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Archipelago/_speedups.pyx
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black-sliverandGitHub fe5b49e189 Core: limit depth of received JSON to 16 (#6378)
* Core: limit depth of received JSON to 16

This applies to both MultiServer and CommonClient.

This means DataStorage default is limited to 14 levels,
DataStorage op arg is limited to 13 levels.

* Core: fix JSON depth limit check for escape codes

* Core: cythonize JSON depth limit check
2026-08-10 11:03:01 +02:00

403 lines
16 KiB
Cython

#cython: language_level=3
#distutils: language = c
#distutils: depends = intset.h
"""
Provides faster implementation of some core parts.
This is deliberately .pyx because using a non-compiled "pure python" may be slower.
"""
# pip install cython cymem
import cython
import warnings
from cpython cimport PyObject
from typing import Any, Dict, Iterable, Iterator, Generator, Sequence, Tuple, TypeVar, Union, Set, List, TYPE_CHECKING
from cymem.cymem cimport Pool
from libc.stdint cimport int64_t, uint32_t
from collections import defaultdict
cdef extern from *:
"""
// avoid warning from cython-generated code with MSVC + pyximport
#ifdef _MSC_VER
#pragma warning( disable: 4551 )
#endif
"""
ctypedef uint32_t ap_player_t # on AMD64 this is faster (and smaller) than 64bit ints
ctypedef uint32_t ap_flags_t
ctypedef int64_t ap_id_t
cdef ap_player_t MAX_PLAYER_ID = 1000000 # limit the size of indexing array
cdef size_t INVALID_SIZE = <size_t>(-1) # this is all 0xff... adding 1 results in 0, but it's not negative
# configure INTSET for player
cdef extern from *:
"""
#define INTSET_NAME ap_player_set
#define INTSET_TYPE uint32_t // has to match ap_player_t
"""
# create INTSET for player
cdef extern from "intset.h":
"""
#undef INTSET_NAME
#undef INTSET_TYPE
"""
ctypedef struct ap_player_set:
pass
ap_player_set* ap_player_set_new(size_t bucket_count) nogil
void ap_player_set_free(ap_player_set* set) nogil
bint ap_player_set_add(ap_player_set* set, ap_player_t val) nogil
bint ap_player_set_contains(ap_player_set* set, ap_player_t val) nogil
cdef struct LocationEntry:
# layout is so that
# 64bit player: location+sender and item+receiver 128bit comparisons, if supported
# 32bit player: aligned to 32/64bit with no unused space
ap_id_t location
ap_player_t sender
ap_player_t receiver
ap_id_t item
ap_flags_t flags
cdef struct IndexEntry:
size_t start
size_t count
if TYPE_CHECKING:
State = Dict[Tuple[int, int], Set[int]]
else:
State = Union[Tuple[int, int], Set[int], defaultdict]
T = TypeVar('T')
@cython.auto_pickle(False)
cdef class LocationStore:
"""Compact store for locations and their items in a MultiServer"""
# The original implementation uses Dict[int, Dict[int, Tuple(int, int, int]]
# with sender, location, (item, receiver, flags).
# This implementation is a flat list of (sender, location, item, receiver, flags) using native integers
# as well as some mapping arrays used to speed up stuff, saving a lot of memory while speeding up hints.
# Using std::map might be worth investigating, but memory overhead would be ~100% compared to arrays.
cdef Pool _mem
cdef object _len
cdef LocationEntry* entries # 3.2MB/100k items
cdef size_t entry_count
cdef IndexEntry* sender_index # 16KB/1000 players
cdef size_t sender_index_size
cdef list _keys # ~36KB/1000 players, speed up iter (28 per int + 8 per list entry)
cdef list _items # ~64KB/1000 players, speed up items (56 per tuple + 8 per list entry)
cdef list _proxies # ~92KB/1000 players, speed up self[player] (56 per struct + 28 per len + 8 per list entry)
cdef PyObject** _raw_proxies # 8K/1000 players, faster access to _proxies, but does not keep a ref
def get_size(self):
from sys import getsizeof
size = getsizeof(self) + getsizeof(self._mem) + getsizeof(self._len) \
+ sizeof(LocationEntry) * self.entry_count + sizeof(IndexEntry) * self.sender_index_size
size += getsizeof(self._keys) + getsizeof(self._items) + getsizeof(self._proxies)
size += sum(sizeof(key) for key in self._keys)
size += sum(sizeof(item) for item in self._items)
size += sum(sizeof(proxy) for proxy in self._proxies)
size += sizeof(self._raw_proxies[0]) * self.sender_index_size
return size
def __init__(self, locations_dict: Dict[int, Dict[int, Sequence[int]]]) -> None:
self._mem = Pool()
cdef object key
self._keys = []
self._items = []
self._proxies = []
# iterate over everything to get all maxima and validate everything
cdef size_t max_sender = INVALID_SIZE # keep track of highest used player id for indexing
cdef size_t sender_count = 0
cdef size_t count = 0
for sender, locations in locations_dict.items():
# we don't require the dict to be sorted here
if not isinstance(sender, int) or sender < 1 or sender > MAX_PLAYER_ID:
raise ValueError(f"Invalid player id {sender} for location")
if max_sender == INVALID_SIZE:
max_sender = sender
else:
max_sender = max(max_sender, sender)
for location, data in locations.items():
receiver = data[1]
if receiver < 1 or receiver > MAX_PLAYER_ID:
raise ValueError(f"Invalid player id {receiver} for item")
count += 1
sender_count += 1
if not sender_count:
raise ValueError(f"Rejecting game with 0 players")
if sender_count != max_sender:
# we assume player 0 will never have locations
raise ValueError("Player IDs not continuous")
if not count:
warnings.warn("Game has no locations")
# allocate the arrays and invalidate index (0xff...)
if count:
# leaving entries as NULL if there are none, makes potential memory errors more visible
self.entries = <LocationEntry*>self._mem.alloc(count, sizeof(LocationEntry))
self.sender_index = <IndexEntry*>self._mem.alloc(max_sender + 1, sizeof(IndexEntry))
self._raw_proxies = <PyObject**>self._mem.alloc(max_sender + 1, sizeof(PyObject*))
assert (not self.entries) == (not count)
assert self.sender_index
assert self._raw_proxies
# build entries and index
cdef size_t i = 0
for sender, locations in sorted(locations_dict.items()):
self.sender_index[sender].start = i
self.sender_index[sender].count = 0
# Sorting locations here makes it possible to write a faster lookup without an additional index.
for location, data in sorted(locations.items()):
self.entries[i].sender = sender
self.entries[i].location = location
self.entries[i].item = data[0]
self.entries[i].receiver = data[1]
if len(data) > 2:
self.entries[i].flags = data[2] # initialized to 0 during alloc
# Ignoring extra data. warn?
self.sender_index[sender].count += 1
i += 1
# build pyobject caches
self._proxies.append(None) # player 0
assert self.sender_index[0].count == 0
for i in range(1, max_sender + 1):
assert self.sender_index[i].count == 0 or (
self.sender_index[i].start < count and
self.sender_index[i].start + self.sender_index[i].count <= count)
key = i # allocate python integer
proxy = PlayerLocationProxy(self, i)
self._keys.append(key)
self._items.append((key, proxy))
self._proxies.append(proxy)
self._raw_proxies[i] = <PyObject*>proxy
self.sender_index_size = max_sender + 1
self.entry_count = count
self._len = sender_count
# fake dict access
def __len__(self) -> int:
return self._len
def __iter__(self) -> Iterator[int]:
return self._keys.__iter__()
def __getitem__(self, key: int) -> Any:
# figure out if player actually exists in the multidata and return a proxy
cdef size_t i = key # NOTE: this may raise TypeError
if i < 1 or i >= self.sender_index_size:
raise KeyError(key)
return <object>self._raw_proxies[key]
def get(self, key: int, default: T) -> Union[PlayerLocationProxy, T]:
# calling into self.__getitem__ here is slow, but this is not used in MultiServer
try:
return self[key]
except KeyError:
return default
def items(self) -> Iterable[Tuple[int, PlayerLocationProxy]]:
return self._items
# specialized accessors
def find_item(self, slots: Set[int], seeked_item_id: int) -> Generator[Tuple[int, int, int, int, int], None, None]:
cdef ap_id_t item = seeked_item_id
cdef ap_player_t receiver
cdef ap_player_set* receivers
cdef size_t slot_count = len(slots)
if slot_count == 1:
# specialized implementation for single slot
receiver = list(slots)[0]
with nogil:
for entry in self.entries[:self.entry_count]:
if entry.item == item and entry.receiver == receiver:
with gil:
yield entry.sender, entry.location, entry.item, entry.receiver, entry.flags
elif slot_count:
# generic implementation with lookup in set
receivers = ap_player_set_new(min(1023, slot_count)) # limit top level struct to 16KB
if not receivers:
raise MemoryError()
try:
for receiver in slots:
if not ap_player_set_add(receivers, receiver):
raise MemoryError()
with nogil:
for entry in self.entries[:self.entry_count]:
if entry.item == item and ap_player_set_contains(receivers, entry.receiver):
with gil:
yield entry.sender, entry.location, entry.item, entry.receiver, entry.flags
finally:
ap_player_set_free(receivers)
def get_for_player(self, slot: int) -> Dict[int, Set[int]]:
cdef ap_player_t receiver = slot
all_locations: Dict[int, Set[int]] = {}
with nogil:
for entry in self.entries[:self.entry_count]:
if entry.receiver == receiver:
with gil:
sender: int = entry.sender
if sender not in all_locations:
all_locations[sender] = set()
all_locations[sender].add(entry.location)
return all_locations
def get_checked(self, state: State, team: int, slot: int) -> List[int]:
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
# This used to validate checks actually exist. A remnant from the past.
# If the order of locations becomes relevant at some point, we could not do sorted(set), so leaving it.
cdef set checked = state[team, slot]
if not len(checked):
# Skips loop if none have been checked.
# This optimizes the case where everyone connects to a fresh game at the same time.
return []
# Unless the set is close to empty, it's cheaper to use the python set directly, so we do that.
cdef LocationEntry* entry
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
return [entry.location for
entry in self.entries[start:start+count] if
entry.location in checked]
def get_missing(self, state: State, team: int, slot: int) -> List[int]:
cdef LocationEntry* entry
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
cdef set checked = state[team, slot]
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
if not len(checked):
# Skip `in` if none have been checked.
# This optimizes the case where everyone connects to a fresh game at the same time.
return [entry.location for
entry in self.entries[start:start + count]]
else:
# Unless the set is close to empty, it's cheaper to use the python set directly, so we do that.
return [entry.location for
entry in self.entries[start:start + count] if
entry.location not in checked]
def get_remaining(self, state: State, team: int, slot: int) -> List[Tuple[int, int]]:
cdef LocationEntry* entry
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
cdef set checked = state[team, slot]
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
return sorted([(entry.receiver, entry.item) for
entry in self.entries[start:start+count] if
entry.location not in checked])
@cython.auto_pickle(False)
@cython.internal # unsafe. disable direct import
cdef class PlayerLocationProxy:
cdef LocationStore _store
cdef size_t _player
cdef object _len
def __init__(self, store: LocationStore, player: int) -> None:
self._store = store
self._player = player
self._len = self._store.sender_index[self._player].count
def __len__(self) -> int:
return self._store.sender_index[self._player].count
def __iter__(self) -> Generator[int, None, None]:
cdef LocationEntry* entry
cdef size_t i
cdef size_t off = self._store.sender_index[self._player].start
for i in range(self._store.sender_index[self._player].count):
entry = self._store.entries + off + i
yield entry.location
cdef LocationEntry* _get(self, ap_id_t loc):
# This requires locations to be sorted.
# This is always going to be slower than a pure python dict, because constructing the result tuple takes as long
# as the search in a python dict, which stores a pointer to an existing tuple.
cdef LocationEntry* entry = NULL
# binary search
cdef size_t l = self._store.sender_index[self._player].start
cdef size_t e = l + self._store.sender_index[self._player].count
cdef size_t r = e
cdef size_t m
while l < r:
m = (l + r) // 2
entry = self._store.entries + m
if entry.location < loc:
l = m + 1
else:
r = m
if l < e:
entry = self._store.entries + l
if entry.location == loc:
return entry
return NULL
def __getitem__(self, key: int) -> Tuple[int, int, int]:
cdef LocationEntry* entry = self._get(key)
if entry:
return entry.item, entry.receiver, entry.flags
raise KeyError(f"No location {key} for player {self._player}")
def get(self, key: int, default: T) -> Union[Tuple[int, int, int], T]:
cdef LocationEntry* entry = self._get(key)
if entry:
return entry.item, entry.receiver, entry.flags
return default
def items(self) -> Generator[Tuple[int, Tuple[int, int, int]], None, None]:
cdef LocationEntry* entry
start = self._store.sender_index[self._player].start
count = self._store.sender_index[self._player].count
for entry in self._store.entries[start:start+count]:
yield entry.location, (entry.item, entry.receiver, entry.flags)
cpdef void check_json_depth(s: str, limit: int = 16):
cdef Py_ssize_t depth = 1
cdef bool in_quotes = False
cdef bool escape = False
for c in s:
if c == "\\" and not escape:
escape = True
continue
if c == '"' and not escape:
in_quotes = not in_quotes
continue
if not in_quotes:
if c in "[{":
depth += 1
if depth > limit:
raise ValueError("JSON document too complex")
elif c in "}]":
depth -= 1
escape = False
if depth != 1: # free check
raise ValueError("JSON document malformed")