Merge branch 'master' into jgrpp
# Conflicts: # src/lang/simplified_chinese.txt # src/network/core/tcp_content.cpp # src/network/core/udp.cpp # src/network/network_server.cpp # src/saveload/linkgraph_sl.cpp # src/table/gameopt_settings.ini
This commit is contained in:
@@ -19,7 +19,7 @@ public:
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* Creates a "fatal error" exception.
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* @param msg The message describing the cause of the fatal error.
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*/
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Script_FatalError(const char *msg) :
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Script_FatalError(const std::string &msg) :
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msg(msg)
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{}
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@@ -27,10 +27,10 @@ public:
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* The error message associated with the fatal error.
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* @return The error message.
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*/
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const char *GetErrorMessage() { return msg; }
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const std::string &GetErrorMessage() const { return msg; }
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private:
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const char *msg; ///< The error message.
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const std::string msg; ///< The error message.
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};
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#endif /* SCRIPT_FATALERROR_HPP */
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@@ -107,7 +107,7 @@ void ScriptInstance::Initialize(const char *main_script, const char *instance_na
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ScriptObject::SetAllowDoCommand(true);
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} catch (Script_FatalError &e) {
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this->is_dead = true;
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this->engine->ThrowError(e.GetErrorMessage());
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this->engine->ThrowError(e.GetErrorMessage().c_str());
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this->engine->ResumeError();
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this->Died();
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}
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@@ -252,7 +252,7 @@ void ScriptInstance::GameLoop()
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this->callback = e.GetSuspendCallback();
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} catch (Script_FatalError &e) {
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this->is_dead = true;
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this->engine->ThrowError(e.GetErrorMessage());
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this->engine->ThrowError(e.GetErrorMessage().c_str());
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this->engine->ResumeError();
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this->Died();
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}
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@@ -273,7 +273,7 @@ void ScriptInstance::GameLoop()
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this->callback = e.GetSuspendCallback();
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} catch (Script_FatalError &e) {
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this->is_dead = true;
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this->engine->ThrowError(e.GetErrorMessage());
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this->engine->ThrowError(e.GetErrorMessage().c_str());
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this->engine->ResumeError();
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this->Died();
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}
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@@ -529,7 +529,7 @@ void ScriptInstance::Save()
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/* If we don't mark the script as dead here cleaning up the squirrel
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* stack could throw Script_FatalError again. */
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this->is_dead = true;
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this->engine->ThrowError(e.GetErrorMessage());
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this->engine->ThrowError(e.GetErrorMessage().c_str());
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this->engine->ResumeError();
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SaveEmpty();
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/* We can't kill the script here, so mark it as crashed (not dead) and
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@@ -38,7 +38,7 @@ bool ScriptScanner::AddFile(const std::string &filename, size_t basepath_length,
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try {
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this->engine->LoadScript(filename.c_str());
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} catch (Script_FatalError &e) {
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DEBUG(script, 0, "Fatal error '%s' when trying to load the script '%s'.", e.GetErrorMessage(), filename.c_str());
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DEBUG(script, 0, "Fatal error '%s' when trying to load the script '%s'.", e.GetErrorMessage().c_str(), filename.c_str());
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return false;
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}
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return true;
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@@ -21,7 +21,13 @@
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#include <../squirrel/sqvm.h>
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#include "../core/alloc_func.hpp"
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#include "../safeguards.h"
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/**
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* In the memory allocator for Squirrel we want to directly use malloc/realloc, so when the OS
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* does not have enough memory the game does not go into unrecoverable error mode and kill the
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* whole game, but rather let the AI die though then we need to circumvent MallocT/ReallocT.
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*
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* So no #include "../safeguards.h" here as is required, but after the allocator's implementation.
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*/
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/*
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* If changing the call paths into the scripting engine, define this symbol to enable full debugging of allocations.
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@@ -32,6 +38,13 @@
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struct ScriptAllocator {
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size_t allocated_size; ///< Sum of allocated data size
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size_t allocation_limit; ///< Maximum this allocator may use before allocations fail
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/**
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* Whether the error has already been thrown, so to not throw secondary errors in
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* the handling of the allocation error. This as the handling of the error will
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* throw a Squirrel error so the Squirrel stack can be dumped, however that gets
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* allocated by this allocator and then you might end up in an infinite loop.
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*/
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bool error_thrown;
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static const size_t SAFE_LIMIT = 0x8000000; ///< 128 MiB, a safe choice for almost any situation
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@@ -44,11 +57,52 @@ struct ScriptAllocator {
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if (this->allocated_size > this->allocation_limit) throw Script_FatalError("Maximum memory allocation exceeded");
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}
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/**
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* Catch all validation for the allocation; did it allocate too much memory according
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* to the allocation limit or did the allocation at the OS level maybe fail? In those
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* error situations a Script_FatalError is thrown, but once that has been done further
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* allocations are allowed to make it possible for Squirrel to throw the error and
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* clean everything up.
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* @param requested_size The requested size that was requested to be allocated.
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* @param p The pointer to the allocated object, or null if allocation failed.
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*/
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void CheckAllocation(size_t requested_size, const void *p)
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{
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if (this->allocated_size > this->allocation_limit && !this->error_thrown) {
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/* Do not allow allocating more than the allocation limit, except when an error is
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* already as then the allocation is for throwing that error in Squirrel, the
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* associated stack trace information and while cleaning up the AI. */
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this->error_thrown = true;
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char buff[128];
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seprintf(buff, lastof(buff), "Maximum memory allocation exceeded by " PRINTF_SIZE " bytes when allocating " PRINTF_SIZE " bytes",
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this->allocated_size - this->allocation_limit, requested_size);
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throw Script_FatalError(buff);
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}
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if (p == nullptr) {
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/* The OS did not have enough memory to allocate the object, regardless of the
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* limit imposed by OpenTTD on the amount of memory that may be allocated. */
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if (this->error_thrown) {
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/* The allocation is called in the error handling of a memory allocation
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* failure, then not being able to allocate that small amount of memory
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* means there is no other choice than to bug out completely. */
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MallocError(requested_size);
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}
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this->error_thrown = true;
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char buff[64];
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seprintf(buff, lastof(buff), "Out of memory. Cannot allocate " PRINTF_SIZE " bytes", requested_size);
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throw Script_FatalError(buff);
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}
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}
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void *Malloc(SQUnsignedInteger size)
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{
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void *p = MallocT<char>(size);
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void *p = malloc(size);
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this->allocated_size += size;
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this->CheckAllocation(size, p);
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#ifdef SCRIPT_DEBUG_ALLOCATIONS
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assert(p != nullptr);
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assert(this->allocations.find(p) == this->allocations.end());
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@@ -73,11 +127,13 @@ struct ScriptAllocator {
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this->allocations.erase(p);
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#endif
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void *new_p = ReallocT<char>(static_cast<char *>(p), size);
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void *new_p = realloc(p, size);
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this->allocated_size -= oldsize;
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this->allocated_size += size;
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this->CheckAllocation(size, p);
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#ifdef SCRIPT_DEBUG_ALLOCATIONS
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assert(new_p != nullptr);
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assert(this->allocations.find(p) == this->allocations.end());
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@@ -104,6 +160,7 @@ struct ScriptAllocator {
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this->allocated_size = 0;
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this->allocation_limit = static_cast<size_t>(_settings_game.script.script_max_memory_megabytes) << 20;
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if (this->allocation_limit == 0) this->allocation_limit = SAFE_LIMIT; // in case the setting is somehow zero
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this->error_thrown = false;
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}
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~ScriptAllocator()
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@@ -114,6 +171,14 @@ struct ScriptAllocator {
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}
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};
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/**
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* In the memory allocator for Squirrel we want to directly use malloc/realloc, so when the OS
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* does not have enough memory the game does not go into unrecoverable error mode and kill the
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* whole game, but rather let the AI die though then we need to circumvent MallocT/ReallocT.
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* For the rest of this code, the safeguards should be in place though!
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*/
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#include "../safeguards.h"
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ScriptAllocator *_squirrel_allocator = nullptr;
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/* See 3rdparty/squirrel/squirrel/sqmem.cpp for the default allocator implementation, which this overrides */
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