1 /*****************************************************************************
2 Freeciv - Copyright (C) 2005 - The Freeciv Project
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12 *****************************************************************************/
13
14 #ifdef HAVE_CONFIG_H
15 #include <fc_config.h>
16 #endif
17
18 #include <stdarg.h>
19 #include <stdlib.h>
20 #include <time.h>
21
22 /* dependencies/lua */
23 #include "lua.h"
24 #include "lualib.h"
25
26 /* dependencies/tolua */
27 #include "tolua.h"
28
29 /* utility */
30 #include "astring.h"
31 #include "log.h"
32 #include "mem.h"
33 #include "registry.h"
34
35 /* common/scriptcore */
36 #include "api_game_specenum.h"
37 #include "luascript.h"
38 #include "luascript_signal.h"
39 #include "luascript_func.h"
40 #include "tolua_common_a_gen.h"
41 #include "tolua_common_z_gen.h"
42 #include "tolua_game_gen.h"
43 #include "tolua_signal_gen.h"
44
45 /* server */
46 #include "console.h"
47 #include "stdinhand.h"
48
49 /* server/scripting */
50 #include "tolua_server_gen.h"
51
52 #include "script_server.h"
53
54 /*****************************************************************************
55 Lua virtual machine state.
56 *****************************************************************************/
57 static struct fc_lua *fcl_main = NULL;
58
59 /*****************************************************************************
60 Optional game script code (useful for scenarios).
61 *****************************************************************************/
62 static char *script_server_code = NULL;
63
64 static void script_server_vars_init(void);
65 static void script_server_vars_free(void);
66 static void script_server_vars_load(struct section_file *file);
67 static void script_server_vars_save(struct section_file *file);
68 static void script_server_code_init(void);
69 static void script_server_code_free(void);
70 static void script_server_code_load(struct section_file *file);
71 static void script_server_code_save(struct section_file *file);
72
73 static void script_server_signals_create(void);
74 static void script_server_functions_define(void);
75
76 static void script_server_cmd_reply(struct fc_lua *fcl, enum log_level level,
77 const char *format, ...)
78 fc__attribute((__format__ (__printf__, 3, 4)));
79
80 /*****************************************************************************
81 Parse and execute the script in str
82 *****************************************************************************/
script_server_do_string(struct connection * caller,const char * str)83 bool script_server_do_string(struct connection *caller, const char *str)
84 {
85 int status;
86 struct connection *save_caller;
87 luascript_log_func_t save_output_fct;
88
89 /* Set a log callback function which allows to send the results of the
90 * command to the clients. */
91 save_caller = fcl_main->caller;
92 save_output_fct = fcl_main->output_fct;
93 fcl_main->output_fct = script_server_cmd_reply;
94 fcl_main->caller = caller;
95
96 status = luascript_do_string(fcl_main, str, "cmd");
97
98 /* Reset the changes. */
99 fcl_main->caller = save_caller;
100 fcl_main->output_fct = save_output_fct;
101
102 return (status == 0);
103 }
104
105 /*****************************************************************************
106 Load script to a buffer
107 *****************************************************************************/
script_server_load_file(const char * filename,char ** buf)108 bool script_server_load_file(const char *filename, char **buf)
109 {
110 FILE *ffile;
111 struct stat stats;
112 char *buffer;
113
114 fc_stat(filename, &stats);
115 ffile = fc_fopen(filename, "r");
116
117 if (ffile != NULL) {
118 int len;
119
120 buffer = fc_malloc(stats.st_size + 1);
121
122 len = fread(buffer, 1, stats.st_size, ffile);
123
124 if (len == stats.st_size) {
125 buffer[len] = '\0';
126
127 *buf = buffer;
128 }
129 fclose(ffile);
130 }
131
132 return 1;
133 }
134
135 /*****************************************************************************
136 Parse and execute the script at filename.
137 *****************************************************************************/
script_server_do_file(struct connection * caller,const char * filename)138 bool script_server_do_file(struct connection *caller, const char *filename)
139 {
140 int status = 1;
141 struct connection *save_caller;
142 luascript_log_func_t save_output_fct;
143
144 /* Set a log callback function which allows to send the results of the
145 * command to the clients. */
146 save_caller = fcl_main->caller;
147 save_output_fct = fcl_main->output_fct;
148 fcl_main->output_fct = script_server_cmd_reply;
149 fcl_main->caller = caller;
150
151 status = luascript_do_file(fcl_main, filename);
152
153 /* Reset the changes. */
154 fcl_main->caller = save_caller;
155 fcl_main->output_fct = save_output_fct;
156
157 return (status == 0);
158 }
159
160 /*****************************************************************************
161 Invoke the 'callback_name' Lua function.
162 *****************************************************************************/
script_server_callback_invoke(const char * callback_name,int nargs,enum api_types * parg_types,va_list args)163 bool script_server_callback_invoke(const char *callback_name, int nargs,
164 enum api_types *parg_types, va_list args)
165 {
166 return luascript_callback_invoke(fcl_main, callback_name, nargs, parg_types,
167 args);
168 }
169
170 /*****************************************************************************
171 Mark any, if exported, full userdata representing 'object' in
172 the current script state as 'Nonexistent'.
173 This changes the type of the lua variable.
174 *****************************************************************************/
script_server_remove_exported_object(void * object)175 void script_server_remove_exported_object(void *object)
176 {
177 luascript_remove_exported_object(fcl_main, object);
178 }
179
180 /*****************************************************************************
181 Initialize the game script variables.
182 *****************************************************************************/
script_server_vars_init(void)183 static void script_server_vars_init(void)
184 {
185 /* nothing */
186 }
187
188 /*****************************************************************************
189 Free the game script variables.
190 *****************************************************************************/
script_server_vars_free(void)191 static void script_server_vars_free(void)
192 {
193 /* nothing */
194 }
195
196 /*****************************************************************************
197 Load the game script variables in file.
198 *****************************************************************************/
script_server_vars_load(struct section_file * file)199 static void script_server_vars_load(struct section_file *file)
200 {
201 luascript_vars_load(fcl_main, file, "script.vars");
202 }
203
204 /*****************************************************************************
205 Save the game script variables to file.
206 *****************************************************************************/
script_server_vars_save(struct section_file * file)207 static void script_server_vars_save(struct section_file *file)
208 {
209 luascript_vars_save(fcl_main, file, "script.vars");
210 }
211
212 /*****************************************************************************
213 Initialize the optional game script code (useful for scenarios).
214 *****************************************************************************/
script_server_code_init(void)215 static void script_server_code_init(void)
216 {
217 script_server_code = NULL;
218 }
219
220 /*****************************************************************************
221 Free the optional game script code (useful for scenarios).
222 *****************************************************************************/
script_server_code_free(void)223 static void script_server_code_free(void)
224 {
225 if (script_server_code) {
226 free(script_server_code);
227 script_server_code = NULL;
228 }
229 }
230
231 /*****************************************************************************
232 Load the optional game script code from file (useful for scenarios).
233 *****************************************************************************/
script_server_code_load(struct section_file * file)234 static void script_server_code_load(struct section_file *file)
235 {
236 if (!script_server_code) {
237 const char *code;
238 const char *section = "script.code";
239
240 code = secfile_lookup_str_default(file, "", "%s", section);
241 script_server_code = fc_strdup(code);
242 luascript_do_string(fcl_main, script_server_code, section);
243 }
244 }
245
246 /*****************************************************************************
247 Save the optional game script code to file (useful for scenarios).
248 *****************************************************************************/
script_server_code_save(struct section_file * file)249 static void script_server_code_save(struct section_file *file)
250 {
251 if (script_server_code) {
252 secfile_insert_str_noescape(file, script_server_code, "script.code");
253 }
254 }
255
256 /*****************************************************************************
257 Initialize the scripting state.
258 *****************************************************************************/
script_server_init(void)259 bool script_server_init(void)
260 {
261 if (fcl_main != NULL) {
262 fc_assert_ret_val(fcl_main->state != NULL, FALSE);
263
264 return TRUE;
265 }
266
267 fcl_main = luascript_new(NULL);
268 if (fcl_main == NULL) {
269 luascript_destroy(fcl_main);
270 fcl_main = NULL;
271
272 return FALSE;
273 }
274
275 tolua_common_a_open(fcl_main->state);
276 api_specenum_open(fcl_main->state);
277 tolua_game_open(fcl_main->state);
278 tolua_signal_open(fcl_main->state);
279 tolua_server_open(fcl_main->state);
280 tolua_common_z_open(fcl_main->state);
281
282 script_server_code_init();
283 script_server_vars_init();
284
285 luascript_signal_init(fcl_main);
286 script_server_signals_create();
287
288 luascript_func_init(fcl_main);
289 script_server_functions_define();
290
291 return TRUE;
292 }
293
294 /*****************************************************************************
295 Free the scripting data.
296 *****************************************************************************/
script_server_free(void)297 void script_server_free(void)
298 {
299 if (fcl_main != NULL) {
300 script_server_code_free();
301 script_server_vars_free();
302
303 /* luascript_signal_free() is called by luascript_destroy(). */
304 luascript_destroy(fcl_main);
305 fcl_main = NULL;
306 }
307 }
308
309 /*****************************************************************************
310 Load the scripting state from file.
311 *****************************************************************************/
script_server_state_load(struct section_file * file)312 void script_server_state_load(struct section_file *file)
313 {
314 script_server_code_load(file);
315
316 /* Variables must be loaded after code is loaded and executed,
317 * so we restore their saved state properly */
318 script_server_vars_load(file);
319 }
320
321 /*****************************************************************************
322 Save the scripting state to file.
323 *****************************************************************************/
script_server_state_save(struct section_file * file)324 void script_server_state_save(struct section_file *file)
325 {
326 script_server_code_save(file);
327 script_server_vars_save(file);
328 }
329
330 /*****************************************************************************
331 Invoke all the callback functions attached to a given signal.
332 *****************************************************************************/
script_server_signal_emit(const char * signal_name,int nargs,...)333 void script_server_signal_emit(const char *signal_name, int nargs, ...)
334 {
335 va_list args;
336
337 va_start(args, nargs);
338 luascript_signal_emit_valist(fcl_main, signal_name, nargs, args);
339 va_end(args);
340 }
341
342 /*****************************************************************************
343 Declare any new signal types you need here.
344 *****************************************************************************/
script_server_signals_create(void)345 static void script_server_signals_create(void)
346 {
347 signal_deprecator *depr;
348
349 luascript_signal_create(fcl_main, "turn_started", 2,
350 API_TYPE_INT, API_TYPE_INT);
351 luascript_signal_create(fcl_main, "unit_moved", 3,
352 API_TYPE_UNIT, API_TYPE_TILE, API_TYPE_TILE);
353
354 /* Includes all newly-built cities. */
355 luascript_signal_create(fcl_main, "city_built", 1,
356 API_TYPE_CITY);
357
358 luascript_signal_create(fcl_main, "city_size_change", 3,
359 API_TYPE_CITY, API_TYPE_INT, API_TYPE_STRING);
360
361 /* Deprecated form of the 'city_size_change' signal for the case of growth. */
362 depr = luascript_signal_create(fcl_main, "city_growth", 2,
363 API_TYPE_CITY, API_TYPE_INT);
364 deprecate_signal(depr, "city_growth", "city_size_change", "2.6");
365
366 /* Only includes units built in cities, for now. */
367 luascript_signal_create(fcl_main, "unit_built", 2,
368 API_TYPE_UNIT, API_TYPE_CITY);
369 luascript_signal_create(fcl_main, "building_built", 2,
370 API_TYPE_BUILDING_TYPE, API_TYPE_CITY);
371
372 /* These can happen for various reasons; the third argument gives the
373 * reason (a simple string identifier). Example identifiers:
374 * "pop_cost", "need_tech", "need_building", "need_special",
375 * "need_terrain", "need_government", "need_nation", "never",
376 * "unavailable". */
377 luascript_signal_create(fcl_main, "unit_cant_be_built", 3,
378 API_TYPE_UNIT_TYPE, API_TYPE_CITY, API_TYPE_STRING);
379 luascript_signal_create(fcl_main, "building_cant_be_built", 3,
380 API_TYPE_BUILDING_TYPE, API_TYPE_CITY,
381 API_TYPE_STRING);
382
383 /* The third argument contains the source: "researched", "traded",
384 * "stolen", "hut". */
385 luascript_signal_create(fcl_main, "tech_researched", 3,
386 API_TYPE_TECH_TYPE, API_TYPE_PLAYER,
387 API_TYPE_STRING);
388
389 /* First player is city owner, second is enemy. */
390 luascript_signal_create(fcl_main, "city_destroyed", 3,
391 API_TYPE_CITY, API_TYPE_PLAYER, API_TYPE_PLAYER);
392
393 /* First player is former owner, second new one. */
394 luascript_signal_create(fcl_main, "city_transferred", 4,
395 API_TYPE_CITY, API_TYPE_PLAYER, API_TYPE_PLAYER,
396 API_TYPE_STRING);
397
398 /* Deprecated form of the 'city_transferred' signal for the case of
399 * conquest. */
400 depr = luascript_signal_create(fcl_main, "city_lost", 3,
401 API_TYPE_CITY, API_TYPE_PLAYER, API_TYPE_PLAYER);
402 deprecate_signal(depr, "city_lost", "city_transferred", "2.6");
403
404 luascript_signal_create(fcl_main, "hut_enter", 1,
405 API_TYPE_UNIT);
406
407 luascript_signal_create(fcl_main, "unit_lost", 3,
408 API_TYPE_UNIT, API_TYPE_PLAYER, API_TYPE_STRING);
409
410 luascript_signal_create(fcl_main, "disaster_occurred", 3,
411 API_TYPE_DISASTER, API_TYPE_CITY, API_TYPE_BOOL);
412
413 /* Deprecated form of the 'disaster_occurred' signal without 'had_internal_effect'
414 * support. */
415 depr = luascript_signal_create(fcl_main, "disaster", 2,
416 API_TYPE_DISASTER, API_TYPE_CITY);
417 deprecate_signal(depr, "disaster", "disaster_occurred", "2.6");
418
419 luascript_signal_create(fcl_main, "achievement_gained", 3,
420 API_TYPE_ACHIEVEMENT, API_TYPE_PLAYER,
421 API_TYPE_BOOL);
422
423 luascript_signal_create(fcl_main, "map_generated", 0);
424
425 luascript_signal_create(fcl_main, "pulse", 0);
426
427 luascript_signal_create(fcl_main, "action_started_unit_unit", 3,
428 API_TYPE_ACTION,
429 API_TYPE_UNIT, API_TYPE_UNIT);
430
431 luascript_signal_create(fcl_main, "action_started_unit_city", 3,
432 API_TYPE_ACTION,
433 API_TYPE_UNIT, API_TYPE_CITY);
434 }
435
436 /*****************************************************************************
437 Add server callback functions; these must be defined in the lua script
438 '<rulesetdir>/script.lua':
439
440 respawn_callback (optional):
441 - callback lua function for the respawn command
442 *****************************************************************************/
script_server_functions_define(void)443 static void script_server_functions_define(void)
444 {
445 luascript_func_add(fcl_main, "respawn_callback", FALSE, 1,
446 API_TYPE_PLAYER);
447 }
448
449 /*****************************************************************************
450 Call a lua function.
451 *****************************************************************************/
script_server_call(const char * func_name,int nargs,...)452 bool script_server_call(const char *func_name, int nargs, ...)
453 {
454 bool success;
455 int ret;
456
457 va_list args;
458 va_start(args, nargs);
459 success = luascript_func_call_valist(fcl_main, func_name, &ret, nargs, args);
460 va_end(args);
461
462 if (!success) {
463 log_error("Lua function '%s' not defined.", func_name);
464 return FALSE;
465 } else if (!ret) {
466 log_error("Error executing lua function '%s'.", func_name);
467 return FALSE;
468 }
469
470 return TRUE;
471 }
472
473 /*****************************************************************************
474 Send the message via cmd_reply().
475 *****************************************************************************/
script_server_cmd_reply(struct fc_lua * fcl,enum log_level level,const char * format,...)476 static void script_server_cmd_reply(struct fc_lua *fcl, enum log_level level,
477 const char *format, ...)
478 {
479 va_list args;
480 enum rfc_status rfc_status = C_OK;
481 char buf[1024];
482
483 va_start(args, format);
484 fc_vsnprintf(buf, sizeof(buf), format, args);
485 va_end(args);
486
487 switch (level) {
488 case LOG_FATAL:
489 /* Special case - will quit the server. */
490 log_fatal("%s", buf);
491 break;
492 case LOG_ERROR:
493 rfc_status = C_WARNING;
494 break;
495 case LOG_NORMAL:
496 rfc_status = C_COMMENT;
497 break;
498 case LOG_VERBOSE:
499 rfc_status = C_LOG_BASE;
500 break;
501 case LOG_DEBUG:
502 rfc_status = C_DEBUG;
503 break;
504 }
505
506 cmd_reply(CMD_LUA, fcl->caller, rfc_status, "%s", buf);
507 }
508