def users = _users.synchronized(_users.toArray)
def isRobot = false
private val cost = (if (isRobot) Settings.get.robotCost else Settings.get.computerCost) * Settings.get.tickFrequency
// ----------------------------------------------------------------------- //
def address = node.address
def canInteract(player: String) = !Settings.get.canComputersBeOwned ||
_users.synchronized(_users.isEmpty || _users.contains(player)) ||
MinecraftServer.getServer.isSinglePlayer ||
MinecraftServer.getServer.getConfigurationManager.isPlayerOpped(player)
def isRunning = state.synchronized(state.top != Machine.State.Stopped && state.top != Machine.State.Stopping)
def isPaused = state.synchronized(state.top == Machine.State.Paused && remainingPause > 0)
def start() = state.synchronized(state.top match {
case Machine.State.Stopped =>
val rules = owner.world.getWorldInfo.getGameRulesInstance
if (rules.hasRule("doDaylightCycle") && !rules.getGameRuleBooleanValue("doDaylightCycle")) {
crash(Settings.namespace + "gui.Error.DaylightCycle")
false
}
else if (components.size + addedComponents.size > owner.maxComponents) {
message = owner match {
case t: tileentity.Case if !t.hasCPU => Some(Settings.namespace + "gui.Error.NoCPU")
case _ => Some(Settings.namespace + "gui.Error.ComponentOverflow")
}
false
}
else if (owner.installedMemory > 0) {
if (Settings.get.ignorePower || node.globalBuffer > cost) {
init() && {
switchTo(Machine.State.Starting)
timeStarted = owner.world.getWorldTime
node.sendToReachable("computer.started")
true
}
}
else {
message = Some(Settings.namespace + "gui.Error.NoEnergy")
false
}
}
else {
message = Some(Settings.namespace + "gui.Error.NoRAM")
false
}
case Machine.State.Paused if remainingPause > 0 =>
remainingPause = 0
true
case Machine.State.Stopping =>
switchTo(Machine.State.Restarting)
true
case _ =>
false
})
def pause(seconds: Double): Boolean = {
val ticksToPause = math.max((seconds * 20).toInt, 0)
def shouldPause(state: Machine.State.Value) = state match {
case Machine.State.Stopping | Machine.State.Stopped => false
case Machine.State.Paused if ticksToPause <= remainingPause => false
case _ => true
}
if (shouldPause(state.synchronized(state.top))) {
// Check again when we get the lock, might have changed since.
this.synchronized(state.synchronized(if (shouldPause(state.top)) {
if (state.top != Machine.State.Paused) {
assert(!state.contains(Machine.State.Paused))
state.push(Machine.State.Paused)
}
remainingPause = ticksToPause
owner.markAsChanged()
return true
}))
}
false
}
def stop() = state.synchronized(state.top match {
case Machine.State.Stopped | Machine.State.Stopping =>
false
case _ =>
state.push(Machine.State.Stopping)
true
})
protected def crash(message: String) = {
this.message = Option(message)
stop()
}
def signal(name: String, args: AnyRef*) = state.synchronized(state.top match {
case Machine.State.Stopped | Machine.State.Stopping => false
case _ => signals.synchronized {
if (signals.size >= 256) false
else {
signals.enqueue(new Machine.Signal(name, args.map {
case null | Unit | None => Unit
case arg: java.lang.Boolean => arg
case arg: java.lang.Byte => arg.toDouble
case arg: java.lang.Character => arg.toDouble
case arg: java.lang.Short => arg.toDouble
case arg: java.lang.Integer => arg.toDouble
case arg: java.lang.Long => arg.toDouble
case arg: java.lang.Float => arg.toDouble
case arg: java.lang.Double => arg
case arg: java.lang.String => arg
case arg: Array[Byte] => arg
case arg: Map[_, _] if arg.isEmpty || arg.head._1.isInstanceOf[String] && arg.head._2.isInstanceOf[String] => arg
case arg =>
OpenComputers.log.warning("Trying to push signal with an unsupported argument of type " + arg.getClass.getName)
Unit
}.toArray))
true
}
}
})
private[component] def popSignal(): Option[Machine.Signal] = signals.synchronized(if (signals.isEmpty) None else Some(signals.dequeue()))
private[component] def invoke(address: String, method: String, args: Seq[AnyRef]) =
Option(node.network.node(address)) match {
case Some(component: server.network.Component) if component.canBeSeenFrom(node) || component == node =>
val direct = component.isDirect(method)
if (direct) callCounts.synchronized {
val limit = component.limit(method)
val counts = callCounts.getOrElseUpdate(component.address, mutable.Map.empty[String, Int])
val count = counts.getOrElseUpdate(method, 0)
if (count >= limit) {
throw new Machine.LimitReachedException()
}
counts(method) += 1
}
component.invoke(method, this, args: _*)
case _ => throw new Exception("no such component")
}
private[component] def addUser(name: String) {
if (_users.size >= Settings.get.maxUsers)
throw new Exception("too many users")
if (_users.contains(name))
throw new Exception("user exists")
if (name.length > Settings.get.maxUsernameLength)
throw new Exception("username too long")
if (!MinecraftServer.getServer.getConfigurationManager.getAllUsernames.contains(name))
throw new Exception("player must be online")
_users.synchronized {
_users += name
usersChanged = true
}
}
private[component] def removeUser(name: String) = _users.synchronized {
val success = _users.remove(name)
if (success) {
usersChanged = true
}
success
}
// ----------------------------------------------------------------------- //
@LuaCallback("start")
def start(context: Context, args: Arguments): Array[AnyRef] =
result(!isPaused && start())
@LuaCallback("stop")
def stop(context: Context, args: Arguments): Array[AnyRef] =
result(stop())
@LuaCallback(value = "isRunning", direct = true)
def isRunning(context: Context, args: Arguments): Array[AnyRef] =
result(isRunning)
// ----------------------------------------------------------------------- //
override val canUpdate = true
override def update() = if (state.synchronized(state.top != Machine.State.Stopped)) {
// Add components that were added since the last update to the actual list
// of components if we can see them. We use this delayed approach to avoid
// issues with components that have a visibility lower than their
// reachability, because in that case if they get connected in the wrong
// order we wouldn't add them (since they'd be invisible in their connect
// message, and only become visible with a later node-to-node connection,
// but that wouldn't trigger a connect message anymore due to the higher
// reachability).
processAddedComponents()
// Component overflow check, crash if too many components are connected, to
// avoid confusion on the user's side due to components not showing up.
if (components.size > owner.maxComponents) {
crash(Settings.namespace + "gui.Error.ComponentOverflow")
}
// Update world time for time().
worldTime = owner.world.getWorldTime
// We can have rollbacks from '/time set'. Avoid getting negative uptimes.
timeStarted = math.min(timeStarted, worldTime)
if (remainIdle > 0) {
remainIdle -= 1
}
// Reset direct call limits.
callCounts.synchronized(if (callCounts.size > 0) callCounts.clear())
// Make sure we have enough power.
if (worldTime % Settings.get.tickFrequency == 0) {
state.synchronized(state.top match {
case Machine.State.Paused |
Machine.State.Restarting |
Machine.State.Stopping |
Machine.State.Stopped => // No power consumption.
case Machine.State.Sleeping if remainIdle > 0 && signals.isEmpty =>
if (!node.tryChangeBuffer(-cost * Settings.get.sleepCostFactor)) {
crash(Settings.namespace + "gui.Error.NoEnergy")
}
case _ =>
if (!node.tryChangeBuffer(-cost)) {
crash(Settings.namespace + "gui.Error.NoEnergy")
}
})
}
// Avoid spamming user list across the network.
if (worldTime % 20 == 0 && usersChanged) {
val list = _users.synchronized {
usersChanged = false
users
}
owner match {
case computer: tileentity.Computer => PacketSender.sendComputerUserList(computer, list)
case _ =>
}
}
// Check if we should switch states. These are all the states in which we're
// guaranteed that the executor thread isn't running anymore.
state.synchronized(state.top match {
// Booting up.
case Machine.State.Starting =>
verifyComponents()
switchTo(Machine.State.Yielded)
// Computer is rebooting.
case Machine.State.Restarting =>
close()
tmp.foreach(_.node.remove()) // To force deleting contents.
tmp.foreach(tmp => node.connect(tmp.node))
node.sendToReachable("computer.stopped")
start()
// Resume from pauses based on sleep or signal underflow.
case Machine.State.Sleeping if remainIdle <= 0 || !signals.isEmpty =>
switchTo(Machine.State.Yielded)
// Resume in case we paused because the game was paused.
case Machine.State.Paused =>
if (remainingPause > 0) {
remainingPause -= 1
}
else {
verifyComponents() // In case we're resuming after loading.
state.pop()
switchTo(state.top) // Trigger execution if necessary.
}
// Perform a synchronized call (message sending).
case Machine.State.SynchronizedCall =>
// Clear direct call limits again, just to be on the safe side...
// Theoretically it'd be possible for the executor to do some direct
// calls between the clear and the state check, which could in turn
// make this synchronized call fail due the limit still being maxed.
callCounts.clear()
// We switch into running state, since we'll behave as though the call
// were performed from our executor thread.
switchTo(Machine.State.Running)
try {
architecture.runSynchronized()
// Check if the callback called pause() or stop().
state.top match {
case Machine.State.Running =>
switchTo(Machine.State.SynchronizedReturn)
case Machine.State.Paused =>
state.pop() // Paused
state.pop() // Running, no switchTo to avoid new future.
state.push(Machine.State.SynchronizedReturn)
state.push(Machine.State.Paused)
case Machine.State.Stopping => // Nothing to do, we'll die anyway.
case _ => throw new AssertionError()
}
} catch {
case e: java.lang.Error if e.getMessage == "not enough memory" =>
crash(Settings.namespace + "gui.Error.OutOfMemory")
case e: Throwable =>
OpenComputers.log.log(Level.WARNING, "Faulty architecture implementation for synchronized calls.", e)
crash(Settings.namespace + "gui.Error.InternalError")
}
assert(state.top != Machine.State.Running)
case _ => // Nothing special to do, just avoid match errors.
})
// Finally check if we should stop the computer. We cannot lock the state
// because we may have to wait for the executor thread to finish, which
// might turn into a deadlock depending on where it currently is.
state.synchronized(state.top) match {
// Computer is shutting down.
case Machine.State.Stopping => this.synchronized(state.synchronized {
close()
tmp.foreach(_.node.remove()) // To force deleting contents.
if (node.network != null) {
tmp.foreach(tmp => node.connect(tmp.node))
}
node.sendToReachable("computer.stopped")
})
case _ =>
}
}
// ----------------------------------------------------------------------- //
override def onMessage(message: Message) {
message.data match {
case Array(name: String, args@_*) if message.name == "computer.signal" =>
signal(name, Seq(message.source.address) ++ args: _*)
case Array(player: EntityPlayer, name: String, args@_*) if message.name == "computer.checked_signal" =>
if (canInteract(player.getCommandSenderName))
signal(name, Seq(message.source.address) ++ args: _*)
case _ =>
}
}
override def onConnect(node: Node) {
if (node == this.node) {
components += this.node.address -> this.node.name
rom.foreach(rom => node.connect(rom.node))
tmp.foreach(tmp => node.connect(tmp.node))
}
else {
node match {
case component: Component => addComponent(component)
case _ =>
}
}
// For computers, to generate the components in their inventory.
owner.onConnect(node)
}
override def onDisconnect(node: Node) {
if (node == this.node) {
stop()
rom.foreach(_.node.remove())
tmp.foreach(_.node.remove())
}
else {
node match {
case component: Component => removeComponent(component)
case _ =>
}
}
// For computers, to save the components in their inventory.
owner.onDisconnect(node)
}
// ----------------------------------------------------------------------- //
def addComponent(component: Component) {
if (!components.contains(component.address)) {
addedComponents += component
}
}
def removeComponent(component: Component) {
if (components.contains(component.address)) {
components.synchronized(components -= component.address)
signal("component_removed", component.address, component.name)
}
addedComponents -= component
}
private def processAddedComponents() {
if (addedComponents.size > 0) {
for (component <- addedComponents) {
if (component.canBeSeenFrom(node)) {
components.synchronized(components += component.address -> component.name)
// Skip the signal if we're not initialized yet, since we'd generate a
// duplicate in the startup script otherwise.
if (architecture.isInitialized) {
signal("component_added", component.address, component.name)
}
}
}
addedComponents.clear()
}
}
private def verifyComponents() {
val invalid = mutable.Set.empty[String]
for ((address, name) <- components) {
if (node.network.node(address) == null) {
OpenComputers.log.warning("A component of type '" + name +
"' disappeared! This usually means that it didn't save its node.")
signal("component_removed", address, name)
invalid += address
}
}
for (address <- invalid) {
components -= address
}
}
// ----------------------------------------------------------------------- //
override def load(nbt: NBTTagCompound) = this.synchronized {
assert(state.top == Machine.State.Stopped)
assert(_users.isEmpty)
assert(signals.isEmpty)
state.clear()
super.load(nbt)
state.pushAll(nbt.getTagList("state").iterator[NBTTagInt].reverse.map(s => Machine.State(s.data)))
nbt.getTagList("users").foreach[NBTTagString](u => _users += u.data)
if (nbt.hasKey("message")) {
message = Some(nbt.getString("message"))
}
components ++= nbt.getTagList("components").iterator[NBTTagCompound].map(c =>
c.getString("address") -> c.getString("name"))
if (state.size > 0 && state.top != Machine.State.Stopped && init()) {
architecture.load(nbt)
signals ++= nbt.getTagList("signals").iterator[NBTTagCompound].map(signalNbt => {
val argsNbt = signalNbt.getCompoundTag("args")
val argsLength = argsNbt.getInteger("length")
new Machine.Signal(signalNbt.getString("name"),
(0 until argsLength).map("arg" + _).map(argsNbt.getTag).map {
case tag: NBTTagByte if tag.data == -1 => Unit
case tag: NBTTagByte => tag.data == 1
case tag: NBTTagDouble => tag.data
case tag: NBTTagString => tag.data
case tag: NBTTagByteArray => tag.byteArray
case tag: NBTTagList =>
val data = mutable.Map.empty[String, String]
for (i <- 0 until tag.tagCount by 2) {
(tag.tagAt(i), tag.tagAt(i + 1)) match {
case (key: NBTTagString, value: NBTTagString) => data += key.data -> value.data
case _ =>
}
}
data
case _ => Unit
}.toArray)
})
rom.foreach(rom => rom.load(nbt.getCompoundTag("rom")))
tmp.foreach(tmp => tmp.load(nbt.getCompoundTag("tmp")))
timeStarted = nbt.getLong("timeStarted")
cpuTime = nbt.getLong("cpuTime")
remainingPause = nbt.getInteger("remainingPause")
// Delay execution for a second to allow the world around us to settle.
if (state.top != Machine.State.Restarting) {
pause(Settings.get.startupDelay)
}
}
else close() // Clean up in case we got a weird state stack.
}
override def save(nbt: NBTTagCompound): Unit = this.synchronized {
assert(state.top != Machine.State.Running) // Lock on 'this' should guarantee this.
// Make sure we don't continue running until everything has saved.
pause(0.05)
super.save(nbt)
// Make sure the component list is up-to-date.
processAddedComponents()
nbt.setNewTagList("state", state.map(_.id))
nbt.setNewTagList("users", _users)
message.foreach(nbt.setString("message", _))
val componentsNbt = new NBTTagList()
for ((address, name) <- components) {
val componentNbt = new NBTTagCompound()
componentNbt.setString("address", address)
componentNbt.setString("name", name)
componentsNbt.appendTag(componentNbt)
}
nbt.setTag("components", componentsNbt)
if (state.top != Machine.State.Stopped) {
architecture.save(nbt)
val signalsNbt = new NBTTagList()
for (s <- signals.iterator) {
val signalNbt = new NBTTagCompound()
signalNbt.setString("name", s.name)
signalNbt.setNewCompoundTag("args", args => {
args.setInteger("length", s.args.length)
s.args.zipWithIndex.foreach {
case (Unit, i) => args.setByte("arg" + i, -1)
case (arg: Boolean, i) => args.setByte("arg" + i, if (arg) 1 else 0)
case (arg: Double, i) => args.setDouble("arg" + i, arg)
case (arg: String, i) => args.setString("arg" + i, arg)
case (arg: Array[Byte], i) => args.setByteArray("arg" + i, arg)
case (arg: Map[_, _], i) =>
val list = new NBTTagList()
for ((key, value) <- arg) {
list.append(key.toString)
list.append(value.toString)
}
args.setTag("arg" + i, list)
case (_, i) => args.setByte("arg" + i, -1)
}
})
signalsNbt.appendTag(signalNbt)
}
nbt.setTag("signals", signalsNbt)
rom.foreach(rom => nbt.setNewCompoundTag("rom", rom.save))
tmp.foreach(tmp => nbt.setNewCompoundTag("tmp", tmp.save))
nbt.setLong("timeStarted", timeStarted)
nbt.setLong("cpuTime", cpuTime)
nbt.setInteger("remainingPause", remainingPause)
}
}
// ----------------------------------------------------------------------- //
private def init(): Boolean = {
// Reset error state.
message = None
// Clear any left-over signals from a previous run.
signals.clear()
// Connect the ROM and `/tmp` node to our owner. We're not in a network in
// case we're loading, which is why we have to check it here.
if (node.network != null) {
rom.foreach(rom => node.connect(rom.node))
tmp.foreach(tmp => node.connect(tmp.node))
}
try {
return architecture.init()
}
catch {
case ex: Throwable =>
OpenComputers.log.log(Level.WARNING, "Failed initializing computer.", ex)
close()
}
false
}
private def close() = state.synchronized(
if (state.size == 0 || state.top != Machine.State.Stopped) {
state.clear()
state.push(Machine.State.Stopped)
architecture.close()
signals.clear()
timeStarted = 0
cpuTime = 0
cpuStart = 0
remainIdle = 0
// Mark state change in owner, to send it to clients.
owner.markAsChanged()
})
// ----------------------------------------------------------------------- //
private def switchTo(value: Machine.State.Value) = {
val result = state.pop()
state.push(value)
if (value == Machine.State.Yielded || value == Machine.State.SynchronizedReturn) {
remainIdle = 0
Machine.threadPool.submit(this)
}
// Mark state change in owner, to send it to clients.
owner.markAsChanged()
result
}
private def isGamePaused = !MinecraftServer.getServer.isDedicatedServer && (MinecraftServer.getServer match {
case integrated: IntegratedServer => integrated.getServerListeningThread.isGamePaused
case _ => false
})
// This is a really high level lock that we only use for saving and loading.
override def run(): Unit = this.synchronized {
val enterState = state.synchronized {
if (state.top == Machine.State.Stopped ||
state.top == Machine.State.Stopping ||
state.top == Machine.State.Paused) {
return
}
// See if the game appears to be paused, in which case we also pause.
if (isGamePaused) {
state.push(Machine.State.Paused)
return
}
switchTo(Machine.State.Running)
}
cpuStart = System.nanoTime()
try {
val result = architecture.runThreaded(enterState)
// Check if someone called pause() or stop() in the meantime.
state.synchronized {
state.top match {
case Machine.State.Running =>
result match {
case result: ExecutionResult.Sleep =>
signals.synchronized {
// Immediately check for signals to allow processing more than one
// signal per game tick.
if (signals.isEmpty && result.ticks > 0) {
switchTo(Machine.State.Sleeping)
remainIdle = result.ticks
} else {
switchTo(Machine.State.Yielded)
}
}
case result: ExecutionResult.SynchronizedCall =>
switchTo(Machine.State.SynchronizedCall)
case result: ExecutionResult.Shutdown =>
if (result.reboot) {
switchTo(Machine.State.Restarting)
}
else {
switchTo(Machine.State.Stopping)
}
case result: ExecutionResult.Error =>
crash(result.message)
}
case Machine.State.Paused =>
state.pop() // Paused
state.pop() // Running, no switchTo to avoid new future.
state.push(Machine.State.Yielded)
state.push(Machine.State.Paused)
case Machine.State.Stopping => // Nothing to do, we'll die anyway.
case _ => throw new AssertionError("Invalid state in executor post-processing.")
}
assert(state.top != Machine.State.Running)
}
}
catch {
case e: Throwable =>
OpenComputers.log.log(Level.WARNING, "Architecture's runThreaded threw an error. This should never happen!", e)
crash(Settings.namespace + "gui.Error.InternalError")
}
// Keep track of time spent executing the computer.
cpuTime += System.nanoTime() - cpuStart
}
}
object Machine {
private[component] class LimitReachedException extends Exception
/** Possible states of the computer, and in particular its executor. */
private[component] object State extends Enumeration {
/** The computer is not running right now and there is no Lua state. */
val Stopped = Value("Stopped")
/** Booting up, doing the first run to initialize the kernel and libs. */
val Starting = Value("Starting")
/** Computer is currently rebooting. */
val Restarting = Value("Restarting")
/** The computer is currently shutting down. */
val Stopping = Value("Stopping")
/** The computer is paused and waiting for the game to resume. */
val Paused = Value("Paused")
/** The computer executor is waiting for a synchronized call to be made. */
val SynchronizedCall = Value("SynchronizedCall")
/** The computer should resume with the result of a synchronized call. */
val SynchronizedReturn = Value("SynchronizedReturn")
/** The computer will resume as soon as possible. */
val Yielded = Value("Yielded")
/** The computer is yielding for a longer amount of time. */
val Sleeping = Value("Sleeping")
/** The computer is up and running, executing Lua code. */
val Running = Value("Running")
}
/** Signals are messages sent to the Lua state from Java asynchronously. */
private[component] class Signal(val name: String, val args: Array[Any])
private val threadPool = ThreadPoolFactory.create("Computer", Settings.get.threads)
trait Owner {
def installedMemory: Int
def maxComponents: Int
def world: World
def markAsChanged()
def onConnect(node: Node)
def onDisconnect(node: Node)
}
}