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authorNat Goodspeed <nat@lindenlab.com>2024-08-20 21:12:25 -0400
committerNat Goodspeed <nat@lindenlab.com>2024-08-20 21:12:25 -0400
commit376c890c095fbc59b83402255cc1036c411150b9 (patch)
tree7c15346acb6121e5a3312ffe945f4a419f849307 /indra/llrender/llrendertarget.cpp
parent68313aa2defcc7d6e5ebbd96344d78f3a31fdb9a (diff)
Fix for #2237: intermittent Lua data stack overflow.
Use a static unordered_map to allow a function receiving (lua_State* L) to look up the LuaState instance managing that lua_State. We've thought about this from time to time already. LuaState's constructor creates the map entry; its destructor removes it; the new static getParent(lua_State* L) method performs the lookup. Migrate lluau::set_interrupts_counter() and check_interrupts_counter() into LuaState member functions. Add a new mInterrupts counter for them. Importantly, LuaState::check_interrupts_counter(), which is indirectly called by a lua_callbacks().interrupt function, no longer performs any Lua stack operations. Empirically, it seems the Lua engine is capable of interrupting itself at a moment when re-entry confuses it. Change previous lluau::set_interrupts_counter(L, 0) calls to LuaState::getParent(L).set_interrupts_counter(0). Also add LuaStackDelta class, and a lua_checkdelta() helper macro, to verify that the Lua data stack depth on exit from a block differs from the depth on entry by exactly the expected amount. Sprinkle lua_checkdelta() macros in likely places.
Diffstat (limited to 'indra/llrender/llrendertarget.cpp')
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