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A lightweight (single file: vm.c) embeddable interpreter/Virtual Machine (VM) for compiled bytecode files (.qvm) based on good old C-language input (.c). A complete C compiler to generate .qvm files is included (LCC). The interpreter is based on the Quake III Arena virtual machine (hence the name q3vm) but the interpreter is not tied to Quake III Arena and can be used for any kind of project. For example code that needs to run in a sandbox.

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 vm.c / vm.h

Jan Zwiener, 2018-2024. Mail: jan@zwiener.org

Read the excellent introduction to the Q3VM by Fabien Sanglard:

Gif: compiling a simple hello world example (main.c) and run it with the virtual machine interpreter q3vm.

gif

Installation

The vm.c and vm.h files can be dropped into an existing C project and compiled along with it. Implement the 4 callback functions in your project: Com_malloc, Com_free, Com_Error and systemCalls.

Features

Use Cases

Quick Intro

Two things are required:

Run:

> q3vm.exe bytecode.qvm

The q3vm.exe standalone interpreter is not required, it is more of a demo application. You can easily add the interpreter as a single .c file to your project (vm.c and the header vm.h). Call VM_Create and VM_Call to run the bytecode in your application:

    #include "vm.h"

    vm_t vm;
    int result;
    
    VM_Create(&vm, "my test", pointerToByteCodeBuffer, sysCall);
    result = VM_Call(&vm, 12345);
    VM_Free(&vm);

The pointerToByteCodeBuffer is some memory location where the bytecode is located. You can e.g. load it from a file and store it in a byte array. See main.c for an example implementation.

Data can be exchanged with the bytecode by the return value (result) and arguments to VM_Call. Here just a 12345 is passed to the bytecode. It is up to the vmMain function in the bytecode what to do with that value. You can pass more (up to 12) optional arguments to the bytecode: e.g. VM_Call(&vm, 0, 1, 2, 3, 4).

The sysCall is a callback function that you define so that the interpreter can call native functions from your code. E.g. a logging function or some time critical function that you don't want to implement in the bytecode. Again, check main.c for an example. Also check the section How to add a custom native function for more information.

A few callback functions are required, read the section Callback functions required in host application for more information.

And normally you should also check if VM_Create returns 0 (i.e. everything is OK).

Folder structure

├─ bin/             LCC compiler and q3asm linker output binaries
│  ├─ linux/        Linux target folder for LCC compiler and q3asm linker
│  └─ win32/        Precompiled lcc.exe and q3asm.exe for Windows
├─ build/           Temp. directory for object files
├─ doxygen/         Doxygen config and API documentation output
├─ example/         Example "hello world" firmware project (bytecode.qvm)
├─ lcc/             The LCC compiler (compile .c files to .asm files)
├─ msvc/            Microsoft Visual Studio 2015 project file for q3vm
├─ q3asm/           Linker: link the LCC .asm files to a .qvm bytecode file
├─ src/             q3vm standalone console application source code
│  └─ vm/           The core VM source, copy that folder into your project
└─ test/            Test environment

API Documentation

Call make doxygen to autogenerate the API documentation in the doxygen/html directory. Doxygen is required as well as the dot command (part of graphviz). Install it with sudo apt-get install doxygen graphviz on Debian or Ubuntu.

> make doxygen

But you can also read vm.h directly for the API documentation.

Build VM/interpreter

On Linux:

> make

On Windows:

Use the Visual Studio 2015 project q3vm.sln in the msvc subfolder.

Or install MinGW64 and add the MinGW64 bin\ directory to your path. So that you have gcc.exe and mingw32-make.exe available at the command prompt.

Compile with:

> mingw32-make

Build example bytecode firmware

Windows:

The LCC compiler (lcc.exe) is included in the ./bin/win32 directory. You need make (mingw32-make) from the MinGW64 installation in your path. The Makefile calls LCC and q3asm to generate bytecode.qvm:

cd example
mingw32-make

If you don't want to use make, you can do the steps from the make file manually at the command line. Compile every .c source code with LCC:

> lcc -S -Wf-target=bytecode -Wf-g YOUR_C_CODE.c

This will create .asm output files. Then link the .asm files with q3asm (based on a bytecode.q3asm linker script):

> q3asm -f bytecode

The output of q3asm is a .qvm file that you can run with q3vm.

Linux:

Build LCC:

> make lcc

Build q3asm

> make q3asm

Build the example bytecode:

> make example/bytecode.qvm

Callback functions required in host application

malloc and free:

The following functions are required in the host application for memory allocation:

    void* Com_malloc(size_t size, vm_t* vm, vmMallocType_t type);
    {
        (void)vm;
        (void)type;
        return malloc(size);
    }
    
    void Com_free(void* p, vm_t* vm, vmMallocType_t type)
    {
        (void)vm;
        (void)type;
        free(p);
    }

The host can simply call malloc and free or use a custom memory allocation function or use static memory (e.g. in an embedded application). Each VM only calls Com_malloc once per malloc type. This can be used as a help for the static memory allocation in an embedded environment without malloc() and free().

Error handling:

The following function needs to be implemented in the host application:

    void Com_Error(vmErrorCode_t level, const char* error)
    {
        fprintf(stderr, "Err (%i): %s\n", level, error);
        exit(level);
    }

The error id is given by the vmErrorCode_t parameter. The error string describes what went wrong. It is up to the host application how to deal with the error. In this simple example we just print the error string and exit the application. The error code is stored in the vm_t::lastError variable.

How to add a custom native function

Let's say we want to add a native function to convert a string to an integer: stringToInt. We want to add the function to our virtual machine (step 1) and call it from our example code (step 2). (Note: there is already the atoi function in the bytecode, but this is just an example on how to call atoi as a native function and deal with address translation).

Step 1) Add the native function to the host application

Open src/main.c and modify the systemCalls function. Add case -5: for the new native function. We just use the next free id (here -5) as an identifier. The identifier will be important in step 2. The first argument for stringToInt is the address of a string. The address is in the virtual machine address space, so we can't directly use that argument (args[1]) for the native call to atoi. There is a helper macro that will translate the address for use: VMA. We need to give VMA the pointer argument from the bytecode and the virtual machine context (vm) to translate it. The function VM_MemoryRangeValid makes sure that the memory range is valid. This is e.g. important for the memcpy call, so that the VM cannot write outside of the sandbox memory. It is also possible to call the VM recursively again with VM_Call.

    /* Call native functions from the bytecode: */
    int systemCalls(vm_t* vm, int* args)
    {
        const int id = -1 - args[0];
    
        switch (id)
        {
        case -1: /* PRINTF */
            return printf("%s", (const char*)VMA(1, vm));

        case -2: /* ERROR */
            return fprintf(stderr, "%s", (const char*)VMA(1, vm));
    
        case -3: /* MEMSET */
            if (VM_MemoryRangeValid(args[1]/*addr*/, args[3]/*len*/, vm) == 0)
            {
                memset(VMA(1, vm), args[2], args[3]);
            }
            return args[1];
    
        case -4: /* MEMCPY */
            if (VM_MemoryRangeValid(args[1]/*addr*/, args[3]/*len*/, vm) == 0 &&
                VM_MemoryRangeValid(args[2]/*addr*/, args[3]/*len*/, vm) == 0)
            {
                memcpy(VMA(1, vm), VMA(2, vm), args[3]);
            }
            return args[1];
    
        case -5: /* stringToInt */                             // < NEW !!!
            return atoi(VMA(1, vm));                           // < NEW !!!
    
        default:
            fprintf(stderr, "Bad system call: %i\n", id);
        }
        return 0;
    }

Step 2) Tell the bytecode about this function

Now we need to tell our example project about this new function strintToInt. Open example/g_syscalls.asm and add the last line. The identifier -5 is important for the mapping.

code

equ trap_Printf             -1
equ trap_Error              -2
equ memset                  -3
equ memcpy                  -4
equ stringToInt             -5

Step 3) Perform an example call to strintToInt

Edit example/main.c and add the function declaration:

    int stringToInt(const char* a);

And call it somewhere from the vmMain function:

    char* myStr = "1234";
    printf("\"%s\" -> %i\n", myStr, stringToInt(myStr));

Compile everything:

> make && make example/bytecode.qvm

And run it:

> ./q3vm example/bytecode.qvm

Original comments by John Carmack

John Carmack's .plan for Nov 03, 1998:

I had been working under the assumption that Java was the right way to go, but recently I reached a better conclusion. The programming language for QuakeArena mods is interpreted ANSI C. (well, I am dropping the double data type, but otherwise it should be pretty conformant) The game will have an interpreter for a virtual RISC-like CPU. This should have a minor speed benefit over a byte-coded, stack based java interpreter. Loads and stores are confined to a preset block of memory, and access to all external system facilities is done with system traps to the main game code, so it is completely secure. The tools necessary for building mods will all be freely available: a modified version of LCC and a new program called q3asm. LCC is a wonderful project - a cross platform, cross compiling ANSI C compiler done in under 20K lines of code. Anyone interested in compilers should pick up a copy of "A retargetable C compiler: design and implementation" by Fraser and Hanson. You can't link against any libraries, so every function must be resolved. Things like strcmp, memcpy, rand, etc. must all be implemented directly. I have code for all the ones I use, but some people may have to modify their coding styles or provide implementations for other functions. It is a fair amount of work to restructure all the interfaces to not share pointers between the system and the games, but it is a whole lot easier than porting everything to a new language. The client game code is about 10k lines, and the server game code is about 20k lines. The drawback is performance. It will probably perform somewhat like QC. Most of the heavy lifting is still done in the builtin functions for path tracing and world sampling, but you could still hurt yourself by looping over tons of objects every frame. Yes, this does mean more load on servers, but I am making some improvements in other parts that I hope will balance things to about the way Q2 was on previous generation hardware. There is also the amusing avenue of writing hand tuned virtual assembly assembly language for critical functions. I think this is The Right Thing.

Static code analysis

Call make analysis and make valgrind to check the VM with:

clang-format

Run the following command to reformat a file according to the coding style:

> clang-format -i -style=file input.c

Debugging

Build vm.c with #define DEBUG_VM in vm.h to enable more checks and debug functions. Call VM_Debug() to enable debug printfs. This requires the symbol file of the .qvm: the .map file in the same directory as the .qvm. The .map file is automatically generated for each .qvm.

Call at the end of a session VM_VmProfile_f(vm) to see a VM usage summary.

Benchmarks

Time to run test/test.qvm.

Smaller numbers are better (multiple runs, smallest number used).

InterpreterTime
Default Interpreter3.063 s
w. computed gotos1.771 s
Native executable0.307 s

Environment:

Command line:

time ./q3vm test/test.qvm
time ./test/test_native

Benchmark vs. Triseism Q3 interpreter (seismiq executable).

Testfirmware: test/example_test.qvm

Smaller numbers are better (multiple runs, smallest number used).

InterpreterTime
Q3VM1.222 s
Triseism project10.903 s

Version History

TODO

Known limitations, bugs, missing features:

LICENSE

See COPYING.txt for details on the license. Basically the Quake III Arena GPL 2 source code license has been inherited.

Be aware that LCC has its own non-commercial license which is described in lcc/COPYRIGHT.

Further information

Credits

This project is based on the Quake 3 and ioquake3 source:

Computed gotos are used: