Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/RegExFindComponent.cs
2025-07-01 11:40:07 +03:00

211 lines
8.0 KiB
C#

using System;
using System.Diagnostics;
using System.Text.RegularExpressions;
namespace Barotrauma.Items.Components
{
class RegExFindComponent : ItemComponent
{
/// <summary>
/// The timeout should be a lot shorter (used to be 1 ms), but there seems to be an issue in .NET 8
/// that sometimes causes the evaluation to randomly take a significant amount of time
/// (an expression that normally takes 20 ticks might sometimes take several milliseconds every few minutes).
/// So let's use a relatively long timeout instead, and measure the actual time the expression took ourselves.
/// </summary>
private static readonly TimeSpan timeout = TimeSpan.FromMilliseconds(50);
private static readonly TimeSpan shortTimeout = TimeSpan.FromMilliseconds(1);
private readonly Stopwatch stopwatch = new Stopwatch();
private bool timedOut;
private int timeOutsInARow;
const int MaxTimeOutsInARow = 3;
private string expression;
private string receivedSignal;
private string previousReceivedSignal;
private bool previousResult;
private GroupCollection previousGroups;
private Regex regex;
private bool nonContinuousOutputSent;
private int maxOutputLength;
[Editable, Serialize(200, IsPropertySaveable.No, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
set
{
maxOutputLength = Math.Max(value, 0);
}
}
private string output;
[InGameEditable, Serialize("1", IsPropertySaveable.Yes, description: "The signal this item outputs when the received signal matches the regular expression.", alwaysUseInstanceValues: true)]
public string Output
{
get { return output; }
set
{
if (value == null) { return; }
output = value;
if (output.Length > MaxOutputLength && (item.Submarine == null || !item.Submarine.Loading))
{
output = output.Substring(0, MaxOutputLength);
}
}
}
[InGameEditable, Serialize(false, IsPropertySaveable.Yes, description: "Should the component output a value of a capture group instead of a constant signal.", alwaysUseInstanceValues: true)]
public bool UseCaptureGroup { get; set; }
[InGameEditable, Serialize(false, IsPropertySaveable.Yes, description: "Should the component output the value of a capture group even if it's empty?", alwaysUseInstanceValues: true)]
public bool OutputEmptyCaptureGroup { get; set; }
[InGameEditable, Serialize("0", IsPropertySaveable.Yes, description: "The signal this item outputs when the received signal does not match the regular expression.", alwaysUseInstanceValues: true)]
public string FalseOutput { get; set; }
[InGameEditable, Serialize(true, IsPropertySaveable.Yes, description: "Should the component keep sending the output even after it stops receiving a signal, or only send an output when it receives a signal.", alwaysUseInstanceValues: true)]
public bool ContinuousOutput { get; set; }
[InGameEditable, Serialize("", IsPropertySaveable.Yes, description: "The regular expression used to check the incoming signals.", alwaysUseInstanceValues: true)]
public string Expression
{
get { return expression; }
set
{
if (expression == value) { return; }
expression = value;
previousReceivedSignal = "";
try
{
regex = new Regex(
@expression,
options: RegexOptions.None,
matchTimeout: timeout);
}
catch
{
return;
}
//reactivate the component, in case some faulty/malicious expression caused it to time out and deactivate itself
timedOut = false;
}
}
public RegExFindComponent(Item item, ContentXElement element)
: base(item, element)
{
nonContinuousOutputSent = true;
IsActive = true;
}
public override void Update(float deltaTime, Camera cam)
{
if (timedOut)
{
item.SendSignal("TIMEOUT", "signal_out");
return;
}
if (string.IsNullOrWhiteSpace(expression) || regex == null) { return; }
if (!ContinuousOutput && nonContinuousOutputSent) { return; }
if (receivedSignal != previousReceivedSignal && receivedSignal != null)
{
try
{
stopwatch.Restart();
Match match = regex.Match(receivedSignal);
stopwatch.Stop();
//workaround to regex timeout issues in .NET 8, see comment on the timeout variable
if (stopwatch.Elapsed > shortTimeout)
{
timeOutsInARow++;
//if the regex times out just once every now and then, it's a symptom of the .NET 8 bug,
//if multiple times in a row, it's most likely a performance-intensive/malicious expression we should react to
if (timeOutsInARow >= MaxTimeOutsInARow)
{
throw new RegexMatchTimeoutException();
}
}
else
{
timeOutsInARow = 0;
}
previousResult = match.Success;
previousGroups = UseCaptureGroup && previousResult ? match.Groups : null;
previousReceivedSignal = receivedSignal;
}
catch (Exception e)
{
if (e is RegexMatchTimeoutException)
{
timedOut = true;
}
else
{
item.SendSignal("ERROR", "signal_out");
}
previousResult = false;
return;
}
}
string signalOut;
bool allowEmptyStringOutput = false;
if (previousResult)
{
if (UseCaptureGroup)
{
if (previousGroups != null && previousGroups.TryGetValue(Output, out Group group))
{
signalOut = group.Value;
allowEmptyStringOutput = OutputEmptyCaptureGroup;
}
else
{
signalOut = FalseOutput;
}
}
else
{
signalOut = Output;
}
}
else
{
signalOut = FalseOutput;
}
if (!string.IsNullOrEmpty(signalOut) || (allowEmptyStringOutput && signalOut == string.Empty)) { item.SendSignal(signalOut, "signal_out"); }
if (!ContinuousOutput)
{
nonContinuousOutputSent = true;
}
}
public override void ReceiveSignal(Signal signal, Connection connection)
{
switch (connection.Name)
{
case "signal_in":
receivedSignal = signal.value;
nonContinuousOutputSent = false;
break;
case "set_output":
Output = signal.value;
break;
}
}
}
}