This commit is contained in:
bryanthaboi
2026-08-15 10:44:20 -04:00
parent 43cbc554c3
commit 5198b35945
18 changed files with 1524 additions and 185 deletions
+209
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@@ -0,0 +1,209 @@
-- Background compute for sandboxed mods, behind the "background" permission.
--
-- mod.fetch covers work that is waiting on a server. This covers work that is
-- waiting on the CPU: a mod hands over a script from its own folder plus a
-- table of plain data, and gets the return value back through the same
-- handle/poll/release shape mod.fetch uses.
--
-- The worker (src/mods/job_worker.lua) builds the SAME Sandbox.envFor
-- environment the main thread does before it loads the mod's chunk, so this
-- is not the love.thread hole reopened: the mod's code still cannot see
-- io, os, debug, ffi, package or love.filesystem, and require is refused
-- outright inside a job.
--
-- One thread per job rather than a pool. A pooled state would carry one
-- mod's globals into the next mod's job, and resetting it properly is the
-- same work as making a new one.
local SafePath = require("src.mods.SafePath")
local Job = {}
Job.MAX_INFLIGHT = 2 -- per mod
Job.MAX_GLOBAL = 4 -- across all mods, so jobs cannot eat every core
Job.DEFAULT_SECONDS = 5
Job.MAX_SECONDS = 30
-- Depth cap on the data crossing the channel. A cycle is caught by the seen
-- set; this catches the merely absurd.
Job.MAX_DEPTH = 16
local nextId = 0
local liveGlobal = 0
-- Only plain data crosses a thread boundary: a function or userdata cannot be
-- serialised, and letting one through would fail deep inside LÖVE instead of
-- at the call the mod made.
local function plain(value, depth, seen)
local t = type(value)
if t == "nil" or t == "boolean" or t == "number" or t == "string" then
return value
end
if t ~= "table" then
return nil, ("a job cannot carry a %s, only plain data"):format(t)
end
depth = (depth or 0) + 1
if depth > Job.MAX_DEPTH then
return nil, "a job's data is nested too deeply"
end
seen = seen or {}
if seen[value] then return nil, "a job cannot carry a cycle" end
seen[value] = true
local out = {}
for k, v in pairs(value) do
local kt = type(k)
if kt ~= "string" and kt ~= "number" then
return nil, ("a job cannot carry a %s key"):format(kt)
end
local copied, err = plain(v, depth, seen)
if err then return nil, err end
out[k] = copied
end
seen[value] = nil
return out
end
Job.plain = plain
function Job.available()
return (love and love.thread and love.thread.newThread) ~= nil
end
local function bucket(loader, modId)
loader.jobs = loader.jobs or {}
local b = loader.jobs[modId]
if not b then b = {}; loader.jobs[modId] = b end
return b
end
local function inflight(b)
local n = 0
for _, job in pairs(b) do
if job.status == "pending" then n = n + 1 end
end
return n
end
-- `script` is relative to the mod's own folder, and goes through the same
-- SafePath rules mod:read does -- a job is not a way to name a path.
-- Argument checks come BEFORE the host check: a bad path or an unserialisable
-- argument is the mod author's bug and should read the same on every machine,
-- not be masked into "unavailable" on a build without threads.
function Job.run(loader, modId, modPath, script, arg, opts)
if type(script) ~= "string" or script == "" then
return nil, "a job needs a script path inside your mod"
end
-- SafePath.require raises rather than returning, so the mod's bad path
-- comes back as a value here instead of unwinding its caller.
local okPath, safe = pcall(SafePath.join, modPath, script, "a job script")
if not okPath then return nil, tostring(safe) end
local payload, dataErr = plain(arg)
if dataErr then return nil, dataErr end
if not Job.available() then return nil, "background jobs are unavailable" end
local b = bucket(loader, modId)
if inflight(b) >= Job.MAX_INFLIGHT then
return nil, ("too many jobs in flight (limit %d); poll and release the "
.. "ones you have"):format(Job.MAX_INFLIGHT)
end
if liveGlobal >= Job.MAX_GLOBAL then
return nil, "the machine is already running as many jobs as it will"
end
opts = type(opts) == "table" and opts or {}
local seconds = tonumber(opts.maxSeconds) or Job.DEFAULT_SECONDS
if seconds > Job.MAX_SECONDS then seconds = Job.MAX_SECONDS end
if seconds < 1 then seconds = 1 end
nextId = nextId + 1
local argName = "modjob_arg_" .. nextId
local resultName = "modjob_result_" .. nextId
local argCh = love.thread.getChannel(argName)
local resCh = love.thread.getChannel(resultName)
argCh:clear()
resCh:clear()
argCh:push(payload == nil and false or payload)
local okNew, thread = pcall(love.thread.newThread, "src/mods/job_worker.lua")
if not okNew or not thread then return nil, "could not start a job thread" end
local Json = require("src.link.Json")
local permissions = select(2, pcall(Json.encode,
loader.mods and loader.mods[modId]
and loader.mods[modId].manifest.permissionSet or {})) or "{}"
local started = pcall(thread.start, thread, modId, safe, argName, resultName,
permissions)
if not started then return nil, "could not start a job thread" end
liveGlobal = liveGlobal + 1
local handle = {}
b[handle] = { thread = thread, resultCh = resCh, status = "pending",
deadline = love.timer.getTime() + seconds, seconds = seconds }
return handle
end
local function settle(job, status, value, err)
if job.status == "pending" then liveGlobal = math.max(0, liveGlobal - 1) end
job.status, job.value, job.err = status, value, err
end
function Job.poll(loader, modId, handle)
local job = bucket(loader, modId)[handle]
if not job then return { status = "error", err = "unknown job" } end
if job.status == "pending" then
local msg = job.resultCh:pop()
if msg then
if msg.ok then settle(job, "ok", msg.result)
else settle(job, "error", nil, msg.err) end
else
-- A worker that died before pushing anything (an error outside its own
-- pcall) would otherwise leave the mod polling forever.
local threadErr = job.thread.getError and job.thread:getError()
if threadErr then
settle(job, "error", nil, tostring(threadErr))
elseif love.timer.getTime() > job.deadline then
-- The budget bounds how long the MOD waits, not how long the work
-- runs: there is no way to stop a LÖVE thread, and every in-worker
-- attempt made things worse (see job_worker.lua). A job that
-- overruns is reported here and its result dropped if it ever lands.
settle(job, "error", nil, ("job exceeded its %gs budget")
:format(job.seconds))
end
end
end
if job.status == "ok" then
-- A copy, so a mod cannot edit what a later poll returns.
return { status = "ok", result = (plain(job.value)) }
end
return { status = job.status, err = job.err }
end
function Job.release(loader, modId, handle)
local b = bucket(loader, modId)
local job = b[handle]
if not job then return false end
if job.status == "pending" then liveGlobal = math.max(0, liveGlobal - 1) end
b[handle] = nil
return true
end
-- There is no way to kill a LÖVE thread, so cancelling drops the result
-- rather than stopping the work; the worker's own time budget is what bounds
-- how long an abandoned job can run.
function Job.cancel(loader, modId, handle)
local job = bucket(loader, modId)[handle]
if not job then return false end
if job.status == "pending" then
settle(job, "cancelled")
end
return true
end
function Job.releaseAll(loader, modId)
local b = loader.jobs and loader.jobs[modId]
if not b then return end
for handle, job in pairs(b) do
if job.status == "pending" then liveGlobal = math.max(0, liveGlobal - 1) end
b[handle] = nil
end
loader.jobs[modId] = nil
end
return Job
+49
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@@ -23,6 +23,8 @@ local Hooks = require("src.mods.Hooks")
local LegacyCompat = require("src.mods.LegacyCompat")
local Runtime = require("src.mods.Runtime")
local Steps = require("src.mods.Steps")
local Net = require("src.mods.Net")
local Job = require("src.mods.Job")
local Loader = {}
Loader.__index = Loader
@@ -1070,6 +1072,51 @@ function Loader:_api(mod)
return { available = function() return false end,
sync = refuse, poll = refuse }
end)(),
-- Background HTTP, behind the "network" permission the player already
-- sees. This is what love.thread is NOT: the worker runs engine code in
-- an engine-owned pool, so a mod gets asynchrony without getting a Lua
-- state the sandbox cannot reach. get() hands back an opaque handle;
-- poll() is non-blocking, so nothing here can hang a frame.
fetch = (function()
if mod.manifest.permissionSet.network then
return {
available = function() return Net.available() end,
get = function(_, url, opts) return Net.get(loader, modId, url, opts) end,
poll = function(_, handle) return Net.poll(loader, modId, handle) end,
release = function(_, handle) return Net.release(loader, modId, handle) end,
cancel = function(_, handle) return Net.cancel(loader, modId, handle) end,
}
end
local function refuse()
error(('[%s] mod.fetch needs the "network" permission in '
.. "manifest.json"):format(modId), 2)
end
return { available = function() return false end,
get = refuse, poll = refuse, release = refuse, cancel = refuse }
end)(),
-- Background compute, behind the "background" permission. The worker
-- rebuilds this mod's sandbox before loading the script, so a job is the
-- one thing love.thread is not: off the main thread without a Lua state
-- that escapes the sandbox. Plain data in, plain data out.
job = (function()
if mod.manifest.permissionSet.background then
return {
available = function() return Job.available() end,
run = function(_, script, arg, opts)
return Job.run(loader, modId, mod.path, script, arg, opts)
end,
poll = function(_, handle) return Job.poll(loader, modId, handle) end,
release = function(_, handle) return Job.release(loader, modId, handle) end,
cancel = function(_, handle) return Job.cancel(loader, modId, handle) end,
}
end
local function refuse()
error(('[%s] mod.job needs the "background" permission in '
.. "manifest.json"):format(modId), 2)
end
return { available = function() return false end,
run = refuse, poll = refuse, release = refuse, cancel = refuse }
end)(),
-- namespaced per mod; M11 backs these with save.modData /
-- options.modOptions, the shape mods compile against is already final
save = {
@@ -1342,6 +1389,8 @@ function Loader:_rollback(modId)
self.migrations[modId] = nil
self.modSave[modId] = nil
self.stepsQueues[modId] = nil
Net.releaseAll(self, modId)
Job.releaseAll(self, modId)
end
-- a mod that explicitly swears it stays link-compatible while writing into a
+2 -1
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@@ -11,7 +11,8 @@ local Manifest = {}
Manifest.PROFILES = { content = true, overhaul = true, total_conversion = true }
Manifest.PERMISSIONS = { network = true, filesystem = true,
engine_internals = true, steps = true }
engine_internals = true, steps = true,
background = true }
-- link-relevant registries; a mod that writes into one of these while
-- declaring affects_link = false gets an attributed warning from the loader
+143
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@@ -0,0 +1,143 @@
-- Background HTTP for sandboxed mods, behind the "network" permission.
--
-- The sandbox blocks love.thread because newThread boots a Lua state with a
-- full standard library that none of the sandbox's rules reach -- one call and
-- a mod has io back. That is correct, but it left mods with no way to do
-- anything off the main thread at all: the only reachable transports
-- (socket, http) block, so a mod that wanted to fetch something had to hang
-- the game to do it.
--
-- This is the narrow replacement. src/net/Fetch.lua already runs a pool of
-- engine-owned worker threads, and those workers run OUR code, not the mod's,
-- so handing a mod a job in that pool grants no new reach. A mod submits a
-- URL and polls for the body; it never gets a thread, a path, or a raw handle
-- into the shared job table.
--
-- WHAT THIS FILE HAS TO GET RIGHT, because Fetch itself is shared with the
-- launcher:
-- * Handles are opaque tables owned per mod. Fetch keys jobs by integer,
-- and the launcher's own ROM download and index fetches live in the same
-- table; an integer handed to a mod would let it poll (or cancel) work
-- that is not its own. A forged table simply misses the lookup.
-- * Only http and https. The transport is curl, which also speaks file://,
-- scp:// and ftp://; without this check mod.fetch would be a filesystem
-- read and the sandbox would be back to square one.
-- * A per-mod ceiling on jobs in flight, so one mod cannot fill the shared
-- three-worker pool and starve the launcher's own fetches.
local Net = {}
-- Per mod, not global: the pool is shared with the launcher and a mod should
-- never be able to monopolise it.
Net.MAX_INFLIGHT = 4
-- Clamp on the caller's timeout, so a mod cannot pin a worker indefinitely.
Net.MAX_SECONDS = 30
local function fetch()
return require("src.net.Fetch")
end
-- http/https only, and a host must actually be present -- "http://" alone
-- reaches curl as a malformed URL rather than being refused here.
function Net.urlDenial(url)
if type(url) ~= "string" or url == "" then return "url must be a string" end
local scheme, rest = url:match("^(%a[%w+.-]*)://(.*)$")
if not scheme then return "url must start with http:// or https://" end
scheme = scheme:lower()
if scheme ~= "http" and scheme ~= "https" then
return ("%s:// is not allowed; mod.fetch speaks http and https only")
:format(scheme)
end
if rest == "" or rest:match("^/") then return "url has no host" end
return nil
end
local function bucket(loader, modId)
loader.netJobs = loader.netJobs or {}
local b = loader.netJobs[modId]
if not b then b = {}; loader.netJobs[modId] = b end
return b
end
local function inflight(b)
local n = 0
for _, id in pairs(b) do
if fetch().isPending(id) then n = n + 1 end
end
return n
end
function Net.available()
local ok, F = pcall(fetch)
if not ok then return false end
local okAvail, avail = pcall(F.available)
return okAvail and avail and true or false
end
-- Returns an opaque handle, or nil plus a reason.
function Net.get(loader, modId, url, opts)
local denial = Net.urlDenial(url)
if denial then return nil, denial end
opts = type(opts) == "table" and opts or {}
local b = bucket(loader, modId)
if inflight(b) >= Net.MAX_INFLIGHT then
return nil, ("too many requests in flight (limit %d); poll and release "
.. "the ones you have"):format(Net.MAX_INFLIGHT)
end
local maxSeconds = tonumber(opts.maxSeconds) or Net.MAX_SECONDS
if maxSeconds > Net.MAX_SECONDS then maxSeconds = Net.MAX_SECONDS end
if maxSeconds < 1 then maxSeconds = 1 end
-- The mod is named in the agent string so a server operator can see which
-- mod is calling them, and a mod cannot pretend to be the launcher.
local id = fetch().get(url, {
userAgent = "gen1recomp-mod/" .. tostring(modId),
accept = type(opts.accept) == "string" and opts.accept or nil,
maxSeconds = maxSeconds,
})
local handle = {}
b[handle] = id
return handle
end
-- A copy of the job's state, never the engine's own table. An unknown or
-- forged handle reads as an error rather than nil, so a mod that lost track of
-- one cannot spin waiting on it forever.
function Net.poll(loader, modId, handle)
local id = bucket(loader, modId)[handle]
if not id then return { status = "error", err = "unknown request" } end
local st = fetch().poll(id)
return { status = st.status, body = st.body, err = st.err,
progress = st.progress }
end
function Net.release(loader, modId, handle)
local b = bucket(loader, modId)
local id = b[handle]
if not id then return false end
fetch().release(id)
b[handle] = nil
return true
end
function Net.cancel(loader, modId, handle)
local id = bucket(loader, modId)[handle]
if not id then return false end
fetch().cancel(id)
return true
end
-- Drop everything this mod still holds. Called when a mod unloads, so a
-- disabled mod cannot leave jobs accumulating in the shared table.
function Net.releaseAll(loader, modId)
local b = loader.netJobs and loader.netJobs[modId]
if not b then return end
local F = fetch()
for handle, id in pairs(b) do
pcall(F.cancel, id)
pcall(F.release, id)
b[handle] = nil
end
loader.netJobs[modId] = nil
end
return Net
+5 -1
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@@ -68,7 +68,11 @@ end
-- without an edit here.
-- value is the replacement to name in the error, or true when there is none
local BLOCKED_LOVE = {
filesystem = "mod.storage, mod:read and mod:list", thread = true,
filesystem = "mod.storage, mod:read and mod:list",
-- newThread's state has a full standard library and none of this file's
-- rules, so it stays blocked -- but the reason mods reached for it was
-- background work, and mod.fetch is that without the escape.
thread = 'mod.fetch for background HTTP (needs the "network" permission)',
system = "mod.device:powerInfo() for battery information, mod.steps for "
.. "the step bridge", event = true,
}
+73
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@@ -0,0 +1,73 @@
-- Worker state behind src/mods/Job.lua. One per job, not a pool: a reused
-- state would carry one mod's globals into another mod's job.
--
-- This is the file that makes running mod Lua off the main thread safe. The
-- mod's chunk is loaded into the SAME sandbox environment the main thread
-- builds (Sandbox.envFor), so love.filesystem, io, os, debug, ffi and package
-- are as absent here as they are there -- even though this state required
-- love.filesystem to bootstrap itself.
--
-- A job is pure compute: plain data in, plain data out, no engine API, no
-- game state, no storage. require is refused outright rather than reaching
-- src.* -- an engine module loaded in a second state would be a second
-- instance writing the same files as the main thread's.
require("love.thread")
require("love.filesystem")
require("love.timer")
local modId, scriptPath, argChannel, resultChannel, permissionsJson = ...
-- Fresh love threads have no "src.*" searcher (see src/net/fetch_worker.lua),
-- so install one before Sandbox's own requires run.
table.insert(package.loaders or package.searchers, function(name)
local path = name:gsub("%.", "/") .. ".lua"
if not love.filesystem.getInfo(path) then return nil end
return love.filesystem.load(path)
end)
local resCh = love.thread.getChannel(resultChannel)
local function fail(err)
resCh:push({ ok = false, err = tostring(err) })
end
local ok, err = pcall(function()
local Sandbox = require("src.mods.Sandbox")
local Json = require("src.link.Json")
local permissions = {}
if type(permissionsJson) == "string" and permissionsJson ~= "" then
local decoded = select(2, pcall(Json.decode, permissionsJson))
if type(decoded) == "table" then permissions = decoded end
end
local env = Sandbox.envFor({ modId = modId, permissions = permissions })
-- A job cannot reach the engine. Anything it needs comes in through its
-- argument and goes back through its return value.
env.require = function(name)
error(("[%s] require(%q) is not available inside a background job; a job "
.. "takes plain data and returns plain data"):format(modId,
tostring(name)), 2)
end
local chunk, loadErr = Sandbox.loadFile(love.filesystem, scriptPath, env)
if not chunk then error(loadErr or ("could not load " .. scriptPath), 0) end
local arg = love.thread.getChannel(argChannel):pop()
-- NO in-worker time budget, deliberately. A debug count hook was the
-- obvious way to stop a runaway, and it does not work: LuaJIT swallows an
-- error raised from a hook (measured: ~5000 raises a second, the loop
-- running straight through them), and the raising itself wedged the whole
-- process -- the main thread stopped being scheduled at all. Without the
-- hook a runaway job simply spins on its own core, the game stays
-- responsive, and it quits normally. Job.poll enforces maxSeconds on the
-- main thread so the MOD is never left waiting; the work itself runs to its
-- own end.
local ranOk, result = pcall(chunk, arg)
if not ranOk then error(result, 0) end
resCh:push({ ok = true, result = result })
end)
if not ok then fail(err) end