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author | Rubidium <rubidium@openttd.org> | 2021-04-17 10:01:24 +0200 |
---|---|---|
committer | Michael Lutz <michi@icosahedron.de> | 2021-04-17 22:24:52 +0200 |
commit | e5fedcd6dab98d6ba6e225ab6a05fd5b05fd3edd (patch) | |
tree | 7acf8a9dee7b8c062537a7776cc1432e2336ea61 | |
parent | 4400bbfa964dd6353f0cf7591f6be6a789039399 (diff) | |
download | openttd-e5fedcd6dab98d6ba6e225ab6a05fd5b05fd3edd.tar.xz |
Fix #6322: [Script] Try to let the script die when no memory can be allocated instead of crashing the whole game
-rw-r--r-- | src/script/squirrel.cpp | 71 |
1 files changed, 68 insertions, 3 deletions
diff --git a/src/script/squirrel.cpp b/src/script/squirrel.cpp index f97896eb9..b9d614e8d 100644 --- a/src/script/squirrel.cpp +++ b/src/script/squirrel.cpp @@ -21,7 +21,13 @@ #include <../squirrel/sqvm.h> #include "../core/alloc_func.hpp" -#include "../safeguards.h" +/** + * In the memory allocator for Squirrel we want to directly use malloc/realloc, so when the OS + * does not have enough memory the game does not go into unrecoverable error mode and kill the + * whole game, but rather let the AI die though then we need to circumvent MallocT/ReallocT. + * + * So no #include "../safeguards.h" here as is required, but after the allocator's implementation. + */ /* * If changing the call paths into the scripting engine, define this symbol to enable full debugging of allocations. @@ -32,6 +38,13 @@ struct ScriptAllocator { size_t allocated_size; ///< Sum of allocated data size size_t allocation_limit; ///< Maximum this allocator may use before allocations fail + /** + * Whether the error has already been thrown, so to not throw secondary errors in + * the handling of the allocation error. This as the handling of the error will + * throw a Squirrel error so the Squirrel stack can be dumped, however that gets + * allocated by this allocator and then you might end up in an infinite loop. + */ + bool error_thrown; static const size_t SAFE_LIMIT = 0x8000000; ///< 128 MiB, a safe choice for almost any situation @@ -44,11 +57,52 @@ struct ScriptAllocator { if (this->allocated_size > this->allocation_limit) throw Script_FatalError("Maximum memory allocation exceeded"); } + /** + * Catch all validation for the allocation; did it allocate too much memory according + * to the allocation limit or did the allocation at the OS level maybe fail? In those + * error situations a Script_FatalError is thrown, but once that has been done further + * allocations are allowed to make it possible for Squirrel to throw the error and + * clean everything up. + * @param requested_size The requested size that was requested to be allocated. + * @param p The pointer to the allocated object, or null if allocation failed. + */ + void CheckAllocation(size_t requested_size, const void *p) + { + if (this->allocated_size > this->allocation_limit && !this->error_thrown) { + /* Do not allow allocating more than the allocation limit, except when an error is + * already as then the allocation is for throwing that error in Squirrel, the + * associated stack trace information and while cleaning up the AI. */ + this->error_thrown = true; + char buff[128]; + seprintf(buff, lastof(buff), "Maximum memory allocation exceeded by " PRINTF_SIZE " bytes when allocating " PRINTF_SIZE " bytes", + this->allocated_size - this->allocation_limit, requested_size); + throw Script_FatalError(buff); + } + + if (p == nullptr) { + /* The OS did not have enough memory to allocate the object, regardless of the + * limit imposed by OpenTTD on the amount of memory that may be allocated. */ + if (this->error_thrown) { + /* The allocation is called in the error handling of a memory allocation + * failure, then not being able to allocate that small amount of memory + * means there is no other choice than to bug out completely. */ + MallocError(requested_size); + } + + this->error_thrown = true; + char buff[64]; + seprintf(buff, lastof(buff), "Out of memory. Cannot allocate " PRINTF_SIZE " bytes", requested_size); + throw Script_FatalError(buff); + } + } + void *Malloc(SQUnsignedInteger size) { - void *p = MallocT<char>(size); + void *p = malloc(size); this->allocated_size += size; + this->CheckAllocation(size, p); + #ifdef SCRIPT_DEBUG_ALLOCATIONS assert(p != nullptr); assert(this->allocations.find(p) == this->allocations.end()); @@ -73,11 +127,13 @@ struct ScriptAllocator { this->allocations.erase(p); #endif - void *new_p = ReallocT<char>(static_cast<char *>(p), size); + void *new_p = realloc(p, size); this->allocated_size -= oldsize; this->allocated_size += size; + this->CheckAllocation(size, p); + #ifdef SCRIPT_DEBUG_ALLOCATIONS assert(new_p != nullptr); assert(this->allocations.find(p) == this->allocations.end()); @@ -104,6 +160,7 @@ struct ScriptAllocator { this->allocated_size = 0; this->allocation_limit = static_cast<size_t>(_settings_game.script.script_max_memory_megabytes) << 20; if (this->allocation_limit == 0) this->allocation_limit = SAFE_LIMIT; // in case the setting is somehow zero + this->error_thrown = false; } ~ScriptAllocator() @@ -114,6 +171,14 @@ struct ScriptAllocator { } }; +/** + * In the memory allocator for Squirrel we want to directly use malloc/realloc, so when the OS + * does not have enough memory the game does not go into unrecoverable error mode and kill the + * whole game, but rather let the AI die though then we need to circumvent MallocT/ReallocT. + * For the rest of this code, the safeguards should be in place though! + */ +#include "../safeguards.h" + ScriptAllocator *_squirrel_allocator = nullptr; /* See 3rdparty/squirrel/squirrel/sqmem.cpp for the default allocator implementation, which this overrides */ |