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package li.cil.oc.util
import java.io.{File, FileInputStream, FileOutputStream}
import java.nio.channels.Channels
import com.google.common.base.Strings
import com.naef.jnlua
import com.naef.jnlua.LuaState
import com.naef.jnlua.NativeSupport.Loader
import li.cil.oc.server.machine.Machine
import li.cil.oc.util.ExtendedLuaState._
import li.cil.oc.{OpenComputers, Settings}
import org.apache.commons.lang3.SystemUtils
import scala.util.Random
/**
* 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 currentLib = ""
private val libraryName = {
if (!Strings.isNullOrEmpty(Settings.get.forceNativeLib)) Settings.get.forceNativeLib
else if (SystemUtils.IS_OS_FREE_BSD && Architecture.IS_OS_X86) "native.32.bsd.so"
else if (SystemUtils.IS_OS_FREE_BSD && Architecture.IS_OS_X64) "native.64.bsd.so"
else if (SystemUtils.IS_OS_LINUX && Architecture.IS_OS_ARM) "native.32.arm.so"
else if (SystemUtils.IS_OS_LINUX && Architecture.IS_OS_X86) "native.32.so"
else if (SystemUtils.IS_OS_LINUX && Architecture.IS_OS_X64) "native.64.so"
else if (SystemUtils.IS_OS_MAC && Architecture.IS_OS_X86) "native.32.dylib"
else if (SystemUtils.IS_OS_MAC && Architecture.IS_OS_X64) "native.64.dylib"
else if (SystemUtils.IS_OS_WINDOWS && Architecture.IS_OS_X86) "native.32.dll"
else if (SystemUtils.IS_OS_WINDOWS && Architecture.IS_OS_X64) "native.64.dll"
else null
}
def isAvailable = haveNativeLibrary
val is64Bit = Architecture.IS_OS_X64
// Register a custom library loader with JNLua. We have to trigger
// library loads through JNLua to ensure the LuaState class is the
// one loading the library and not the other way around - the native
// library also references the LuaState class, and if it is loaded
// that way, it will fail to access native methods in its static
// initializer, because the native lib will not have been completely
// loaded at the time the initializer runs.
jnlua.NativeSupport.getInstance().setLoader(new Loader {
def load() {
System.load(currentLib)
}
})
// 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.
def init() {
if (libraryName == null) {
return
}
if (SystemUtils.IS_OS_WINDOWS && !Settings.get.alwaysTryNative) {
if (SystemUtils.IS_OS_WINDOWS_XP) {
OpenComputers.log.warn("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 has stopped supporting Windows XP in April 2014.")
return
}
if (SystemUtils.IS_OS_WINDOWS_2003) {
OpenComputers.log.warn("Sorry, but Windows Server 2003 isn't supported. I'm afraid you'll have to use a newer Windows.")
return
}
}
val libraryUrl = classOf[Machine].getResource("/assets/" + Settings.resourceDomain + "/lib/" + libraryName)
if (libraryUrl == null) {
OpenComputers.log.warn(s"Native library with name '$libraryName' not found.")
return
}
val tmpLibName = "OpenComputersMod-" + OpenComputers.Version + "-" + libraryName
val tmpBasePath = if (Settings.get.nativeInTmpDir) {
val path = System.getProperty("java.io.tmpdir")
if (path == null) ""
else if (path.endsWith("/") || path.endsWith("\\")) path
else path + "/"
}
else ""
val tmpLibFile = new File(tmpBasePath + tmpLibName)
// If the file, already exists, make sure it's the same we need, if it's
// not disable use of the natives.
if (tmpLibFile.exists()) {
var matching = true
try {
val inCurrent = libraryUrl.openStream()
val inExisting = new FileInputStream(tmpLibFile)
var inCurrentByte = 0
var inExistingByte = 0
do {
inCurrentByte = inCurrent.read()
inExistingByte = inExisting.read()
if (inCurrentByte != inExistingByte) {
matching = false
inCurrentByte = -1
inExistingByte = -1
}
}
while (inCurrentByte != -1 && inExistingByte != -1)
inCurrent.close()
inExisting.close()
}
catch {
case _: Throwable =>
matching = false
}
if (!matching) {
// Try to delete an old instance of the library, in case we have an update
// and deleteOnExit fails (which it regularly does on Windows it seems).
// Note that this should only ever be necessary for dev-builds, where the
// version number didn't change (since the version number is part of the name).
try {
tmpLibFile.delete()
}
catch {
case t: Throwable => // Ignore.
}
if (tmpLibFile.exists()) {
OpenComputers.log.warn(s"Could not update native library '${tmpLibFile.getName}'!")
}
}
}
// Copy the file contents to the temporary file.
try {
val in = Channels.newChannel(libraryUrl.openStream())
try {
val out = new FileOutputStream(tmpLibFile).getChannel
try {
out.transferFrom(in, 0, Long.MaxValue)
tmpLibFile.deleteOnExit()
// Set file permissions more liberally for multi-user+instance servers.
tmpLibFile.setReadable(true, false)
tmpLibFile.setWritable(true, false)
tmpLibFile.setExecutable(true, false)
}
finally {
out.close()
}
}
finally {
in.close()
}
}
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.
// Alternatively, the file could not be opened for reading/writing.
case t: Throwable => // Nothing.
}
// Try to load the lib.
currentLib = tmpLibFile.getAbsolutePath
try {
new jnlua.LuaState().close()
OpenComputers.log.info(s"Found a compatible native library: '${tmpLibFile.getName}'.")
haveNativeLibrary = true
}
catch {
case t: Throwable =>
if (Settings.get.logFullLibLoadErrors) {
OpenComputers.log.trace(s"Could not load native library '${tmpLibFile.getName}'.", t)
}
else {
OpenComputers.log.trace(s"Could not load native library '${tmpLibFile.getName}'.")
}
tmpLibFile.delete()
}
}
init()
if (!haveNativeLibrary) {
OpenComputers.log.warn("Unsupported platform, you won't be able to host games with persistent computers.")
}
// ----------------------------------------------------------------------- //
// 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 => {
val r = random.nextDouble()
lua.getTop match {
case 0 => lua.pushNumber(r)
case 1 =>
val u = lua.checkNumber(1)
lua.checkArg(1, 1 <= u, "interval is empty")
lua.pushNumber(math.floor(r * u) + 1)
case 2 =>
val l = lua.checkNumber(1)
val u = lua.checkNumber(2)
lua.checkArg(2, l <= u, "interval is empty")
lua.pushNumber(math.floor(r * (u - l + 1)) + l)
case _ => throw new IllegalArgumentException("wrong number of arguments")
}
1
})
state.setField(-2, "random")
state.pushScalaFunction(lua => {
random.setSeed(lua.checkNumber(1).toLong)
0
})
state.setField(-2, "randomseed")
// Pop the math table.
state.pop(1)
return Some(state)
}
catch {
case t: Throwable =>
OpenComputers.log.warn("Failed creating Lua state.", t)
state.close()
}
}
catch {
case _: UnsatisfiedLinkError =>
OpenComputers.log.error("Failed loading the native libraries.")
case t: Throwable =>
OpenComputers.log.warn("Failed creating Lua state.", t)
}
None
}
// Inspired by org.apache.commons.lang3.SystemUtils
object Architecture {
val OS_ARCH = try System.getProperty("os.arch") catch {
case ex: SecurityException => null
}
val IS_OS_ARM = isOSArchMatch("arm")
val IS_OS_X86 = isOSArchMatch("x86") || isOSArchMatch("i386")
val IS_OS_X64 = isOSArchMatch("x86_64") || isOSArchMatch("amd64")
private def isOSArchMatch(archPrefix: String): Boolean = OS_ARCH != null && OS_ARCH.startsWith(archPrefix)
}
}