TPT: Prevent accidental infinite loops in lua, fixes #115
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@ -30,6 +30,7 @@ int tptPropertiesVersion;
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int tptElements; //Table for TPT element names
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int tptParts, tptPartsMeta, tptElementTransitions, tptPartsCData, tptPartMeta, tptPart, cIndex;
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void luacon_hook(lua_State *L, lua_Debug *ar);
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int luacon_step(int mx, int my, int selectl, int selectr, int bsx, int bsy);
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int luacon_mouseevent(int mx, int my, int mb, int event, int mouse_wheel);
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int luacon_keyevent(int key, int modifier, int event);
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@ -25,6 +25,7 @@
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#else
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#include <sys/stat.h>
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#endif
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#include <time.h>
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LuaScriptInterface::LuaScriptInterface(GameModel * m):
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CommandInterface(m),
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@ -141,6 +142,7 @@ LuaScriptInterface::LuaScriptInterface(GameModel * m):
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lua_setfield(l, tptPropertiesVersion, "build");
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lua_setfield(l, tptProperties, "version");
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lua_sethook(l, &luacon_hook, LUA_MASKCOUNT, 200);
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#ifdef FFI
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//LuaJIT's ffi gives us direct access to parts data, no need for nested metatables. HOWEVER, this is in no way safe, it's entirely possible for someone to try to read parts[-10]
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lua_pushlightuserdata(l, parts);
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@ -300,6 +302,7 @@ bool LuaScriptInterface::OnKeyRelease(int key, Uint16 character, bool shift, boo
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void LuaScriptInterface::OnTick()
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{
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LoopTime = clock();
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if(luacon_mousedown)
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luacon_mouseevent(luacon_mousex, luacon_mousey, luacon_mousebutton, LUACON_MPRESS, 0);
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luacon_step(luacon_mousex, luacon_mousey, luacon_selectedl, luacon_selectedr, luacon_brushx, luacon_brushy);
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@ -319,6 +322,7 @@ int LuaScriptInterface::Command(std::string command)
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int ret;
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lastError = "";
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currentCommand = true;
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LoopTime = clock();
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if((ret = luaL_dostring(l, command.c_str())))
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{
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lastError = luacon_geterror();
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@ -874,28 +878,42 @@ int luacon_step(int mx, int my, int selectl, int selectr, int bsx, int bsy){
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lua_setfield(luacon_ci->l, tptProperties, "selectedr");
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lua_setfield(luacon_ci->l, tptProperties, "brushx");
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lua_setfield(luacon_ci->l, tptProperties, "brushy");
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if(step_functions[0]){
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//Set mouse globals
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for(i = 0; i<6; i++){
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if(step_functions[i]){
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lua_rawgeti(luacon_ci->l, LUA_REGISTRYINDEX, step_functions[i]);
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callret = lua_pcall(luacon_ci->l, 0, 0, 0);
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if (callret)
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for(i = 0; i<6; i++){
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if(step_functions[i]){
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lua_rawgeti(luacon_ci->l, LUA_REGISTRYINDEX, step_functions[i]);
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callret = lua_pcall(luacon_ci->l, 0, 0, 0);
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if (callret)
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{
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if (!strcmp(luacon_geterror(),"Error: Script not responding"))
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{
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luacon_ci->Log(CommandInterface::LogError, luacon_geterror());
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luacon_ci->LoopTime = clock();
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lua_pushcfunction(luacon_ci->l, &luatpt_unregister_step);
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lua_rawgeti(luacon_ci->l, LUA_REGISTRYINDEX, step_functions[i]);
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lua_pcall(luacon_ci->l, 1, 0, 0);
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}
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luacon_ci->Log(CommandInterface::LogError, luacon_geterror());
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}
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}
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return tempret;
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}
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return 0;
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}
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int luacon_eval(char *command){
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luacon_ci->LoopTime = clock();
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return luaL_dostring (luacon_ci->l, command);
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}
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void luacon_hook(lua_State * l, lua_Debug * ar)
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{
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if(ar->event == LUA_HOOKCOUNT && clock()-luacon_ci->LoopTime > CLOCKS_PER_SEC*3)
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{
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if(ConfirmPrompt::Blocking("Script not responding", "The Lua script may have stopped responding. There might be an infinite loop. Press \"Stop\" to stop it", "Stop"))
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luaL_error(l, "Error: Script not responding");
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luacon_ci->LoopTime = clock();
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}
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}
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char *luacon_geterror(){
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char *error = (char*)lua_tostring(luacon_ci->l, -1);
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if(error==NULL || !error[0]){
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@ -40,6 +40,7 @@ class LuaScriptInterface: public CommandInterface {
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bool currentCommand;
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TPTScriptInterface * legacy;
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public:
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int LoopTime;
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lua_State *l;
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LuaScriptInterface(GameModel * m);
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virtual bool OnBrushChanged(int brushType, int rx, int ry);
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