Erik McClure

Integrating LuaJIT and Autogenerating C Bindings In Visual Studio


Lua is a popular scripting language due to its tight integration with C. LuaJIT is an extremely fast JIT compiler for Lua that can be integrated into your game, which also provides an FFI Library that directly interfaces with C functions, eliminating most overhead. However, the FFI library only accepts a subset of the C standard. Specifically, “C declarations are not passed through a C pre-processor, yet. No pre-processor tokens are allowed, except for #pragma pack.” The website suggests running the header file through a preprocesser stage, but I have yet to find a LuaJIT tutorial that actually explains how to do this. Instead, all the examples simply copy+paste the function prototype into the Lua file itself. Doing this with makefiles and GCC is trivial, because you just have to add a compile step using the -E option, but integrating this with Visual Studio is more difficult. In addition, I’ll show you how to properly load scripts and modify the PATH lookup variable so your game can have a proper scripts folder instead of dumping everything in bin.

Compilation

To begin, we need to download LuaJIT and get it to actually compile. Doing this manually isn’t too difficult, simply open an x64 Native Tools Command Prompt (or x86 Native Tools if you want 32-bit), navigate to src/msvcbuild.bat and run msvcbuild.bat. The default options will build an x64 or x86 dll with dynamic linking to the CRT. If you want a static lib file, you need to run it with the static option. If you want static linking to the CRT so you don’t have to deal with that annoying Visual Studio Runtime Library crap, you’ll have to modify the .bat file directly. Specifically, you need to find %LJCOMPILE% /MD and change it to %LJCOMPILE% /MT. This will then compile the static lib or dll with static CRT linking to match your other projects.

This is a bit of a pain, and recently I’ve been trying to automate my build process and dependencies using vcpkg to act as a C++ package manager. A port of LuaJIT is included in the latest update of vcpkg, but if you want one that always statically links to the CRT, you can get it here.

An important note: the build instructions for LuaJIT state that you should copy the lua scripts contained in src/jit to your application folder. What it doesn’t mention is that this is optional - those scripts contain debugging instructions for the JIT engine, which you probably don’t need. It will work just fine without them.

Once you have LuaJIT built, you should add it’s library file to your project. This library file is called lua51.lib (and the dll is lua51.dll), because LuaJIT is designed as a drop-in replacement for the default Lua runtime. Now we need to actually load Lua in our program and integrate it with our code. To do this, use lua_open(), which returns a lua_State* pointer. You will need that lua_State* pointer for everything else you do, so store it somewhere easy to get to. If you are building a game using an Entity Component System, it makes sense to build a LuaSystem that stores your lua_State* pointer.

Initialization

The next step is to load in all the standard Lua libraries using luaL_openlibs(L). Normally, you shouldn’t do this if you need script sandboxing for player-created scripts. However, LuaJIT’s FFI library is inherently unsafe. Any script with access to the FFI library can call any kernel API it wants, so you should be extremely careful about using LuaJIT if this is a use-case for your game. We can also register any C functions we want to the old-fashioned way via lua_register, but this is only useful for functions that don’t have C analogues (due to having multiple return values, etc).

There is one function in particular that you probably want to overload, and that is the print() function. By default, Lua will simply print to standard out, but if you aren’t redirecting standard out to your in-game console, you probably have your own std::ostream (or even a custom stream class) that is sent all log messages. By overloading print(), we can have our Lua scripts automatically write to both our log file and our in-game console, which is extremely useful. Here is a complete re-implementation of print that outputs to an arbitrary std::ostream& object:

int PrintOut(lua_State *L, std::ostream& out)
{
  int n = lua_gettop(L);  /* number of arguments */
  if(!n)
    return 0;
  int i;
  lua_getglobal(L, "tostring");
  for(i = 1; i <= n; i++)
  {
    const char *s;
    lua_pushvalue(L, -1);  /* function to be called */
    lua_pushvalue(L, i);   /* value to print */
    lua_call(L, 1, 1);
    s = lua_tostring(L, -1);  /* get result */
    if(s == NULL)
      return luaL_error(L, LUA_QL("tostring") " must return a string to "
        LUA_QL("print"));
    if(i > 1) out << "\t";
    out << s;
    lua_pop(L, 1);  /* pop result */
  }
  out << std::endl;
  return 0;
}
To overwrite the existing print function, we need to first define a Lua compatible shim function. In this example, I pass std::cout as the target stream:

int lua_Print(lua_State *L)
{
  return PrintOut(L, std::cout);
}
Now we simply register our lua_Print function using lua_register(L, "print", &lua_Print). If we were doing this in a LuaSystem object, our constructor would look like this:

LuaSystem::LuaSystem()
{
  L = lua_open();
  luaL_openlibs(L);
  lua_register(L, "print", &lua_Print);
}
To clean up our Lua instance, we need to both trigger a final GC iteration to clean up any dangling memory, and then we call lua_close(L), so our destructor would look like this:
LuaSystem::~LuaSystem()
{
  lua_gc(L, LUA_GCCOLLECT, 0);
  lua_close(L);
  L = 0;
}

Loadings Scripts via Require

At this point most tutorials skip to the part where you load a Lua script and write “Hello World”, but we aren’t done yet. Integrating Lua into your game means loading scripts and/or arbitrary strings as Lua code while properly resolving dependencies. If you don’t do this, any one of your scripts that relies on another script will have to do require("full/path/to/script.lua"). We also face another problem - if we want to have a scripts folder where we simply automatically load every single script into our workspace, simply loading them all can cause duplicated code, because luaL_loadfile does not have any knowledge of require. You can solve this by simply loading a single bootstrap.lua script which then loads all your game’s scripts via require, but we’re going to build a much more robust solution.

First, we need to modify Lua’s PATH variable, or the variable that controls where it looks up scripts relative to our current directory. This function will append a path (which should be of the form "path/to/scripts/?.lua") to the beginning of the PATH variable, giving it highest priority, which you can then use to add as many script directories as you want in your game, and any lua script from any of those folders will then be able to require() a script from any other folder in PATH without a problem. Obviously, you should probably only add one or two folders, because you don’t want to deal with potential name conflicts in your script files.

int AppendPath(lua_State *L, const char* path)
{
  lua_getglobal(L, "package");
  lua_getfield(L, -1, "path"); // get field "path" from table at top of stack (-1)
  std::string npath = path;
  npath.append(";");
  npath.append(lua_tostring(L, -1)); // grab path string from top of stack
  lua_pop(L, 1);
  lua_pushstring(L, npath.c_str());
  lua_setfield(L, -2, "path"); // set the field "path" in table at -2 with value at top of stack
  lua_pop(L, 1); // get rid of package table from top of stack
  return 0;
}
Next, we need a way to load all of our scripts using require() so that Lua properly resolves the dependencies. To do this, we create a function in C that literally calls the require() function for us:
int Require(lua_State *L,const char *name)
{
  lua_getglobal(L, "require");
  lua_pushstring(L, name);
  int r = lua_pcall(L, 1, 1, 0);
  if(!r)
    lua_pop(L, 1);
  WriteError(L, r, std::cout);
  return r;
}
By using this to load all our scripts, we don’t have to worry about loading them in any particular order - require will ensure everything gets loaded correctly. An important note here is WriteError(), which is a generic error handling function that processes Lua errors and writes them to a log. All errors in lua will return a nonzero error code, and will usually push a string containing the error message to the stack, which must then be popped off, or it’ll mess things up later.
void WriteError(lua_State *L, int r, std::ostream& out)
{
  if(!r)
    return;
  if(!lua_isnil(L, -1)) // Check if a string was pushed
  {
    const char* m = lua_tostring(L, -1);
    out << "Error " << r << ": " << m << std::endl;
    lua_pop(L, 1);
  }
  else
    out << "Error " << r << std::endl;
}

Automatic C Binding Generation

Fantastic, now we’re all set to load up our scripts, but we still need to somehow define a header file and also load that header file into LuaJIT’s FFI library so our scripts have direct access to our program’s exposed C functions. One way to do this is to just copy+paste your C function definitions into a Lua file in your scripts folder that is then automatically loaded. This, however, is a pain in the butt and is error-prone. We want to have a single source of truth for our function definitions, which means defining our entire LuaJIT C API in a single header file, which is then loaded directly into LuaJIT. Predictably, we will accomplish this by abusing the C preprocessor:

#ifndef __LUA_API_H__
#define __LUA_API_H__

#ifndef LUA_EXPORTS
#define LUAFUNC(ret, name, ...) ffi.cdef[[ ret lua_##name(__VA_ARGS__); ]]; name = ffi.C.lua_##name
local ffi = require("ffi")
ffi.cdef[[ // Initial struct definitions
#else
#define LUAFUNC(ret, name, ...) ret __declspec(dllexport) lua_##name(__VA_ARGS__)
extern "C" { // Ensure C linkage is being used
#endif

struct GameInfo
{
  uint64_t DashTail;
  uint64_t MaxDash;
};

typedef const char* CSTRING; // VC++ complains about having const char* in macros, so we typedef it here

#ifndef LUA_EXPORTS
]] // End struct definitions
#endif

  LUAFUNC(CSTRING, GetGameName);
  LUAFUNC(CSTRING, IntToString, int);
  LUAFUNC(void, setdeadzone, float);

#ifdef Everglade_EXPORTS
}
#endif

#endif
The key idea here is to use macros such that, when we pass this through the preprocessor without any predefined constants, it will magically turn into a valid Lua script. However, when we compile it in our C++ project, our project defines LUA_EXPORTS, and the result is a valid C header. Our C LUAFUNC is set up so that we’re using C linkage for our structs and functions, and that we’re exporting the function via __declspec(dllexport). This obviously only works for Visual Studio so you’ll want to set up a macro for the GCC version, but I will warn you that VC++ got really cranky when i tried to use a macro for that in my code, so you may end up having to redefine the entire LUAFUNC macro for each compiler.

At this point, we have a bit of a choice to make. It’s more convenient to have the C functions available in the global namespace, which is what this script does, because this simplifies calling them from an interactive console. However, using ffi.C.FunctionName is significantly faster. Technically the fastest way is declaring local C = ffi.C at the top of a file and then calling the functions via C.FunctionName. Luckily, importing the functions into the global namespace does not preclude us from using the “fast” way of calling them, so our script here imports them into the global namespace for ease of use, but in our scripts we can use the C.FunctionName method instead. Thus, when outputting our Lua script, our LUAFUNC macro wraps our function definition in a LuaJIT ffi.cdef block, and then runs a second Lua statement that brings the function into the global namespace. This is why we have an initial ffi.cdef code block for the structs up top, so we can include that second lua statement after each function definition.

Now we need to set up our compilation so that Visual Studio generates this file without any predefined constants and outputs the resulting lua script to our scripts folder, where our other in-game scripts can automatically load it from. We can accomplish this using a Post-Build Event (under Configuration Properties -> Build Events -> Post-Build Event), which then runs the following code:

CL LuaAPI.h /P /EP /u
COPY "LuaAPI.i" "../bin/your/script/folder/LuaAPI.lua" /Y
Visual Studio can sometimes be finicky about that newline, but if you put in two statements on two separate lines, it should run both commands sequentially. You may have to edit the project file directly to convince it to actually do this. The key line here is CL LuaAPI.h /P /EP /u, which tells the compiler to preprocess the file and output it to a *.i file. There is no option to configure the output file, it will always be the exact same file but with a .i extension, so we have to copy and rename it ourselves to our scripts folder using the COPY command.

Loading and Calling Lua Code

We are now set to load all our lua scripts in our script folder via Require, but what if we want an interactive Lua console? There are lua functions that read strings, but to make this simpler, I will provide a function that loads a lua script from an arbitrary std::istream and outputs to an arbitrary std::ostream:

const char* _luaStreamReader(lua_State *L, void *data, size_t *size)
{
  static char buf[CHUNKSIZE];
  reinterpret_cast<std::istream*>(data)->read(buf, CHUNKSIZE);
  *size = reinterpret_cast<std::istream*>(data)->gcount();
  return buf;
}

int Load(lua_State *L, std::istream& s, std::ostream& out)
{
  int r = lua_load(L, &_luaStreamReader, &s, 0);

  if(!r)
  {
    r = lua_pcall(L, 0, LUA_MULTRET, 0);
    if(!r)
      PrintOut(L, out);
  }

  WriteError(L, r, out);
  return r;
}
Of course, the other question is how to call Lua functions from our C++ code directly. There are many, many different implementations of this available, of varying amounts of safety and completeness, but to get you started, here is a very simple implementation in C++ using templates. Note that this does not handle errors - you can change it to use lua_pcall and check the return code, but handling arbitrary Lua errors is nontrivial.
template<class T, int N>
struct LuaStack;

template<class T> // Integers
struct LuaStack<T, 1>
{
  static inline void Push(lua_State *L, T i) { lua_pushinteger(L, static_cast<lua_Integer>(i)); }
  static inline T Pop(lua_State *L) { T r = (T)lua_tointeger(L, -1); lua_pop(L, 1); return r; }
};
template<class T> // Pointers
struct LuaStack<T, 2>
{
  static inline void Push(lua_State *L, T p) { lua_pushlightuserdata(L, (void*)p); }
  static inline T Pop(lua_State *L) { T r = (T)lua_touserdata(L, -1); lua_pop(L, 1); return r; }
};
template<class T> // Floats
struct LuaStack<T, 3>
{
  static inline void Push(lua_State *L, T n) { lua_pushnumber(L, static_cast<lua_Number>(n)); }
  static inline T Pop(lua_State *L) { T r = static_cast<T>(lua_touserdata(L, -1)); lua_pop(L, 1); return r; }
};
template<> // Strings
struct LuaStack<std::string, 0>
{
  static inline void Push(lua_State *L, std::string s) { lua_pushlstring(L, s.c_str(), s.size()); }
  static inline std::string Pop(lua_State *L) { size_t sz; const char* s = lua_tolstring(L, -1, &sz); std::string r(s, sz); lua_pop(L, 1); return r; }
};
template<> // Boolean
struct LuaStack<bool, 1>
{
  static inline void Push(lua_State *L, bool b) { lua_pushboolean(L, b); }
  static inline bool Pop(lua_State *L) { bool r = lua_toboolean(L, -1); lua_pop(L, 1); return r; }
};
template<> // Void return type
struct LuaStack<void, 0> { static inline void Pop(lua_State *L) { } };

template<typename T>
struct LS : std::integral_constant<int, 
  std::is_integral<T>::value + 
  (std::is_pointer<T>::value * 2) + 
  (std::is_floating_point<T>::value * 3)>
{};

template<typename R, int N, typename Arg, typename... Args>
inline R _callLua(const char* function, Arg arg, Args... args)
{
  LuaStack<Arg, LS<Arg>::value>::Push(_l, arg);
  return _callLua<R, N, Args...>(function, args...);
}
template<typename R, int N>
inline R _callLua(const char* function)
{
  lua_call(_l, N, std::is_void<R>::value ? 0 : 1);
  return LuaStack<R, LS<R>::value>::Pop(_l);
}

template<typename R, typename... Args>
inline R CallLua(lua_State *L, const char* function, Args... args)
{
  lua_getglobal(L, function);
  return _callLua<R, sizeof...(Args), Args...>(L, function, args...);
}
Now you have everything you need for an extensible Lua scripting implementation for your game engine, and even an interactive Lua console, all using LuaJIT. Good Luck!


Discord: Rise Of The Bot Wars


The most surreal experience I ever had on discord was when someone PMed me to complain that my anti-spam bot wasn’t working against a 200+ bot raid. I pointed out that it was never designed for large-scale attacks, and that discord’s own rate-limiting would likely make it useless. He revealed he was selling spambot accounts at a rate of about $1 for 100 unique accounts and that he was being attacked by a rival spammer. My anti-spam bot had been dragged into a turf war between two spambot networks. We discussed possible mitigation strategies for worst-case scenarios, but agreed that most of them would involve false-positives and that discord showed no interest in fixing how exploitable their API was. I hoped that I would never have to implement such extreme measures into my bot.

Yesterday, our server was attacked by over 40 spambots, and after discord’s astonishingly useless “customer service” response, I was forced to do exactly that.

A Brief History of Discord Bots

Discord is built on a REST API, which was reverse engineered by late 2015 and used to make unofficial bots. To test out their bots, they would hunt for servers to “raid”, invite their bots to the server, then spam so many messages it would softlock the client, because discord still didn’t have any rate limiting. Naturally, as the designated punching bags of the internet, furries/bronies/Twilight fans/slash fiction writers/etc. were among the first targets. The attack on our server was so severe it took us almost 5 minutes of wrestling with an unresponsive client to ban them. Ironically, a few of the more popular bots today, such as “BooBot”, are banned as a result of that attack, because the first thing the bot creator did was use it to raid our server.

I immediately went to work building an anti-spam bot that muted anyone sending more than 4 messages per second. Building a program in a hostile environment like this is much different from writing a desktop app or a game, because the bot had to be bulletproof - it had to rate-limit itself and could not be allowed to crash, ever. Any bug that allowed a user to crash the bot was treated as P0, because it could be used by an attacker to cripple the server. Despite using a very simplistic spam detection algorithm, this turned out to be highly effective. Of course, back then, discord didn’t have rate limiting, or verification, or role hierarchies, or searching chat logs, or even a way to look up where your last ping was, so most spammers were probably not accustomed to having to deal with any kind of anti-spam system.

I added raid detection, autosilence, an isolation channel, and join alerts, but eventually we were targeted by a group from 4chan’s /pol/ board. Because this was a sustained attack, they began crafting spam attacks timed just below the anti-spam threshold. This forced me to implement a much more sophisticated anti-spam system, using a heat algorithm with a linear decay rate, which is still in use today. This improved anti-spam system eventually made the /pol/ group give up entirely. I’m honestly amazed the simplistic “X messages in Y seconds” approach worked as long as it did.

Of course, none of this can defend against a large scale attack. As I learned by my chance encounter with an actual spammer, it was getting easier and easier to amass an army of spambots to assault a channel instead of just using one or two.

Anatomy Of A Modern Spambot Attack

At peak times (usually during summer break), our server gets raided 1-2 times per day. These minor raids are often just 2-3 tweens who either attempt to troll the chat, or use a basic user script to spam an offensive message. Roughly 60-70% of these raids are either painfully obvious or immediately trigger the anti-spam bot. About 20% of the raids involve slightly intelligent attempts to troll the chat by being annoying without breaking the rules, which usually take about 5-10 minutes to be “exposed”. About 5-10% of the raids are large, involving 8 or more people, but they are also very obvious and can be easily confined to an isolation channel. Problems arise, however, with large spambot raids. Below is a timeline of the recent spambot attack on our server:

messages
19:41:25
19:41:45
19:42:05
19:42:25
19:42:45

This was a botched raid, but the bots that actually worked started spamming within 5 seconds of joining, giving the moderators a very narrow window to respond. The real problem, however, is that so many of them joined, the bot’s API calls to add a role to silence them were rate-limited. They also sent messages once every 0.9 seconds, which is designed to get around Discord’s rate limiting. This amounted to 33 messages sent every second, but it was difficult for the anti-spam to detect. Had the spambots reduced their spam cadence to 3 seconds or more, this attack could have bypassed the anti-spam detection entirely. My bot now instigates a lockdown by raising the verification level when a raid is detected, but it simply can’t silence users fast enough to deal with hundreds of spambots, so at some point the moderators must use a mass ban function. Of course, banning is restricted by the global rate limit, because Discord has no mass ban API endpoint, but luckily the global rate limit is something like 50 requests per second, so if you’re only banning people, you’re probably okay.

However, a hostile attacker could sneak bots in one-by-one every 10 minutes or so, avoiding setting off the raid alarm, and then activate them all at once. 500 bots sending randomized messages chosen from an English dictionary once every 5 seconds after sneaking them in over a 48 hour period is the ultimate attack, and one that is almost impossible to defend against, because this also bypasses the 10-minute verification level. As a weapon of last resort, I added a command that immediately bans all users that sent their first message within the past two minutes, but, again, banning is subject to the global rate limit! In fact, the rate limits can change at any time, and while message deletion has a higher rate limit for bots, bans don’t.

The only other option is to disable the @everyone role from being able to speak on any channel, but you have to do this on a per channel basis, because Discord ignores you if you attempt to globally disable sending message permissions for @everyone. Even then, creating an “approved” role doesn’t work because any automated assignment could be defeated by adding bots one by one. The only defense a small Discord server has is to require moderator approval for every single new user, which isn’t a solution - you’ve just given up having a public Discord server. It’s only a matter of time until any angry 13-year-old can buy a sophisticated attack with a week’s allowance. What will happen to public Discord servers then? Do we simply throw up our hands and admit that humanity is so awful we can’t even have public communities anymore?

The Discord API Hates You

The rate-limits imposed on Discord API endpoints are exacerbated by temporary failures, and that’s excluding network issues. Thus, if I attempt to set a silence role on a spammer that just joined, the API will repeatedly claim they do not exist. In fact, 3 separate API endpoints consistently fail to operate properly during a raid: A “member joined” event won’t show up for several seconds, but if I fall back to calling GetMember(), this also claims the member doesn’t exist, which means adding the role also fails! So I have to attempt to silence the user with every message they send until Discord actually adds the role, even though the API failures are also counted against the rate limit! This gets completely absurd once someone assaults your server with 1000 spambots, because this triggers all sorts of bottlenecks that normally aren’t a problem. The alert telling you a user has joined? Rate limited. It’ll take your bot 5-10 minutes to get through just telling you such a gigantic spambot army joined, unless you include code specifically designed to detect these situations and reduce the number of alerts. Because of this, a single user can trigger something like 5-6 API requests, all of which are counted against your global rate limit and can severely cripple a bot.

The general advice that is usually given here is “just ban them”, which is terrible advice because Discord’s own awful message handling makes it incredibly easy to trigger a false positive. If a message fails to send, the client simply sends a completely new message, with it’s own ID, and will continue re-sending the message until an Ack is received, at which point the user has probably send 3 or 4 copies of the same message, each of which have the same content, but completely unique IDs and timestamps, which looks completely identical to a spam attack.

Technically speaking, this is done because Discord assigns snowflake IDs server-side, so each message attempt sent by the client must have a unique snowflake assigned after it is sent. However, it can also be trivially fixed by adding an optional “client ID” field to the message, with a client-generated ID that stays the same if the message is resent due to a network failure. That way, the server (or the other clients) can simply drop any duplicate messages with identical client IDs while still ensuring all messages have unique IDs across their distributed cluster. This would single-handedly fix all duplicate messages across the entire platform, and eliminate almost every single false-positive I’ve seen in my anti-spam bot.

Discord Doesn’t Care

Sadly, Discord doesn’t seem to care. The general advice in response to “how do I defend against a large scale spam attack” is “just report them to us”, so we did exactly that, and then got what has to be one of the dumbest customer service e-mails I’ve ever seen in my life:

Discord Being Stupid

Excuse me, WHAT?! Sorry about somebody spamming your service with horrifying gore images, but please don’t delete them! What happens if the spammers just delete the messages themselves? What happens if they send child porn? “Sorry guys, please ignore the images that are literally illegal to even look at, but we can’t delete them because Discord is fucking stupid.” Does Discord understand the concept of marking messages for deletion so they are viewable for a short time as evidence for law enforcement?! My anti-spam bot’s database currently has more information than Discord’s own servers! If this had involved child porn, the FBI would have had to ask me for my records because Discord would have deleted them all!

Obviously, we’re not going to leave 500+ gore messages sitting in the chatroom while Discord’s ass-backwards abuse team analyzes them. I just have to hope my own nuclear option can ban them quickly enough, or simply give up the entire concept of having a public Discord server.

The problem is that the armies of spambots that were once reserved for the big servers are now so easy and so trivial to make that they’re beginning to target smaller servers, servers that don’t have the resources or the means to deal with that kind of large scale DDoS attack. So instead, I have to fight the growing swarm alone, armed with only a crippled, rate-limited bot of my own, and hope the dragons flying overhead don’t notice.

What the fuck, Discord.


Companies Can't Be Apolitical


One of the most common things I hear from people is that companies should be “apolitical”. The most formal way this concept is expressed is that a company should make decisions based on what maximizes profits and not political opinions. Unfortunately, the statement “companies should only care about maximizing profits” is, itself, a political statement (and one I happen to disagree with). Thus, it is fundamentally impossible for a company to be truly apolitical, for the very act of attempting to be apolitical is a political statement.

How much a company can avoid politics generally depends on both the type and size of the company. Once your company becomes large enough, it will influence politics simply by virtue of its enormous size, and eventually becomes an integral part of political debates whether or wants to or not. Large corporations must take into account the political climate when making business decisions, because simply attempting to blindly maximize profit may turn the public against them and destroy their revenue sources—thus, politics themselves become part of the profit equation, and cannot be ignored. Certain types of businesses embody political statements simply by existing. Grindr, for example, is a dating app for gay men. It’s entire business model is dependent on enabling an activity that certain fundamentalists consider inherently immoral.

You could, theoretically, try to solve part of this quandary by saying that companies should also be amoral, insofar that the free market should decide moral values. The fundamentalists would then protest the companies existence by not using it (but then, they never would have used it in the first place). However, the problem is that, once again, this very statement is itself political in nature. Thus, by either trying to be amoral or moral, a company is making a political statement.

The issue at play here is that literally everything is political. When most everyone agrees on basic moral principles, it’s easier to pretend that politics is really just about economic policy and lawyers, but our current political divisions have demonstrated that this is a fantasy. Politics are the fundamental morals that society has decided on. It’s just a lot easier to argue about minor differences in economic policy instead of fundamental differences in basic morality.

Of course, how companies participate in politics is also important to consider. Right now, a lot of companies participate in politics by spending exorbitant amounts of money on lobbyists. This is a symptom of money in general, and should be solved not by removing corporate money from politics, but removing all money, because treating spending money as a form of speech gives more speech to the rich, which inherently discriminates against the poor and violates the constitutional assertion that all men are created equal (but no one really seems to be paying attention to that line anyway).

Instead of using money, corporations should do things that uphold whatever political values they believe in. As the saying goes, actions speak louder than words (or money, in this case). You could support civil rights activism by being more inclusive with your hiring and promoting a diverse work environment. Or, if you live in the Philippines, you could create an app that helps death squads hunt down drug users so they can be brutally executed. What’s interesting is that most people consider the latter to be a moral issue as opposed to a political one, which seems to derive from the fact that once you agree on most fundamental morals, we humans simply make up a bunch of pointless rules to satisfy our insatiable desire to tell other humans they’re wrong.

We’ve lived in a civilized world for so long, we’ve forgotten the true roots of politics: a clash between our fundamental moral beliefs, not about how much parking fines should be. Your company will make a political statement whether you like it or not, so you’d better make sure it’s the one you want.


I Can't Hear Anything Below 80 Hz


UPDATE: I have confirmed all the results presented here by taking the low frequency test with someone standing physically next to me. They heard a tone beginning at 30 Hz, and by the time I could hear a very faint tone around 70 Hz, they described the tone as "conversation volume level", which is about 60 dB. I did not reach this perceived volume level until about 120 Hz, which strongly correlates with the experiment. More specific results would require a professional hearing test.

For almost 10 years, I’ve suspected that something was wrong with my ability to hear bass tones. Unfortunately, while everyone is used to people having difficulty hearing high tones, nobody takes you seriously if you tell them you have difficulty hearing low tones, because most audio equipment has shitty bass response, and human hearing isn’t very precise at those frequencies in the first place. People generally say “oh you’re just supposed to feel the bass, don’t worry about it.” This was extremely frustrating, because one of my hobbies is writing music, and I have struggled for years and years to do proper bass mixing, which is basically the only activity on the entire planet that actually requires hearing subtle changes in bass frequencies. This is aggravated by the fact that most hearing tests are designed to detect issues with high frequencies, not low frequencies, so all the basic hearing tests I took at school gave test results back that said “perfectly normal”. Since I now have professional studio monitor speakers, I’m going to use science to prove that I have an abnormal frequency sensitivity curve that severely hampers my ability to differentiate bass tones. Unfortunately, at the moment I live alone and nowhere near anyone else, so I will have to prove that my equipment is not malfunctioning without being able to actually hear it.

Before performing the experiment, I did this simple test as a sanity check. At a normal volume level, I start to hear a very faint tone in that example at about 70 Hz. When I sent it to several other people, they all reported hearing a tone around 20-40 Hz, even when using consumer-grade hardware. This is clear evidence that something is very, very wrong, but I have to prove that my hardware is not malfunctioning before I can definitively state that I have a problem with my hearing.

For this experiment, I will be using two JBL Professional LSR305 studio monitors plugged into a Focusrite Scarlett 2i2. Since these are studio monitors, they should have a roughly linear response all the way down to 20 Hz. I’m going to use a free sound pressure app on my android phone to prove that they have a relatively linear response time. The app isn’t suitable for measuring very quiet or very loud sounds, but we won’t be measuring anything past 75 dB in this experiment because I don’t want to piss off my neighbors.

Speaker Frequency Response Graph

The studio monitor manages to put out relatively stable noise levels until it appears to fall off at 50 Hz. However, when I played a tone of 30 Hz at a volume loud enough for me to feel, the sound monitor still reported no pressure, which means the microphone can’t detect anything lower than 50 Hz (I was later able to prove that the studio monitor is working properly when someone came to visit). Of course, I can’t hear anything below 50 Hz anyway, no matter how loud it is, so this won’t be a problem for our tests. To compensate for the variance in the frequency response volume, I use the sound pressure app to measure the actual sound intensity being emitted by the speakers.

The first part of the experiment will detect the softest volume at which I can detect a tone at any frequency, starting from D3 (293 Hz) and working down note by note. The loudness of the tone is measured using the sound pressure app. For frequencies above 200 Hz, I can detect tones at volumes only slightly above the background noise in my apartment (15 dB). By the time we reach 50 Hz I was unwilling to go any louder (and the microphone would have stopped working anyway), but this is already enough for us to establish 50 Hz as the absolute limit of my hearing ability under normal circumstances.

Threshold of Hearing Graph

To get a better idea of my frequency response at more reasonable volumes, I began with a D4 (293 Hz) tone playing at a volume that corresponded to 43 dB SPL on my app, and then recorded the sound pressure level of each note once it’s volume seemed to match with the other notes. This gives me a rough approximation of the 40 phon equal loudness curve, and allows me to overlay that curve on to the ISO 226:2003 standard:

Equal Loudness Contour

These curves make it painfully obvious that my hearing is severely compromised below 120 Hz, and becomes nonexistent past 50 Hz. Because I can still technically hear bass at extremely loud volumes, I can pass a hearing test trying to determine if I can hear low tones, but the instant the tones are not presented in isolation, they are drowned out by higher frequencies due to my impaired sensitivity. Because all instruments that aren’t pure sine waves produce harmonics above the fundamental frequency, this means the only thing I’m hearing when a sub-bass is playing are the high frequency harmonics. Even then, I can still feel bass if it’s loud enough, so the bass experience isn’t completely ruined for me, but it makes mixing almost impossible because of how bass frequencies interact with the waveform. Bass frequencies take up lots of headroom, which is why in a trance track, you can tell where the kicks are just by looking at the waveform itself:

Bass Example

When mixing, you must carefully balance the bass with the rest of the track. If you have too much bass, it will overwhelm the rest of the frequencies. Because of this, when I send my tracks to friends to get help on mixing, I can tell that the track sounds better, but I can’t tell why. The reason is because they are adjusting bass frequencies I literally cannot hear. All I can hear is the end result, which has less frequency crowding, which makes the higher frequencies sound better, even though I can’t hear any other difference in the track, so it seemes like black magic.

It’s even worse because I am almost completely incapable of differentiating tones below 120 Hz. You can play any note below B2 and I either won’t be able to hear it or it’ll sound the same as all the other notes. I can only consistently differentiate semitones above 400 Hz. Between 120-400 Hz, I can sometimes tell them apart, but only when playing them in total isolation. When they’re embedded in a song, it’s hopeless. This is why, in AP Music Theory, I was able to perfectly transcribe all the notes in the 4-part writing, except the bass, yet no other students seemed to have this problem. My impaired sensitivity to low frequencies mean they get drowned out by higher frequencies, making it more and more difficult to differentiate bass notes. In fact, in most rock songs, I can’t hear the bass guitar at all. The only way for me to hear the bass guitar is for it to be played by itself.

Incidentally, this is probably why I hate dubstep.

For testing purposes, I’ve used the results of my sensitivity testing to create an EQ filter that mimics my hearing problems as best I can. I can’t tell if the filter is on or off. For those of you that use FL Studio, the preset can be downloaded here.

EQ Curve

By inverting this filter, I can attempt to “correct” for my bass hearing, although this is only effective down to about 70 Hz, which unfortunately means the entire sub-bass spectrum is simply inaudible to me. To accomplish this, I combine the inverted filter with a mastering plugin that completely removes all frequencies below 60 Hz (because I can’t hear them) and then lowers the volume by about 8 dB so the amplified bass doesn’t blow the waveform up. This doesn’t seem to produce any audible effect on songs without significant bass, but when I tried it on a professionally mastered trance song, I was able to hear a small difference in the bass kick. I also tried it on Brothers In Arms and, for the first time, noticed a very faint bass cello going on that I had never heard before. If you are interested, the FL studio mixer state track that applies the corrective filter is available here, but for normal human beings the resulting bass is probably offensively loud. For that same reason, it is unfortunately impractical for me to use, because listening to bass frequencies at near 70 dB levels is bad for your hearing, and for that matter it doesn’t fix my impaired fidelity anyway, but at least I now know why bass mixing has been so difficult for me over the years.

I guess if I’m going to continue trying to write music, I need to team up with one of my friends that can actually hear bass.


Windows Won't Let My Program Crash


It’s been known for a while that windows has a bad habit of eating your exceptions if you’re inside a WinProc callback function. This behavior can cause all sorts of mayhem, like your program just vanishing into thin air without any error messages due to a stack overflow that terminated the program without actually throwing an exception. What I didn’t realize is that it also eats assert(), which makes debugging hell, because the assertion would throw, the entire user callback would immediately terminate without any stack unwinding, and then windows would just… keep going, even though the program is now in a laughably corrupt state, because only half the function executed.

While trying to find a way to fix this, I discovered that there are no less than 4 different ways windows can choose to eat exceptions from your program. I had already told the kernel to stop eating my exceptions using the following code:

HMODULE kernel32 = LoadLibraryA("kernel32.dll");   
assert(kernel32 != 0);   
tGetPolicy pGetPolicy = (tGetPolicy)GetProcAddress(kernel32, "GetProcessUserModeExceptionPolicy");  
tSetPolicy pSetPolicy = (tSetPolicy)GetProcAddress(kernel32, "SetProcessUserModeExceptionPolicy");   
if(pGetPolicy && pSetPolicy && pGetPolicy(&dwFlags))  
  pSetPolicy(dwFlags & \~EXCEPTION_SWALLOWING); // Turn off the filter
However, despite this, COM itself was wrapping an entire try {} catch {} statement around my program, so I had to figure out how to turn that off, too. Apparently some genius at Microsoft decided the default behavior should be to just swallow exceptions whenever they were making COM, and now they can’t change this default behavior because it’d break all the applications that now depend on COM eating their exceptions to run properly! So, I turned that off with this code:
CoInitialize(NULL); // do this first   
if(SUCCEEDED(CoInitializeSecurity(NULL, -1, NULL, NULL, RPC_C_AUTHN_L_VEL_PKT_PRIVACY, RPC_C_IMP_LEV_L_IMPERSONATE, NULL, EOAC_DYNAMIC_CLOAKING, NULL)))
{
  IGlobalOptions *pGlobalOptions;
  hr = CoCreateInstance(CLSID_GlobalOptions, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&pGlobalOptions));
  if(SUCCEEDED(hr))
  {
    hr = pGlobalOptions->Set(COMGLB_EXCEPTION_HANDLING, COMGLB_EXCEPTION_DONOT_HANDLE);
    pGlobalOptions->Release();
  }
}
There are two additional functions that could be swallowing exceptions in your program: _CrtSetReportHook2 and SetUnhandledExceptionFilter, but both of these are for SEH or C++ exceptions, and I was throwing an assertion, not an exception. I was actually able to verify, by replacing the assertion #define with my own version, that throwing an actual C++ exception did crash the program… but an assertion didn’t. Specifically, an assertion calls abort(), which raises SIGABRT, which crashes any normal program. However, it turns out that Windows was eating the abort signal, along with every other signal I attempted to raise, which is a problem, because half the library is written in C, and C obviously can’t raise C++ exceptions. The assertion failure even showed up in the output… but didn’t crash the program!
Assertion failed!

Program: ...udio 2015\\Projects\\feathergui\\bin\\fgDirect2D_d.dll
File: fgEffectBase.cpp
Line: 20

Expression: sizeof(_constants) == sizeof(float)_(4_4 + 2)
No matter what I do, Windows refuses to let the assertion failure crash the program, or even trigger a breakpoint in the debugger. In fact, calling the __debugbreak() intrinsic, which outputs an int 3 CPU instruction, was completely ignored, as if it simply didn’t exist. The only reliable way to actually crash the program without using C++ exceptions was to do something like divide by 0, or attempt to write to a null pointer, which triggers a segfault.

Any good developer should be using assertions to verify their assumptions, so having assertions silently fail and then corrupt the program is even worse than ignoring they exist! Now you could have an assertion in your code that’s firing, terminating that callback, leaving your program in a broken state, and then the next message that’s processed blows up for strange and bizarre reasons that make no sense because they’re impossible.

I have a hard enough time getting my programs to work, I didn’t think it’d be this hard to make them crash.


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