forked from redo/BlockLua
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BIN
BlockLua.dll
BIN
BlockLua.dll
Binary file not shown.
64
readme.md
64
readme.md
@@ -14,10 +14,10 @@ Lua scripting for Blockland
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### From TorqueScript
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`'print('hello world')` - Execute Lua in the console by prepending a `'` (single quote)
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`luaeval("code");` - Execute Lua code
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`luacall("funcName", %args...);` - Call a Lua global function
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`luaexec("fileName");` - Execute a Lua file. Path rules are the same as executing .cs files.
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`luaget("varName");` - Read a Lua global variable
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`luaset("varName", %value);` - Write a Lua global variable
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`luacall("funcName", %args...);` - Call a Lua function (supports indexing tables and object methods)
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`luaexec("fileName");` - Execute a Lua file. Path rules are the same as when executing .cs files, relative paths are allowed.
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`luaget("varName");` - Read a Lua global variable (supports indexing tables)
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`luaset("varName", %value);` - Write a Lua global variable (supports indexing tables)
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### From Lua
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`bl.eval('code')` - Eval TorqueScript code
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@@ -35,7 +35,7 @@ Lua scripting for Blockland
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`object.key = value` - Associate Lua data with a Torque object
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`object:method(args)` - Call a Torque object method
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`object[index]` - Access a member of a Torque set or group
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`for childIndex, child in object:members() do` - Iterate objects within of a Torque set or group. Indices start at 0 like in Torque.
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`for child in object:members() do` - Iterate objects within of a Torque set or group. Indices start at 0 like in Torque.
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`bl.isObject(object, objectID, or 'objectName')` - Check if an object exists
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`object:exists()` - Check if an object exists
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@@ -48,15 +48,25 @@ Lua scripting for Blockland
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`for object in bl.boxSearch(vector{centerX,y,z}, vector{sizeX,y,z}, 'objtype'/{'objtypes',...}) do` - Find all objects in the world of the specified type(s) whose bounding box overlaps with the specified box. See the Types section for a list of valid object types.
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`for object in bl.radiusSearch(vector{centerX,y,z}, radius, 'objtype'/{'objtypes',...}) do` - Find all objects of the specified type(s) whose bounding box overlaps with the specified sphere. See the Types section for a list of valid object types.
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### List of Object Classes (for raycasts and searches)
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`'all'` - Any object
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`'player'` - Players or bots
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`'item'` - Items
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`'vehicle'` - Vehicles
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`'projectile'` - Projectiles
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`'brick'` - Bricks with raycasting enabled
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`'brickalways'` - All bricks including those with raycasting disabled
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Other types: `'static'`, `'environment'`, `'terrain'`, `'water'`, `'trigger'`, `'marker'`, `'gamebase'`, `'shapebase'`, `'camera'`, `'staticshape'`, `'vehicleblocker'`, `'explosion'`, `'corpse'`, `'debris'`, `'physicalzone'`, `'staticts'`, `'staticrendered'`, `'damagableitem'`
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### Server-Client Communication
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`bl.addServerCmd('commandName', function(client, args...) yourCode end)` - Register a /command on the server
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`bl.addClientCmd('commandName', function(args...) yourCode end)` - Register a client command on the client
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`bl.commandToServer('commandName', args...)` - Execute a server command as a client
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`bl.commandToClient('commandName', args...)` - As the server, execute a client command on a specific client
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`bl.addServerCmd('commandName', function(client, args...) ... end)` - Register a /command on the server
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`bl.addClientCmd('commandName', function(args...) ... end)` - Register a client command on the client
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`bl.commandToServer('commandName', args...)` - As a client, execute a server command
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`bl.commandToClient(client, 'commandName', args...)` - As the server, execute a client command on a specific client
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`bl.commandToAll('commandName', args...)` - As the server, execute a client command on all clients
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### Packages/Hooks
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`bl.hook('packageName', 'functionName', 'before'/'after', function(args) yourCode end)` - Hook a Torque function with a Lua function.
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`bl.hook('packageName', 'functionName', 'before'/'after', function(args) ... end)` - Hook a Torque function with a Lua function.
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`args` is an array containing the arguments provided to the function. If the hook is `before`, these can be modified before being passed to the parent function.
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If `args._return` is set to anything other than nil by a `before` hook, the parent function will not be called, and the function will simply return that value. Also in this case, any `after` hook will not be executed.
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In an `after` hook, `args._return` is set to the value returned by the parent function, and can be modified.
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@@ -136,14 +146,16 @@ When reading from outside ZIPs, binary files are fully supported.
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WIP
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### Extended Standard Lua Library
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`string[index]`
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`string[{start,stop}]`
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`str[index]`
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`str[{start,stop}]`
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`string.split(str, separator='' (splits into chars), noregex=false)`
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`string.bytes(str)`
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`string.trim(str, charsToTrim=' \t\r\n')`
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`table.empty`
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`table.map(func, ...)`
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`table.mapk(func, ...)`
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`table.map_list(func, ...)`
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`table.mapi_list(func, ...)`
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`table.swap(tbl)`
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`table.reverse(list)`
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`table.islist(list)`
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@@ -173,43 +185,35 @@ TorqueScript stores no type information; all values in TorqueScript are strings.
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### From Lua to TorqueScript
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- `nil` becomes the empty string ""
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- `true` and `false` become "1" and "0" respectively
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- Torque containers become their object ID
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- A Torque object container becomes its object ID
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- A `vector` becomes a string containing three numbers separated by spaces
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- A table of two vectors becomes a string containing six numbers separated by spaces
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- A table of two `vector`s becomes a string containing six numbers separated by spaces
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- (WIP) A `matrix` is converted into an axis-angle (a "transform"), a string containing seven numbers separated by spaces
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- Any `string` is passed directly as a string
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- Tables cannot be passed and will throw an error
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### From TorqueScript to Lua
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- Any numeric value becomes a Lua `number`, except as specified with `bl.type`, which may convert a value into a `boolean` or a Torque object container.
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- The empty string "" becomes `nil`
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- Any numeric value becomes a Lua `number`, except as specified with `bl.type`, which may convert a value into a `boolean` or a Torque object container.
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- A string containing two or three numbers separated by single spaces becomes a `vector`
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- A string containing six numbers separated by single spaces becomes a table of two vectors, usually defining the corners a bounding box
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- (WIP) A string containing seven numbers separated by single spaces is treated as an axis-angle (a "transform" in TorqueScript parlance), and is converted into a `matrix` representing the translation and rotation.
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- (WIP) A string containing seven numbers separated by single spaces is treated as an axis-angle (a "transform"), and is converted into a `matrix` representing the translation and rotation
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- Any other string is passed directly as a `string`
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For scenarios where the automatic TorqueScript->Lua conversion rules are insufficient or incorrect, use `bl.type`.
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To convert objects by hand, use `bl.object`, `bl.boolean`, or `bl.string`.
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To convert things by hand, use `bl.object`, `bl.boolean`, or `bl.string`.
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## I/O and Safety
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All Lua code is sandboxed, and file access is confined to the default directories in the same way TorqueScript is.
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BlockLua also has access to any C libraries installed in the `modules/lualib` folder, so be careful throwing things in there.
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### Unsafe Mode
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BlockLua can be built in Unsafe Mode by specifying the `-DBLLUA_UNSAFE` compiler flag. This removes the sandboxing of Lua code, allowing it to access any file and use any library, including ffi.
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Please do not publish add-ons that require unsafe mode.
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### List of Object Types
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`'all'` - Any object
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`'player'` - Players or bots
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`'item'` - Items
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`'vehicle'` - Vehicles
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`'projectile'` - Projectiles
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`'brick'` - Bricks with raycasting enabled
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`'brickalways'` - All bricks including those with raycasting disabled
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Other types: `'static'`, `'environment'`, `'terrain'`, `'water'`, `'trigger'`, `'marker'`, `'gamebase'`, `'shapebase'`, `'camera'`, `'staticshape'`, `'vehicleblocker'`, `'explosion'`, `'corpse'`, `'debris'`, `'physicalzone'`, `'staticts'`, `'staticrendered'`, `'damagableitem'`
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A more limited option is `-DBLLUA_ALLOWFFI`, which allows the use of the `ffi` library. This can still be exploited to grant all the same access as full unsafe mode.
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Please do not publish add-ons that require either of these.
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## Compiling
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With any *32-bit* variant of GCC installed (such as MinGW or MSYS2), run the following command in the repo directory:
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`g++ src/bllua4.cpp -o BlockLua.dll -m32 -shared -static-libgcc -Isrc -Iinc/tsfuncs -Iinc/lua -lpsapi -L. -llua5.1 src/bllua`
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`g++ src/bllua4.cpp -o BlockLua.dll -m32 -shared -static-libgcc -Isrc -Iinc/tsfuncs -Iinc/lua -lpsapi -L. -llua5.1`
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LuaJIT (lua5.1.dll) can be obtained from https://luajit.org/
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@@ -1,4 +1,4 @@
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// BlockLua (bllua4): Simple Lua interface for TorqueScript
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// BlockLua (bllua4): Advanced Lua interface for TorqueScript
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// Includes
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@@ -60,23 +60,27 @@ bool init() {
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// Set up Lua environment
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BLL_LOAD_LUA(gL, bll_fileLuaEnv);
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#ifdef BLLUA_ALLOWFFI
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lua_pushboolean(gL, true);
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lua_setglobal(gL, "_bllua_allowffi");
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#endif
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#ifndef BLLUA_UNSAFE
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BLL_LOAD_LUA(gL, bll_fileLuaEnvSafe);
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#endif
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// Load utilities in Lua
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BLL_LOAD_LUA(gL, bll_fileLuaStd);
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BLL_LOAD_LUA(gL, bll_fileLuaVector);
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BLL_LOAD_LUA(gL, bll_fileLuaMatrix);
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BLL_LOAD_LUA(gL, bll_fileLuaLibts);
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BLL_LOAD_LUA(gL, bll_fileLuaLibbl);
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BLL_LOAD_LUA(gL, bll_fileLuaLibblTypes);
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// Expose Lua API to TS
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BlAddFunction(
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NULL, NULL, "_bllua_luacall", bll_ts_luacall, "LuaCall(name, ...) - Call Lua function and return result", 2, 20);
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BlEval(bll_fileTsEnv);
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// Load utilities
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BLL_LOAD_LUA(gL, bll_fileLuaStd);
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BLL_LOAD_LUA(gL, bll_fileLuaVector);
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BLL_LOAD_LUA(gL, bll_fileLuaMatrix);
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BLL_LOAD_LUA(gL, bll_fileLuaLibts);
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BlEval(bll_fileTsLibts);
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BLL_LOAD_LUA(gL, bll_fileLuaLibbl);
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BLL_LOAD_LUA(gL, bll_fileLuaLibblTypes);
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BlEval(bll_fileTsLibblSupport);
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BlEval(bll_fileLoadaddons);
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@@ -89,8 +93,7 @@ bool init() {
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bool deinit() {
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BlPrintf("BlockLua: Unloading");
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BlEval("deactivatePackage(_bllua_main);");
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BlEval("$_bllua_active = 0;");
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BlEval("$_bllua_active=0;deactivatePackage(_bllua_main);");
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bll_LuaEval(gL, "for _,f in pairs(_bllua_on_unload) do f() end");
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lua_close(gL);
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@@ -14,6 +14,7 @@ local old_require = require
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local old_os = os
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local old_debug = debug
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local old_package = package
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local old_allowffi = _bllua_allowffi
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-- Remove all global variables except a whitelist
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local ok_names = tmap {
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@@ -39,13 +40,10 @@ end
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-- Sanitize file paths to point only to allowed files within the game directory
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-- List of allowed directories for reading/writing
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-- modules/lualib is also allowed as read-only
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local allowed_dirs = tmap {
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'add-ons', 'base', 'config', 'saves', 'screenshots', 'shaders'
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}
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-- List of allowed directories for reading only
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local allowed_dirs_readonly = tmap {
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'lualib'
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}
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-- List of disallowed file extensions - basically executable file extensions
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-- Note that even without this protection, exploiting would still require somehow
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-- getting a file within the allowed directories to autorun,
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@@ -81,14 +79,15 @@ local function safe_path(fn, readonly)
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end
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-- allow only whitelisted dirs
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local dir = fn:match('^([^/]+)/')
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if (not dir) or (
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(not allowed_dirs[dir:lower()]) and
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((not readonly) or (not allowed_dirs_readonly[dir:lower()]))) then
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return nil, 'filename is in disallowed directory ' .. (dir or 'nil')
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if not (dir and (
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allowed_dirs[dir:lower()] or
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(readonly and fn:find('^modules/lualib/'))))
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then
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return nil, 'File is in disallowed directory ' .. (dir or 'nil')
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end
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-- disallow blacklisted extensions or no extension
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-- disallow blacklisted extensions
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local ext = fn:match('%.([^/%.]+)$')
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if (not ext) or (disallowed_exts[ext:lower()]) then
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if ext and disallowed_exts[ext:lower()] then
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return nil, 'Filename \'' .. fn .. '\' has disallowed extension \'' ..
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(ext or '') .. '\''
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end
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@@ -120,6 +119,7 @@ local disallowed_packages = tmap {
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'ffi', 'debug', 'package', 'io', 'os',
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'_bllua_ts',
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}
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if old_allowffi then disallowed_packages['ffi'] = nil end
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function _bllua_requiresecure(name)
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if name:find('[^a-zA-Z0-9_%-%.]') or name:find('%.%.') or
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name:find('^%.') or name:find('%.$') then
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@@ -37,5 +37,9 @@ function _bllua_on_error(err)
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return table.concat(tracelines, '\n')
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end
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-- overridden in lua-env-safe.lua (executed if not BLLUA_UNSAFE)
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_bllua_io_open = io.open
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_bllua_requiresecure = require
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print = _bllua_ts.echo
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print(' Executed bllua-env.lua')
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1784
src/util/libbl.lua
1784
src/util/libbl.lua
File diff suppressed because it is too large
Load Diff
@@ -93,11 +93,15 @@ local allowed_zip_dirs = tflip {
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local function io_open_absolute(fn, mode)
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-- if file exists, use original mode
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local res, err = _bllua_io_open(fn, mode)
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if res then return res end
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if res then
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return res
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elseif err and not err:find('No such file or directory$') then
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return nil, err
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end
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-- otherwise, if TS sees file but Lua doesn't, it must be in a zip, so use TS reader
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local dir = fn:match('^[^/]+')
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if not allowed_zip_dirs[dir:lower()] then return nil, 'File is not in one of the allowed directories' end
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if not allowed_zip_dirs[dir:lower()] then return nil, 'Zip is not in one of the allowed directories' end
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local exist = _bllua_ts.call('isFile', fn) == '1'
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if not exist then return nil, err end
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@@ -142,9 +146,9 @@ end
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---@diagnostic disable-next-line: duplicate-set-field
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function io.type(f)
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---@diagnostic disable-next-line: undefined-field
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---@diagnostic disable-next-line: undefined-field
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if type(f) == 'table' and f._is_file then
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---@diagnostic disable-next-line: undefined-field
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||||
---@diagnostic disable-next-line: undefined-field
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return f._is_open and 'file' or 'closed file'
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else
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return _bllua_io_type(f)
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@@ -183,14 +187,14 @@ function require(mod)
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if require_memo[mod] then return unpack(require_memo[mod]) end
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local fp = mod:gsub('%.', '/')
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local fns = {
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'./' .. fp .. '.lua', -- local file
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'./' .. fp .. '.lua', -- local file
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'./' .. fp .. '/init.lua', -- local library
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||||
fp .. '.lua', -- global file
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||||
fp .. '/init.lua', -- global library
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||||
fp .. '.lua', -- global file
|
||||
fp .. '/init.lua', -- global library
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||||
}
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||||
if fp:lower():find('^add-ons/') then
|
||||
local addonpath = fp:lower():match('^add-ons/[^/]+') .. '/'
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table.insert(fns, addonpath .. fp .. '.lua') -- add-on file
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table.insert(fns, addonpath .. fp .. '.lua') -- add-on file
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||||
table.insert(fns, addonpath .. fp .. '/init.lua') -- add-on library
|
||||
end
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for _, fn in ipairs(fns) do
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||||
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||||
@@ -13,8 +13,19 @@ function table.map(f, ...)
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||||
local u = {}
|
||||
for k, _ in pairs(ts[1]) do
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||||
local args = {}
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||||
for j = 1, #ts do args[j] = ts[j][i] end
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||||
u[i] = f(unpack(args))
|
||||
for j = 1, #ts do args[j] = ts[j][k] end
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||||
u[k] = f(unpack(args))
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||||
end
|
||||
return u
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||||
end
|
||||
|
||||
function table.mapk(f, ...)
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local ts = { ... }
|
||||
local u = {}
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||||
for k, _ in pairs(ts[1]) do
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||||
local args = {}
|
||||
for j = 1, #ts do args[j] = ts[j][k] end
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u[k] = f(k, unpack(args))
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end
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return u
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||||
end
|
||||
@@ -30,6 +41,17 @@ function table.map_list(f, ...)
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return u
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||||
end
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||||
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||||
function table.mapi_list(f, ...)
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||||
local ts = { ... }
|
||||
local u = {}
|
||||
for i = 1, #ts[1] do
|
||||
local args = {}
|
||||
for j = 1, #ts do args[j] = ts[j][i] end
|
||||
u[i] = f(i, unpack(args))
|
||||
end
|
||||
return u
|
||||
end
|
||||
|
||||
-- Swap keys/values
|
||||
function table.swap(t)
|
||||
local u = {}
|
||||
@@ -193,7 +215,7 @@ valueToString = function(v, tabLevel, seen)
|
||||
return tostring(v)
|
||||
else
|
||||
--error('table.tostring: table contains a '..t..' value, cannot serialize')
|
||||
return 'nil --[[ cannot serialize ' .. tostring(v) .. ' ]]'
|
||||
return 'nil --[[ ' .. tostring(v) .. ' ]]'
|
||||
end
|
||||
end
|
||||
function table.tostring(t)
|
||||
|
||||
Reference in New Issue
Block a user