Crash on BizHawk using a short LUA script - lua

when using this very short script on the lua console on BizHawk (it's an emulator), Both the LUA console and BizHawk crashes at the same time.
I'd like to know if the error comes from my script or from BizHawk, her's the script: (What it is supposed to do is check if the player is not moving for a certain time period [TimeoutConstant] and if he is [cause he's dead, stuck or afk] the script loads a saved state called Filename and it starts again. Here's the script:
Filename = "yolo.state"
TimeoutConstant = 80
rightmost = 0
timeout = TimeoutConstant
function initializeRun()
savestate.load(Filename)
rightmost = 0
timeout = TimeoutConstant
end
function getPositions()
marioX = memory.read_s16_le(0x94)
marioY = memory.read_s16_le(0x96)
local layer1x = memory.read_s16_le(0x1A);
local layer1y = memory.read_s16_le(0x1C);
screenX = marioX-layer1x
screenY = marioY-layer1y
end
initializeRun()
while true do
getPositions()
if marioX > rightmost then
rightmost = marioX
timeout = TimeoutConstant
end
if timeout <= 0 then
initializeRun()
end
timeout = timeout - 1
end

I assume by "crash" you mean "freeze" which is not at all the same thing. It's freezing because your script is putting the emulator into a busy loop. You didn't do anything to advance time in the emulator. The final two lines of your script need to be:
emu.frameadvance();
end
BTW, with emulator lua scripts, the name of the game being scripted is essential information.

Related

Running "RecomputeTargetPath()" causes Garry's Mod to crash

So I have been coding a nextbot in Gmod for a while now and have found a bug that causes Gmod to crash every time the function is run. here is the function:
function ENT:RecomputeTargetPath(path_target)
if self.testmode then
PrintMessage(HUD_PRINTTALK, 'recomputing target path')
end
self.path = Path("Chase")
if (CurTime() - self.LastPathingInfraction < 5) then
return
end
local targetPos = path_target:GetPos()
-- Run toward the position below the ENTity we're targetting, since we can't fly.
trace.start = targetPos
trace.filter = self:GetEnemy()
local tr = util.TraceEntity(trace, self:GetEnemy())
-- Of course, we sure that there IS a "below the target."
if (tr.Hit and util.IsInWorld(tr.HitPos)) then
targetPos = tr.HitPos
end
local rTime = SysTime()
self.path:Compute(self, targetPos)
if (SysTime() - rTime > 0.005) then
self.LastPathingInfraction = CurTime()
end
end
When this function is run, it recomputes the target path for the nextbot to make it move differently.
It's used in the context of an if that looks like this or something very close:
if (CurTime() - self.LastPathRecompute > 0.1) then
self.LastPathRecompute = CurTime()
self:RecomputeTargetPath(self:GetEnemy():GetPos())
end
As far as I know, all variables in the if are called before each.
As far as I know, all variables in the if are called before each.
I tried recalling them but that didn't work at all... I don't know what is happening.
Also, side note, the function gets called multiple times per second based on the player's movement.
I've also added debug prints to every line of the code to see where the issue was and the bug fixed itself when I added them but when I removed them the bug came back...
Any help?

How can I reset ESP8266 MicroPython after main.py crashes?

I have a NodeMCU ESP8266 board running MicroPython. I'm running a web server on my ESP8266. This is my first IoT project based on one of these boards.
The below is a snippet of the code.
This is being executed within main.py. Every now and then, something causes the code to crash (perhaps timing and request based). When main.py exits, for whatever reason, I'm dropped back at the python CLI.
I'd like for the board to reset when this happens (if there isn't a better way).
What is the best method of restarting/reseting the ESP8266?
addr = socket.getaddrinfo('0.0.0.0', 80)[0][-1]
s = socket.socket()
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
s.bind(addr)
s.listen(5)
print('listening on', addr)
while True:
cl, addr = s.accept()
print('client connected from', addr)
cl_file = cl.makefile('rwb', 0)
print("Request:")
while True:
line = cl_file.readline()
print("Line:" , line)
if not line or line == b'\r\n':
print("breaking")
break
if line == b'GET /active HTTP/1.1\r\n':
MicroPython has machine.reset() function to reset a board.
Python (not just MicroPython) uses exception handling to handle errors.
Combining the two, you can easily achieve what you want. For example:
a = 4
b = 2
try:
a / b
except:
machine.reset()
If in the code above you replace value of b with 0, your board will reset. If you think about it for a bit, you probably will find out that it doesn't make much sense - you don't want your board suddenly reset if you just divide by 0 by mistake or otherwise. There're got to be better ways to handle errors! Likewise, you may want to think about your own case and see if resetting the board is really the best choice. If you think that yes, that's fine, just always keep in mind that you programmed your board to suddenly reset. Otherwise, your next question here may be "My board suddenly resets! Why???" ;-)
It may be late for the original question, but the answer I am going to share might help other people. Consider it is not a final solution, but in many scenarios, it may save a day. You can explore your case.
The solution is using the internal scheduling function of MicroPython. since its execution is guaranteed, then its behavior can be used as a tool to mimic a functional watchdog.
Following code will run with given timers and threshold which can be customized in your case, and if the timer reaches its threshold, and the value of wd_buffer is not updated for that time, then the function might be called, and we repeat the process again.
So in order to prevent the ESP getting restarted in this case after 12 sec, you have to in someplace in your code, periodically (shorter than 12 sec or adjust the timer and threshold according to your need) update the value of the Global wd_buffer variable. Hope it helps.
# Simple WD - Global Variable
wd_feeder = 0
wd_buffer = 0
wd_counter = 0
wd_threshold = 4
def wd_checker(calledvalue):
print('watchdog is checking... feeder= {} buffer= {}'.format(wd_feeder, wd_buffer))
global wd_counter
global wd_buffer
global wd_feeder
if wd_feeder == wd_buffer:
print('state is suspicious ... counter is {} incrementing the counter'.format(wd_counter))
wd_counter += 1
else:
wd_counter = 0
wd_feeder = wd_buffer
if wd_counter == wd_threshold:
print('Counter is reached its threshold, following function will be called')
wd_feeder = wd_buffer = wd_counter = 0
machine.reset()
if __name__ == '__main__':
scheduler_wd = machine.Timer(-1)
scheduler_wd.init(period=3000, mode=machine.Timer.PERIODIC, callback=wd_checker)
you could add a while loop checking for the Flash Button (GPIO pin 0) like this:
import machine
pin = machine.Pin(0, machine.Pin.IN, machine.Pin.PULL_UP)
while pin.value():
print('Put your code here...')
print('..this will looping until the Flash button is pressed...')
print('...and then it continues here.')
You could execute your code (which should be outside of the main.py -> other file) from the boot or the main.py. if it drops out it should execute the following code, which could trigger a reset.
You may have to catch the error first.
I hope I helped

Roblox Lua Values not changing

I've added multiple different NumberValues and BoolValues, yet when i try to change the values with something like this for example:
local i = 1
for i == 1
game.Workspace.Time.Value = 0
wait(120)
game.Workspace.Time.Value + 0.5
end
and the NumberValue in the workspace won't change
Random side note: game.Workspace is deprecated, use 'workspace' instead.
Also, the syntax behind it is all wrong, which is an honest mistake. It should look like this:
-- Assuming "Time" is a 'NumberValue' under workspace
-- Assuming this script is in workspace
local i = 1
while (i == 1) do
local time = workspace:FindFirstChild("Time") -- Usage of the 'FindFirstChild' method
time.Value = time.Value + 0.5
wait(120)
end
However, this itself is bad practice because this will yield whatever thread you're running this in, and for this I suggest coroutines!
local function addTime()
local varContainer = workspace:GetFirstChild("Time")
repeat
varContainer.Value = varContainer.Value + 0.5
wait(120)
until false
end
local newThread = coroutine.create(addTime) -- Create the new coroutine
coroutine.resume(newThread) -- Run it forever in another running thread

Manually typing commands into console works but not in the program

I'm having a problem where I can do every single function in a command line version of lua however, when I run the program it won't throw any errors it just ends.I'm not sure how to diagnose this but I have tried getting an error to be thrown a couple times for different things and it will error and print the error.
power = peripheral.wrap("bottom")
mon = peripheral.wrap("top")
x,y = mon.getSize()
clearTerm = function()
term.clear()
term.setCursorPos(1,1)
end
clearBoth = function()
clearMon()
clearTerm()
end
intLen = function(bar)
tab = tostring(bar)
tab = string.len(tab)
return tab
end
checkPower = function()
total = power.getMaxEnergyStored()
local til = intLen(total)
local yy = math.floor(y/2)
local tol = math.floor(x-til)
mon.setCursorPos(yy+0,tol/2)
for z=1,til do mon.write("-") end
mon.setCursorPos(yy-1,tol/2)
mon.write(total)
while true do
current = power.getEnergyStored()
local cil = intLen(current)
local col = math.floor(x-cil)
mon.setCursorPos(yy+1,col/2)
mon.write(current)
sleep(1)
end
end
I'll leave a link to the pastebin of the full program here too.
First of all, you can add some outputs to your code. Just add stuff like
print "1" -- debug output
...
print "2" -- debug output
...
-- don't forget to remove these after you're done debugging!
to your code and see how many of them you see when running the program, this way you can narrow down when exactly the program crashes.
Also, I cannot find where the function clearMon() is defined, might that be source the problem, or is it defined elsewhere?

Easiest way to make lua script wait/pause/sleep/block for a few seconds?

I cant figure out how to get lua to do any common timing tricks, such as
sleep - stop all action on thread
pause/wait - don't go on to the next
command, but allow other code in the
application to continue
block - don't go on to next command until the
current one returns
And I've read that a
while os.clock()<time_point do
--nothing
end
eats up CPU time.
Any suggestions? Is there an API call I'm missing?
UPDATE: I wrote this question a long time ago trying to get WOW Lua to replay actions on a schedule (i.e. stand, wait 1 sec, dance, wait 2 sec, sit. Without pauses, these happen almost all in the same quarter second.) As it turned out WOW had purposely disabled pretty much everything that allows doing action on a clock because it could break the game or enable bots. I figured to re-create a clock once it had been taken away, I'd have to do something crazy like create a work array (with an action and execution time) and then register an event handler on a bunch of common events, like mouse move, then in the even handler, process any action whose time had come. The event handler wouldn't actually happen every X milliseconds, but if it was happening every 2-100 ms, it would be close enough. Sadly I never tried it.
[I was going to post this as a comment on John Cromartie's post, but didn't realize you couldn't use formatting in a comment.]
I agree. Dropping it to a shell with os.execute() will definitely work but in general making shell calls is expensive. Wrapping some C code will be much quicker at run-time. In C/C++ on a Linux system, you could use:
static int lua_sleep(lua_State *L)
{
int m = static_cast<int> (luaL_checknumber(L,1));
usleep(m * 1000);
// usleep takes microseconds. This converts the parameter to milliseconds.
// Change this as necessary.
// Alternatively, use 'sleep()' to treat the parameter as whole seconds.
return 0;
}
Then, in main, do:
lua_pushcfunction(L, lua_sleep);
lua_setglobal(L, "sleep");
where "L" is your lua_State. Then, in your Lua script called from C/C++, you can use your function by calling:
sleep(1000) -- Sleeps for one second
If you happen to use LuaSocket in your project, or just have it installed and don't mind to use it, you can use the socket.sleep(time) function which sleeps for a given amount of time (in seconds).
This works both on Windows and Unix, and you do not have to compile additional modules.
I should add that the function supports fractional seconds as a parameter, i.e. socket.sleep(0.5) will sleep half a second. It uses Sleep() on Windows and nanosleep() elsewhere, so you may have issues with Windows accuracy when time gets too low.
You can't do it in pure Lua without eating CPU, but there's a simple, non-portable way:
os.execute("sleep 1")
(it will block)
Obviously, this only works on operating systems for which "sleep 1" is a valid command, for instance Unix, but not Windows.
Sleep Function - Usage : sleep(1) -- sleeps for 1 second
local clock = os.clock
function sleep(n) -- seconds
local t0 = clock()
while clock() - t0 <= n do
end
end
Pause Function - Usage : pause() -- pause and waits for the Return key
function pause()
io.stdin:read'*l'
end
hope, this is what you needed! :D - Joe DF
for windows you can do this:
os.execute("CHOICE /n /d:y /c:yn /t:5")
It doesn't get easier than this. Sleep might be implemented in your FLTK or whatever, but this covers all the best ways to do standard sort of system sleeps without special event interrupts. Behold:
-- we "pcall" (try/catch) the "ex", which had better include os.sleep
-- it may be a part of the standard library in future Lua versions (past 5.2)
local ok,ex = pcall(require,"ex")
if ok then
-- print("Ex")
-- we need a hack now too? ex.install(), you say? okay
pcall(ex.install)
-- let's try something else. why not?
if ex.sleep and not os.sleep then os.sleep = ex.sleep end
end
if not os.sleep then
-- we make os.sleep
-- first by trying ffi, which is part of LuaJIT, which lets us write C code
local ok,ffi = pcall(require,"ffi")
if ok then
-- print("FFI")
-- we can use FFI
-- let's just check one more time to make sure we still don't have os.sleep
if not os.sleep then
-- okay, here is our custom C sleep code:
ffi.cdef[[
void Sleep(int ms);
int poll(struct pollfd *fds,unsigned long nfds,int timeout);
]]
if ffi.os == "Windows" then
os.sleep = function(sec)
ffi.C.Sleep(sec*1000)
end
else
os.sleep = function(sec)
ffi.C.poll(nil,0,sec*1000)
end
end
end
else
-- if we can't use FFI, we try LuaSocket, which is just called "socket"
-- I'm 99.99999999% sure of that
local ok,socket = pcall(require,"socket")
-- ...but I'm not 100% sure of that
if not ok then local ok,socket = pcall(require,"luasocket") end
-- so if we're really using socket...
if ok then
-- print("Socket")
-- we might as well confirm there still is no os.sleep
if not os.sleep then
-- our custom socket.select to os.sleep code:
os.sleep = function(sec)
socket.select(nil,nil,sec)
end
end
else
-- now we're going to test "alien"
local ok,alien = pcall(require,"alien")
if ok then
-- print("Alien")
-- beam me up...
if not os.sleep then
-- if we still don't have os.sleep, that is
-- now, I don't know what the hell the following code does
if alien.platform == "windows" then
kernel32 = alien.load("kernel32.dll")
local slep = kernel32.Sleep
slep:types{ret="void",abi="stdcall","uint"}
os.sleep = function(sec)
slep(sec*1000)
end
else
local pol = alien.default.poll
pol:types('struct', 'unsigned long', 'int')
os.sleep = function(sec)
pol(nil,0,sec*1000)
end
end
end
elseif package.config:match("^\\") then
-- print("busywait")
-- if the computer is politically opposed to NIXon, we do the busywait
-- and shake it all about
os.sleep = function(sec)
local timr = os.time()
repeat until os.time() > timr + sec
end
else
-- print("NIX")
-- or we get NIXed
os.sleep = function(sec)
os.execute("sleep " .. sec)
end
end
end
end
end
For the second request, pause/wait, where you stop processing in Lua and continue to run your application, you need coroutines. You end up with some C code like this following:
Lthread=lua_newthread(L);
luaL_loadfile(Lthread, file);
while ((status=lua_resume(Lthread, 0) == LUA_YIELD) {
/* do some C code here */
}
and in Lua, you have the following:
function try_pause (func, param)
local rc=func(param)
while rc == false do
coroutine.yield()
rc=func(param)
end
end
function is_data_ready (data)
local rc=true
-- check if data is ready, update rc to false if not ready
return rc
end
try_pause(is_data_ready, data)
I would implement a simple function to wrap the host system's sleep function in C.
Pure Lua uses only what is in ANSI standard C. Luiz Figuereido's lposix module contains much of what you need to do more systemsy things.
require 'alien'
if alien.platform == "windows" then
kernel32 = alien.load("kernel32.dll")
sleep = kernel32.Sleep
sleep:types{ret="void",abi="stdcall","uint"}
else
-- untested !!!
libc = alien.default
local usleep = libc.usleep
usleep:types('int', 'uint')
sleep = function(ms)
while ms > 1000 do
usleep(1000)
ms = ms - 1000
end
usleep(1000 * ms)
end
end
print('hello')
sleep(500) -- sleep 500 ms
print('world')
I agree with John on wrapping the sleep function.
You could also use this wrapped sleep function to implement a pause function in lua (which would simply sleep then check to see if a certain condition has changed every so often). An alternative is to use hooks.
I'm not exactly sure what you mean with your third bulletpoint (don't commands usually complete before the next is executed?) but hooks may be able to help with this also.
See:
Question: How can I end a Lua thread cleanly?
for an example of using hooks.
You can use:
os.execute("sleep 1") -- I think you can do every command of CMD using os.execute("command")
or you can use:
function wait(waitTime)
timer = os.time()
repeat until os.time() > timer + waitTime
end
wait(YourNumberHere)
You want win.Sleep(milliseconds), methinks.
Yeah, you definitely don't want to do a busy-wait like you describe.
It's also easy to use Alien as a libc/msvcrt wrapper:
> luarocks install alien
Then from lua:
require 'alien'
if alien.platform == "windows" then
-- untested!!
libc = alien.load("msvcrt.dll")
else
libc = alien.default
end
usleep = libc.usleep
usleep:types('int', 'uint')
function sleep(ms)
while ms > 1000 do
usleep(1000)
ms = ms - 1000
end
usleep(1000 * ms)
end
print('hello')
sleep(500) -- sleep 500 ms
print('world')
Caveat lector: I haven't tried this on MSWindows; I don't even know if msvcrt has a usleep()
I started with Lua but, then I found that I wanted to see the results instead of just the good old command line flash. So i just added the following line to my file and hey presto, the standard:
please press any key to continue...
os.execute("PAUSE")
My example file is only a print and then a pause statment so I am sure you don't need that posted here.
I am not sure of the CPU implications of a running a process for a full script. However stopping the code mid flow in debugging could be useful.
I believe for windows you may use: os.execute("ping 1.1.1.1 /n 1 /w <time in milliseconds> >nul as a simple timer.
(remove the "<>" when inserting the time in milliseconds) (there is a space between the rest of the code and >nul)
cy = function()
local T = os.time()
coroutine.yield(coroutine.resume(coroutine.create(function()
end)))
return os.time()-T
end
sleep = function(time)
if not time or time == 0 then
time = cy()
end
local t = 0
repeat
local T = os.time()
coroutine.yield(coroutine.resume(coroutine.create(function() end)))
t = t + (os.time()-T)
until t >= time
end
You can do this:
function Sleep(seconds)
local endTime = os.time() + seconds
while os.time() < endTime do
end
end
print("This is printed first!")
Sleep(5)
print("This is printed 5 seconds later!")
You could try this:
function wait(seconds)
local start = os.time()
repeat until os.time() > start + seconds
end
wait(5) print("cargo. Cargo what? Cargo, storage.") -- waits 5 seconds and then prints
It worked for me in Lua CLI.
This should work:
os.execute("PAUSE")

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