Fixed race conditions and forgotten clear in Lua ref tracking. (#3530)
This fixes occasional crashes on plugin reload.
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f62711f97c
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fb0fc07579
@ -218,7 +218,7 @@ void cLuaState::cTrackedRef::Clear(void)
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// Free the reference:
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lua_State * luaState = nullptr;
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{
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auto cs = m_CS;
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auto cs = m_CS.load();
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if (cs != nullptr)
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{
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cCSLock Lock(*cs);
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@ -246,7 +246,7 @@ void cLuaState::cTrackedRef::Clear(void)
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bool cLuaState::cTrackedRef::IsValid(void)
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{
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auto cs = m_CS;
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auto cs = m_CS.load();
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if (cs == nullptr)
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{
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return false;
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@ -261,7 +261,7 @@ bool cLuaState::cTrackedRef::IsValid(void)
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bool cLuaState::cTrackedRef::IsSameLuaState(cLuaState & a_LuaState)
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{
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auto cs = m_CS;
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auto cs = m_CS.load();
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if (cs == nullptr)
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{
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return false;
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@ -285,7 +285,7 @@ bool cLuaState::cTrackedRef::IsSameLuaState(cLuaState & a_LuaState)
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void cLuaState::cTrackedRef::Invalidate(void)
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{
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auto cs = m_CS;
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auto cs = m_CS.load();
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if (cs == nullptr)
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{
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// Already invalid
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@ -548,6 +548,7 @@ void cLuaState::Close(void)
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{
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r->Invalidate();
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}
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m_TrackedRefs.clear();
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}
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cCanonLuaStates::Remove(*this);
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@ -2357,6 +2358,7 @@ void cLuaState::cRef::RefStack(cLuaState & a_LuaState, int a_StackPos)
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{
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UnRef();
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}
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ASSERT(cCanonLuaStates::GetCanonState(a_LuaState)->m_CS.IsLockedByCurrentThread());
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m_LuaState = a_LuaState;
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lua_pushvalue(a_LuaState, a_StackPos); // Push a copy of the value at a_StackPos onto the stack
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m_Ref = luaL_ref(a_LuaState, LUA_REGISTRYINDEX);
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@ -2370,6 +2372,7 @@ void cLuaState::cRef::UnRef(void)
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{
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if (IsValid())
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{
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ASSERT(cCanonLuaStates::GetCanonState(m_LuaState)->m_CS.IsLockedByCurrentThread());
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luaL_unref(m_LuaState, LUA_REGISTRYINDEX, m_Ref);
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}
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m_LuaState = nullptr;
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@ -35,6 +35,7 @@ extern "C"
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#include "lua/src/lauxlib.h"
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}
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#include <atomic>
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#include "../Vector3.h"
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#include "../Defines.h"
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#include "PluginManager.h"
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@ -189,24 +190,29 @@ public:
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}
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/** Set the contained reference to the object at the specified Lua state's stack position.
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If another reference has been previously contained, it is freed first. */
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If another reference has been previously contained, it is Clear()-ed first. */
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bool RefStack(cLuaState & a_LuaState, int a_StackPos);
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/** Frees the contained reference, if any. */
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/** Frees the contained reference, if any.
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Untracks the reference from its canon Lua state. */
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void Clear(void);
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/** Returns true if the contained reference is valid. */
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/** Returns true if the contained reference is valid.
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(Note that depending on this value is not thread-safe, another thread may invalidate the ref in the meantime. It is meant for quick ASSERTs only). */
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bool IsValid(void);
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/** Returns true if the reference resides in the specified Lua state.
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Internally, compares the reference's canon Lua state. */
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Internally, compares the reference's canon Lua state.
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(Note that depending on this value is not thread-safe, another thread may modify the ref in the meantime. It is meant for quick ASSERTs only). */
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bool IsSameLuaState(cLuaState & a_LuaState);
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protected:
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friend class cLuaState;
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/** The mutex protecting m_Ref against multithreaded access */
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cCriticalSection * m_CS;
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/** The mutex protecting m_Ref against multithreaded access.
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Actually points to the canon Lua state's m_CriticalSection.
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Is nullptr when ref is empty (not bound). */
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std::atomic<cCriticalSection *> m_CS;
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/** Reference to the Lua callback */
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cRef m_Ref;
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@ -254,7 +260,7 @@ public:
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template <typename... Args>
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bool Call(Args &&... args)
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{
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auto cs = m_CS;
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auto cs = m_CS.load();
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if (cs == nullptr)
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{
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return false;
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@ -336,7 +342,7 @@ public:
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template <typename... Args>
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bool CallTableFn(const char * a_FnName, Args &&... args)
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{
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auto cs = m_CS;
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auto cs = m_CS.load();
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if (cs == nullptr)
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{
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return false;
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@ -356,7 +362,7 @@ public:
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template <typename... Args>
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bool CallTableFnWithSelf(const char * a_FnName, Args &&... args)
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{
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auto cs = m_CS;
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auto cs = m_CS.load();
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if (cs == nullptr)
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{
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return false;
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@ -204,6 +204,7 @@ bool cPrefabPiecePool::LoadFromCubeset(const AString & a_Contents, const AString
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// Load the file in the Lua interpreter:
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cLuaState Lua(Printf("LoadablePiecePool %s", a_FileName.c_str()));
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Lua.Create();
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cLuaState::cLock lock(Lua);
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if (!Lua.LoadString(a_Contents, a_FileName, a_LogWarnings))
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{
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// Reason for failure has already been logged in LoadFile()
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