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package li.cil.oc.server.component
import com.naef.jnlua.{LuaRuntimeException, LuaMemoryAllocationException, LuaType, LuaState}
import java.lang.Thread.UncaughtExceptionHandler
import java.util.concurrent._
import java.util.concurrent.atomic.AtomicInteger
import java.util.logging.Level
import li.cil.oc.api.network.{Visibility, Node}
import li.cil.oc.common.component
import li.cil.oc.common.tileentity
import li.cil.oc.server.driver
import li.cil.oc.util.ExtendedLuaState.extendLuaState
import li.cil.oc.util.LuaStateFactory
import li.cil.oc.{OpenComputers, Config}
import net.minecraft.nbt._
import net.minecraft.tileentity.TileEntity
import net.minecraft.world.World
import net.minecraftforge.event.ForgeSubscribe
import net.minecraftforge.event.world.ChunkEvent
import scala.Array.canBuildFrom
import scala.Some
import scala.collection.JavaConversions._
import scala.collection.JavaConverters._
import scala.io.Source
/**
* Wrapper class for Lua states set up to behave like a pseudo-OS.
* <p/>
* This class takes care of the following:
* <ul>
* <li>Creating a new Lua state when started from a previously stopped state.</li>
* <li>Updating the Lua state in a parallel thread so as not to block the game.</li>
* <li>Synchronizing calls from the computer thread to the network.</li>
* <li>Saving the internal state of the computer across chunk saves/loads.</li>
* <li>Closing the Lua state when stopping a previously running computer.</li>
* </ul>
* <p/>
* See `Driver` to read more about component drivers and how they interact
* with computers - and through them the components they interface.
*/
class Computer(val owner: Computer.Environment) extends component.Computer with Runnable {
// ----------------------------------------------------------------------- //
// General
// ----------------------------------------------------------------------- //
/**
* The current execution state of the computer. This is used to track how to
* resume the computers main thread, if at all, and whether to accept new
* signals or not.
*/
private var state = Computer.State.Stopped
/** The internal Lua state. Only set while the computer is running. */
private var lua: LuaState = null
/**
* The base memory consumption of the kernel. Used to permit a fixed base
* memory for userland even if the amount of memory the kernel uses changes
* over time (i.e. with future releases of the mod). This is set when
* starting up the computer.
*/
private var kernelMemory = 0
/**
* The queue of signals the Lua state should process. Signals are queued from
* the Java side and processed one by one in the Lua VM. They are the only
* means to communicate actively with the computer (passively only message
* handlers can interact with the computer by returning some result).
* <p/>
* The queue is intentionally pretty big, because we have to enqueue one
* signal for for each component in the network when the computer starts up.
*/
private val signals = new LinkedBlockingQueue[Computer.Signal](256)
// ----------------------------------------------------------------------- //
/**
* The time (world time) when the computer was started. This is used for our
* custom implementation of os.clock(), which returns the amount of the time
* the computer has been running.
*/
private var timeStarted = 0L
/**
* The last time (system time) the update function was called by the server
* thread. We use this to detect whether the game was paused, to also pause
* the executor thread for our Lua state.
*/
private var lastUpdate = 0L
/**
* The current world time. This is used for our custom implementation of
* os.time(). This is updated by the server thread and read by the computer
* thread, to avoid computer threads directly accessing the world state.
*/
private var worldTime = 0L
// ----------------------------------------------------------------------- //
/**
* This is used to keep track of the current executor of the Lua state, for
* example to wait for the computer to finish running a task.
*/
private var future: Option[Future[_]] = None
/**
* Timestamp until which to sleep, i.e. when we hit this time we will create
* a future to run the computer. Until then we have nothing to do.
*/
private var sleepUntil = Long.MaxValue
/** This is used to synchronize access to the state field. */
private val stateMonitor = new Object()
// ----------------------------------------------------------------------- //
// IComputerContext
// ----------------------------------------------------------------------- //
override def signal(name: String, args: Any*) = stateMonitor.synchronized(state match {
case Computer.State.Stopped | Computer.State.Stopping => false
case _ => signals.offer(new Computer.Signal(name, args.map {
case null | Unit => Unit
case arg: Boolean => arg
case arg: Byte => arg.toDouble
case arg: Char => arg.toDouble
case arg: Short => arg.toDouble
case arg: Int => arg.toDouble
case arg: Long => arg.toDouble
case arg: Float => arg.toDouble
case arg: Double => arg
case arg: String => arg
case _ => throw new IllegalArgumentException()
}.toArray))
})
def recomputeMemory() = if (lua != null) {
lua.setTotalMemory(kernelMemory + Config.baseMemory + owner.installedMemory)
}
// ----------------------------------------------------------------------- //
// IComputer
// ----------------------------------------------------------------------- //
override def start() = stateMonitor.synchronized(
(state == Computer.State.Stopped) && init() && {
// Initial state. Will be switched to State.Yielded in the next update()
// due to the signals queue not being empty (
state = Computer.State.Suspended
// Remember when we started, for os.clock().
timeStarted = owner.world.getWorldInfo.getWorldTotalTime
// Mark state change in owner, to send it to clients.
owner.markAsChanged()
// Inject a dummy signal so that real ones don't get swallowed. This way
// we can just ignore the parameters the first time the kernel is run
// and all actual signals will be read using coroutine.yield().
signal("")
// Inject component added signals for all nodes in the network.
owner.network.foreach(_.nodes(owner).foreach(node => signal("component_added", node.address)))
// All green, computer started successfully.
true
})
override def stop() = stateMonitor.synchronized(state match {
case Computer.State.Stopped => false // Nothing to do.
case _ if future.isEmpty => close(); true // Not executing, kill it.
case _ =>
// If the computer is currently executing something we enter an
// intermediate state to ensure the executor or synchronized call truly
// stopped, before switching back to stopped to allow starting the
// computer again. The executor and synchronized call will check for
// this state and call close(), thus switching the state to stopped.
state = Computer.State.Stopping
true
})
override def isRunning = state != Computer.State.Stopped
override def update() {
// Update last time run to let our executor thread know it doesn't have to
// pause.
lastUpdate = System.currentTimeMillis
// TODO This seems to be the "run time", not the elapsed ingame time. For example, when doing /time set 0 the game
// should jump to the next day, but this value does not jump. Is this just Forge or do we have to find some other
// way around this? CC seems to use getWorldTime, which is really odd, since that should be only within the range
// of a single day (0 to 24000), which it *is*... perhaps vanilla Minecraft (not re-compiled) behaves different?
// Update world time for computer threads.
worldTime = owner.world.getWorldInfo.getWorldTotalTime
// Check if we should switch states.
stateMonitor.synchronized(state match {
// Resume from pauses based on signal underflow.
case Computer.State.Suspended if !signals.isEmpty => {
assert(future.isEmpty)
execute(Computer.State.Yielded)
}
case Computer.State.Sleeping if lastUpdate >= sleepUntil || !signals.isEmpty => {
assert(future.isEmpty)
execute(Computer.State.Yielded)
}
// Resume in case we paused because the game was paused.
case Computer.State.Paused => {
assert(future.isEmpty)
execute(Computer.State.Yielded)
}
case Computer.State.SynchronizedReturnPaused => {
assert(future.isEmpty)
execute(Computer.State.SynchronizedReturn)
}
// Perform a synchronized call (message sending).
case Computer.State.SynchronizedCall => {
assert(future.isEmpty)
// These three asserts are all guaranteed by run().
assert(lua.getTop == 2)
assert(lua.isThread(1))
assert(lua.isFunction(2))
// We switch into running state, since we'll behave as though the call
// were performed from our executor thread.
state = Computer.State.Running
try {
// Synchronized call protocol requires the called function to return
// a table, which holds the results of the call, to be passed back
// to the coroutine.yield() that triggered the call.
lua.call(0, 1)
lua.checkType(2, LuaType.TABLE)
// Nothing should have been able to trigger a future.
assert(future.isEmpty)
// If the call lead to stop() being called we stop right now,
// otherwise we return the result to our executor.
if (state == Computer.State.Stopping)
close()
else
execute(Computer.State.SynchronizedReturn)
} catch {
case _: LuaMemoryAllocationException =>
// This can happen if we run out of memory while converting a Java
// exception to a string (which we have to do to avoid keeping
// userdata on the stack, which cannot be persisted).
OpenComputers.log.warning("Out of memory!") // TODO remove this when we have a component that can display crash messages
owner.network.foreach(_.sendToAll(owner, "computer.crashed", "not enough memory"))
close()
case e: Throwable => {
OpenComputers.log.log(Level.WARNING, "Faulty Lua implementation for synchronized calls.", e)
close()
}
}
}
case _ => // Nothing special to do, just avoid match errors.
})
}
// ----------------------------------------------------------------------- //
override def load(nbt: NBTTagCompound) {
state = nbt.getInteger("state") match {
case id if id >= 0 && id < Computer.State.maxId => Computer.State(id)
case _ => Computer.State.Stopped
}
if (state != Computer.State.Stopped && init()) {
// Unlimit memory use while unpersisting.
lua.setTotalMemory(Integer.MAX_VALUE)
try {
// Try unpersisting Lua, because that's what all of the rest depends
// on. First, clear the stack, meaning the current kernel.
lua.setTop(0)
if (!nbt.hasKey("kernel") || !unpersist(nbt.getByteArray("kernel")) || !lua.isThread(1)) {
// This shouldn't really happen, but there's a chance it does if
// the save was corrupt (maybe someone modified the Lua files).
throw new IllegalStateException("Invalid kernel.")
}
if (state == Computer.State.SynchronizedCall || state == Computer.State.SynchronizedReturn) {
if (!nbt.hasKey("stack") || !unpersist(nbt.getByteArray("stack")) ||
(state == Computer.State.SynchronizedCall && !lua.isFunction(2)) ||
(state == Computer.State.SynchronizedReturn && !lua.isTable(2))) {
// Same as with the above, should not really happen normally, but
// could for the same reasons.
throw new IllegalStateException("Invalid stack.")
}
}
assert(signals.size == 0)
val signalsNbt = nbt.getTagList("signals")
signals.addAll((0 until signalsNbt.tagCount()).
map(signalsNbt.tagAt(_).asInstanceOf[NBTTagCompound]).
map(signalNbt => {
val argsNbt = signalNbt.getCompoundTag("args")
val argsLength = argsNbt.getInteger("length")
new Computer.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 _ => throw new IllegalStateException("Invalid signal.")
}.toArray)
}).asJava)
kernelMemory = nbt.getInteger("kernelMemory")
timeStarted = nbt.getLong("timeStarted")
// Clean up some after we're done and limit memory again.
lua.gc(LuaState.GcAction.COLLECT, 0)
recomputeMemory()
// Ensure the executor is started in the next update if necessary.
assert(future.isEmpty)
state match {
case Computer.State.Yielded =>
state = Computer.State.Paused
case Computer.State.SynchronizedReturn =>
state = Computer.State.SynchronizedReturnPaused
case _ => // Will be started by update() if necessary.
}
} catch {
case e: IllegalStateException => {
OpenComputers.log.log(Level.WARNING, "Could not restore computer.", e)
close()
}
case e: LuaRuntimeException => {
OpenComputers.log.warning("Could not restore computer.\n" + e.toString + "\tat " + e.getLuaStackTrace.mkString("\n\tat "))
close()
}
}
}
// Init failed, or we were already stopped.
else state = Computer.State.Stopped
}
override def save(nbt: NBTTagCompound): Unit = this.synchronized {
assert(state != Computer.State.Running) // Lock on 'this' should guarantee this.
assert(state != Computer.State.Stopping) // Only set while executor is running.
nbt.setInteger("state", (state match {
case Computer.State.Paused => Computer.State.Yielded
case Computer.State.Sleeping => Computer.State.Yielded
case Computer.State.SynchronizedReturnPaused => Computer.State.SynchronizedReturn
case other => other
}).id)
if (state == Computer.State.Stopped) {
return
}
// Unlimit memory while persisting.
val memory = lua.getTotalMemory
lua.setTotalMemory(Integer.MAX_VALUE)
try {
// Try persisting Lua, because that's what all of the rest depends on.
// While in a driver call we have one object on the global stack: either
// the function to call the driver with, or the result of the call.
if (state == Computer.State.SynchronizedCall || state == Computer.State.SynchronizedReturn || state == Computer.State.SynchronizedReturnPaused) {
assert(if (state == Computer.State.SynchronizedCall) lua.isFunction(2) else lua.isTable(2))
nbt.setByteArray("stack", persist(2))
}
// Save the kernel state (which is always at stack index one).
assert(lua.isThread(1))
nbt.setByteArray("kernel", persist(1))
val list = new NBTTagList
for (s <- signals.iterator) {
val signal = new NBTTagCompound
signal.setString("name", s.name)
val args = new NBTTagCompound
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)
}
signal.setCompoundTag("args", args)
list.appendTag(signal)
}
nbt.setTag("signals", list)
nbt.setInteger("kernelMemory", kernelMemory)
nbt.setLong("timeStarted", timeStarted)
}
catch {
case e: Throwable => {
e.printStackTrace()
nbt.setInteger("state", Computer.State.Stopped.id)
}
}
finally {
// Clean up some after we're done and limit memory again.
lua.gc(LuaState.GcAction.COLLECT, 0)
lua.setTotalMemory(memory)
}
}
private def persist(index: Int): Array[Byte] = {
lua.getGlobal("persist") // ... obj persist?
if (lua.isFunction(-1)) {
// ... obj persist
lua.pushValue(index) // ... obj persist obj
lua.call(1, 1) // ... obj str?
if (lua.isString(-1)) {
// ... obj str
val result = lua.toByteArray(-1)
lua.pop(1) // ... obj
return result
} // ... obj :(
} // ... obj :(
lua.pop(1) // ... obj
Array[Byte]()
}
private def unpersist(value: Array[Byte]): Boolean = {
lua.getGlobal("unpersist") // ... unpersist?
if (lua.isFunction(-1)) {
// ... unpersist
lua.pushByteArray(value) // ... unpersist str
lua.call(1, 1) // ... obj
return true
} // ... :(
false
}
// ----------------------------------------------------------------------- //
private def init(): Boolean = {
// Creates a new state with all base libraries and the persistence library
// loaded into it. This means the state has much more power than it
// rightfully should have, so we sandbox it a bit in the following.
LuaStateFactory.createState() match {
case None =>
lua = null
return false
case Some(value) => lua = value
}
try {
// Push a couple of functions that override original Lua API functions or
// that add new functionality to it.
// Push a couple of functions that override original Lua API functions or
// that add new functionality to it.
lua.getGlobal("os")
// Custom os.clock() implementation returning the time the computer has
// been running, instead of the native library...
lua.pushScalaFunction(lua => {
// World time is in ticks, and each second has 20 ticks. Since we
// want os.clock() to return real seconds, though, we'll divide it
// accordingly.
lua.pushNumber((worldTime - timeStarted) / 20.0)
1
})
lua.setField(-2, "clock")
// Return ingame time for os.time().
lua.pushScalaFunction(lua => {
// Game time is in ticks, so that each day has 24000 ticks, meaning
// one hour is game time divided by one thousand. Also, Minecraft
// starts days at 6 o'clock, so we add those six hours. Thus:
// timestamp = (time + 6000) / 1000[h] * 60[m] * 60[s] * 1000[ms]
lua.pushNumber((worldTime + 6000) * 60 * 60)
1
})
lua.setField(-2, "time")
// Allow the system to read how much memory it uses and has available.
lua.pushScalaFunction(lua => {
lua.pushInteger(lua.getTotalMemory - kernelMemory)
1
})
lua.setField(-2, "totalMemory")
lua.pushScalaFunction(lua => {
// This is *very* unlikely, but still: avoid this getting larger than
// what we report as the total memory.
lua.pushInteger(lua.getFreeMemory min (lua.getTotalMemory - kernelMemory))
1
})
lua.setField(-2, "freeMemory")
// Allow the computer to figure out its own id in the component network.
lua.pushScalaFunction(lua => {
lua.pushInteger(owner.address)
1
})
lua.setField(-2, "address")
// Pop the os table.
lua.pop(1)
// Until we get to ingame screens we log to Java's stdout.
lua.pushScalaFunction(lua => {
for (i <- 1 to lua.getTop) lua.`type`(i) match {
case LuaType.NIL => print("nil")
case LuaType.BOOLEAN => print(lua.toBoolean(i))
case LuaType.NUMBER => print(lua.toNumber(i))
case LuaType.STRING => print(lua.toString(i))
case LuaType.TABLE => print("table")
case LuaType.FUNCTION => print("function")
case LuaType.THREAD => print("thread")
case LuaType.LIGHTUSERDATA | LuaType.USERDATA => print("userdata")
}
println()
0
})
lua.setGlobal("print")
// Set up functions used to send network messages.
def parseArgument(lua: LuaState, index: Int) = lua.`type`(index) match {
case LuaType.BOOLEAN => lua.toBoolean(index)
case LuaType.NUMBER => lua.toNumber(index)
case LuaType.STRING => lua.toString(index)
case _ => Unit
}
def parseArguments(lua: LuaState, start: Int) =
for (index <- start to lua.getTop) yield parseArgument(lua, index)
def pushResult(lua: LuaState, value: Any): Unit = value match {
case value: Boolean => lua.pushBoolean(value)
case value: Byte => lua.pushNumber(value)
case value: Short => lua.pushNumber(value)
case value: Int => lua.pushNumber(value)
case value: Long => lua.pushNumber(value)
case value: Float => lua.pushNumber(value)
case value: Double => lua.pushNumber(value)
case value: String => lua.pushString(value)
case value: Array[_] => {
lua.newTable()
value.zipWithIndex.foreach {
case (entry, index) =>
pushResult(lua, entry)
lua.rawSet(-2, index)
}
}
// TODO maps, tuples/seqs?
// TODO I fear they are, but check if the following are really necessary for Java interop.
case value: java.lang.Byte => lua.pushNumber(value.byteValue)
case value: java.lang.Short => lua.pushNumber(value.shortValue)
case value: java.lang.Integer => lua.pushNumber(value.intValue)
case value: java.lang.Long => lua.pushNumber(value.longValue)
case value: java.lang.Float => lua.pushNumber(value.floatValue)
case value: java.lang.Double => lua.pushNumber(value.doubleValue)
case _ => lua.pushNil()
}
lua.pushScalaFunction(lua =>
owner.network.fold(None: Option[Array[Any]])(_.
sendToAddress(owner, lua.checkInteger(1), lua.checkString(2), parseArguments(lua, 3): _*)) match {
case Some(Array(results@_*)) =>
results.foreach(pushResult(lua, _))
results.length
case _ => 0
})
lua.setGlobal("sendToNode")
lua.pushScalaFunction(lua => {
owner.network.foreach(_.sendToAll(owner, lua.checkString(1), parseArguments(lua, 2): _*))
0
})
lua.setGlobal("sendToAll")
lua.pushScalaFunction(lua => {
owner.network.fold(None: Option[Node])(_.node(lua.checkInteger(1))) match {
case None => 0
case Some(node) => lua.pushString(node.name); 1
}
})
lua.setGlobal("nodeName")
// Provide driver API code.
lua.pushScalaFunction(lua => {
val apis = driver.Registry.apis
lua.newTable(apis.length, 0)
for ((name, code) <- apis) {
lua.pushString(Source.fromInputStream(code).mkString)
code.close()
lua.setField(-2, name)
}
1
})
lua.setGlobal("drivers")
// Loads the init script. This is loaded and then run by the kernel as a
// separate coroutine to sandbox it and enforce timeouts and sandbox user
// scripts.
lua.pushScalaFunction(lua => {
lua.pushString(Source.fromInputStream(classOf[Computer].
getResourceAsStream(Config.scriptPath + "init.lua")).mkString)
1
})
lua.setGlobal("init")
// Run the boot script. This sets up the permanent value tables as
// well as making the functions used for persisting/unpersisting
// available as globals. It also wraps the message sending functions
// so that they yield a closure doing the actual call so that that
// message call can be performed in a synchronized fashion.
lua.load(classOf[Computer].getResourceAsStream(Config.scriptPath + "boot.lua"), "=boot", "t")
lua.call(0, 0)
// Load the basic kernel which sets up the sandbox, loads the init script
// and then runs it in a coroutine with a debug hook checking for
// timeouts.
lua.load(classOf[Computer].getResourceAsStream(Config.scriptPath + "kernel.lua"), "=kernel", "t")
lua.newThread() // Left as the first value on the stack.
// Run to the first yield in kernel, to get a good idea of how much
// memory all the basic functionality we provide needs.
lua.pop(lua.resume(1, 0))
// Run the garbage collector to get rid of stuff left behind after the
// initialization phase to get a good estimate of the base memory usage
// the kernel has. We remember that size to grant user-space programs a
// fixed base amount of memory, regardless of the memory need of the
// underlying system (which may change across releases). Add some buffer
// to avoid the init script eating up all the rest immediately.
lua.gc(LuaState.GcAction.COLLECT, 0)
kernelMemory = (lua.getTotalMemory - lua.getFreeMemory) + 2048
recomputeMemory()
// Clear any left-over signals from a previous run.
signals.clear()
return true
}
catch {
case ex: Throwable => {
OpenComputers.log.log(Level.WARNING, "Failed initializing computer.", ex)
close()
}
}
false
}
private def close(): Unit = stateMonitor.synchronized(
if (state != Computer.State.Stopped) {
state = Computer.State.Stopped
lua.setTotalMemory(Integer.MAX_VALUE)
lua.close()
lua = null
kernelMemory = 0
signals.clear()
timeStarted = 0
future = None
sleepUntil = Long.MaxValue
// Mark state change in owner, to send it to clients.
owner.markAsChanged()
})
private def execute(value: Computer.State.Value) {
assert(future.isEmpty)
sleepUntil = Long.MaxValue
state = value
future = Some(Computer.Executor.pool.submit(this))
}
// This is a really high level lock that we only use for saving and loading.
override def run(): Unit = this.synchronized {
val callReturn = stateMonitor.synchronized {
val oldState = state
state = Computer.State.Running
// See if the game appears to be paused, in which case we also pause.
if (System.currentTimeMillis - lastUpdate > 200) {
state = state match {
case Computer.State.SynchronizedReturn => Computer.State.SynchronizedReturnPaused
case _ => Computer.State.Paused
}
future = None
return
}
oldState
} match {
case Computer.State.SynchronizedReturn => true
case Computer.State.Yielded | Computer.State.Sleeping => false
case s =>
OpenComputers.log.warning("Running computer from invalid state " + s.toString + ". This is a bug!")
close()
return
}
// The kernel thread will always be at stack index one.
assert(lua.isThread(1))
try {
// Resume the Lua state and remember the number of results we get.
val results = if (callReturn) {
// If we were doing a synchronized call, continue where we left off.
assert(lua.getTop == 2)
assert(lua.isTable(2))
lua.resume(1, 1)
}
else Option(signals.poll()) match {
case None => lua.resume(1, 0)
case Some(signal) => {
lua.pushString(signal.name)
signal.args.foreach {
case Unit => lua.pushNil()
case arg: Boolean => lua.pushBoolean(arg)
case arg: Double => lua.pushNumber(arg)
case arg: String => lua.pushString(arg)
}
lua.resume(1, 1 + signal.args.length)
}
}
// Check if the kernel is still alive.
stateMonitor.synchronized(if (lua.status(1) == LuaState.YIELD) {
// Intermediate state in some cases. Satisfies the assert in execute().
future = None
// Someone called stop() in the meantime.
if (state == Computer.State.Stopping)
close()
// If we have a single number that's how long we may wait before
// resuming the state again.
else if (results == 1 && lua.isNumber(2)) {
val sleep = (lua.toNumber(2) * 1000).toLong
lua.pop(results)
// But only sleep if we don't have more signals to process.
if (signals.isEmpty) {
state = Computer.State.Sleeping
sleepUntil = System.currentTimeMillis + sleep
}
else execute(Computer.State.Yielded)
}
// If we get one function it must be a wrapper for a synchronized call.
// The protocol is that a closure is pushed that is then called from
// the main server thread, and returns a table, which is in turn passed
// to the originating coroutine.yield().
else if (results == 1 && lua.isFunction(2))
state = Computer.State.SynchronizedCall
// Check if we are shutting down, and if so if we're rebooting. This is
// signalled by boolean values, where `false` means shut down, `true`
// means reboot (i.e shutdown then start again).
else if (results == 1 && lua.isBoolean(2)) {
val reboot = lua.toBoolean(2)
close()
if (reboot)
start()
}
else {
// Something else, just pop the results and try again.
lua.pop(results)
if (signals.isEmpty)
state = Computer.State.Suspended
else
execute(Computer.State.Yielded)
}
// State has inevitably changed, mark as changed to save again.
owner.markAsChanged()
}
// The kernel thread returned. If it threw we'd we in the catch below.
else {
assert(lua.isThread(1))
// We're expecting the result of a pcall, if anything, so boolean + (result | string).
if (!lua.isBoolean(2) || !(lua.isString(3) || lua.isNil(3))) {
OpenComputers.log.warning("Kernel returned unexpected results.")
}
// The pcall *should* never return normally... but check for it nonetheless.
if (lua.toBoolean(2)) {
OpenComputers.log.warning("Kernel stopped unexpectedly.")
}
else {
// This can trigger another out of memory error if the original
// error was an out of memory error.
OpenComputers.log.warning("Computer crashed.\n" + lua.toString(3)) // TODO remove this when we have a component that can display crash messages
// TODO get this to the world as a computer.crashed message. problem: synchronizing it.
//owner.network.sendToAll(owner, "computer.crashed", lua.toString(3))
}
close()
})
}
catch {
case e: LuaRuntimeException =>
OpenComputers.log.warning("Kernel crashed. This is a bug!\n" + e.toString + "\tat " + e.getLuaStackTrace.mkString("\n\tat "))
close()
case e: LuaMemoryAllocationException =>
OpenComputers.log.warning("Out of memory!") // TODO remove this when we have a component that can display crash messages
// TODO get this to the world as a computer.crashed message. problem: synchronizing it.
//owner.network.sendToAll(owner, "computer.crashed", "not enough memory")
close()
case e: java.lang.Error if e.getMessage == "not enough memory" =>
OpenComputers.log.warning("Out of memory!") // TODO remove this when we have a component that can display crash messages
// TODO get this to the world as a computer.crashed message. problem: synchronizing it.
//owner.network.sendToAll(owner, "computer.crashed", "not enough memory")
close()
}
}
}
object Computer {
@ForgeSubscribe
def onChunkUnload(e: ChunkEvent.Unload) =
onUnload(e.world, e.getChunk.chunkTileEntityMap.values.map(_.asInstanceOf[TileEntity]))
private def onUnload(w: World, tileEntities: Iterable[TileEntity]) = if (!w.isRemote) {
tileEntities.
filter(_.isInstanceOf[tileentity.Computer]).
map(_.asInstanceOf[tileentity.Computer]).
foreach(_.turnOff())
}
/**
* This has to be implemented by owners of computer instances and allows the
* computers to access information about the world they live in.
*/
trait Environment extends Node {
override def name = "computer"
override def visibility = Visibility.Network
def world: World
def installedMemory: Int
/**
* Called when the computer state changed, so it should be saved again.
*
* This is called asynchronously from the Computer's executor thread, so the
* computer's owner must make sure to handle this in a synchronized fashion.
*/
def markAsChanged(): Unit
}
/** Signals are messages sent to the Lua state from Java asynchronously. */
private class Signal(val name: String, val args: Array[Any])
/** Possible states of the computer, and in particular its executor. */
private object State extends Enumeration {
/** The computer is not running right now and there is no Lua state. */
val Stopped = Value("Stopped")
/** The computer is running but yielded and there were no more signals to process. */
val Suspended = Value("Suspended")
/** The computer is running but yielded but will resume as soon as possible. */
val Yielded = Value("Yielded")
/** The computer is running but yielding for a longer amount of time. */
val Sleeping = Value("Sleeping")
/** The computer is paused and waiting for the game to resume. */
val Paused = Value("Paused")
/** The computer is up and running, executing Lua code. */
val Running = Value("Running")
/** The computer is currently shutting down (waiting for executor). */
val Stopping = Value("Stopping")
/** 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 is paused and waiting for the game to resume. */
val SynchronizedReturnPaused = Value("SynchronizedReturnPaused")
}
/** Singleton for requesting executors that run our Lua states. */
private object Executor {
val pool = Executors.newScheduledThreadPool(Config.threads,
new ThreadFactory() {
private val threadNumber = new AtomicInteger(1)
private val group = System.getSecurityManager match {
case null => Thread.currentThread().getThreadGroup
case s => s.getThreadGroup
}
def newThread(r: Runnable): Thread = {
val name = "OpenComputers-" + threadNumber.getAndIncrement
val thread = new Thread(group, r, name)
if (!thread.isDaemon)
thread.setDaemon(true)
if (thread.getPriority != Thread.MIN_PRIORITY)
thread.setPriority(Thread.MIN_PRIORITY)
thread.setUncaughtExceptionHandler(new UncaughtExceptionHandler {
def uncaughtException(t: Thread, e: Throwable) {
OpenComputers.log.log(Level.WARNING, "Unhandled exception in worker thread.", e)
}
})
thread
}
})
}
}