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Ohh, how did I miss that.

Thank you! Seems to be working now - (well at least not crashing
inmediately :) Now we can test this baby on more real life conditions!

On Fri, Apr 1, 2011 at 5:14 AM, Robert G. Jakabosky
<bobby@sharedrealm.com> wrote:
> On Thursday 31, Marco Antonio Alvarez wrote:
>> Hello (yay, first post here).
>>
>> I'm a developer of the MMO Regnum Online which uses LUA extensively on
>> both server and client. We've been watching LuaJIT 2.x development
>> with great interest as it could help - theoretically - to improve our
>> server concurrent player capacity.
>> We can build the server (with latest LuaJIT - beta6) in both 32 and 64
>> bit. 32 bit mode works, but 64bit mode crashes frequently when calling
>> lua_resume (we've been adding coroutines to the server engine lately).
>> For what I could figure out, the lua_resume execution ends overwriting
>> some registers (r12) where the 'this' pointer was stored.
>>
>> Here's the troubled code:
>> ...
>> self->push_lua_state(T); // here self is a valid pointer
>> ok = lua_resume(T, top - 2);
>> self->pop_lua_state(); // here 'self' is corrupted and points to some
>> weird location and the program crashes.
>> ...
>>
>> If someone could shed a light on this, I'll be eternally grateful.
>> Tell me if you need something else.
>
> Are you using the latest HEAD revision of LuaJIT2?  I reported the same bug
> and it was fixed by Mike Pall.
>
> --
> Robert G. Jakabosky
>
>



-- 
- Marco