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Work around LuaJIT issues on aarch64 (#9614)
- Move the text segment below the 47-bit limit, needed for script_exception_wrapper which must be lightuserdata - Replace CUSTOM_RIDX_SCRIPTAPI with full userdata
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@ -661,7 +661,7 @@ endif()
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# Set some optimizations and tweaks
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include(CheckCXXCompilerFlag)
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include(CheckCSourceCompiles)
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if(MSVC)
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# Visual Studio
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@ -695,13 +695,19 @@ else()
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else()
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set(RELEASE_WARNING_FLAGS "")
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endif()
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if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
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set(WARNING_FLAGS "${WARNING_FLAGS} -Wsign-compare")
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endif()
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if(APPLE AND USE_LUAJIT)
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# required per http://luajit.org/install.html
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SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -pagezero_size 10000 -image_base 100000000")
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elseif(UNIX AND USE_LUAJIT)
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check_c_source_compiles("#ifndef __aarch64__\n#error\n#endif\nint main(){}" IS_AARCH64)
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if(IS_AARCH64)
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# Move text segment below LuaJIT's 47-bit limit (see issue #9367)
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SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-Ttext-segment=0x200000000")
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endif()
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endif()
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if(MINGW)
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@ -54,6 +54,15 @@ extern "C" {
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#define CUSTOM_RIDX_CURRENT_MOD_NAME (CUSTOM_RIDX_BASE + 2)
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#define CUSTOM_RIDX_BACKTRACE (CUSTOM_RIDX_BASE + 3)
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// Determine if CUSTOM_RIDX_SCRIPTAPI will hold a light or full userdata
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#if defined(__aarch64__) && USE_LUAJIT
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/* LuaJIT has a 47-bit limit for lightuserdata on this platform and we cannot
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* assume that the ScriptApi class was allocated at a fitting address. */
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#define INDIRECT_SCRIPTAPI_RIDX 1
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#else
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#define INDIRECT_SCRIPTAPI_RIDX 0
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#endif
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// Pushes the error handler onto the stack and returns its index
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#define PUSH_ERROR_HANDLER(L) \
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(lua_rawgeti((L), LUA_REGISTRYINDEX, CUSTOM_RIDX_BACKTRACE), lua_gettop((L)))
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@ -90,7 +90,11 @@ ScriptApiBase::ScriptApiBase(ScriptingType type):
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luaL_openlibs(m_luastack);
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// Make the ScriptApiBase* accessible to ModApiBase
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#if INDIRECT_SCRIPTAPI_RIDX
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*(void **)(lua_newuserdata(m_luastack, sizeof(void *))) = this;
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#else
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lua_pushlightuserdata(m_luastack, this);
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#endif
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lua_rawseti(m_luastack, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
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// Add and save an error handler
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@ -499,7 +499,12 @@ bool ScriptApiSecurity::checkPath(lua_State *L, const char *path,
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// Get server from registry
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
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ScriptApiBase *script = (ScriptApiBase *) lua_touserdata(L, -1);
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ScriptApiBase *script;
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#if INDIRECT_SCRIPTAPI_RIDX
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script = (ScriptApiBase *) *(void**)(lua_touserdata(L, -1));
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#else
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script = (ScriptApiBase *) lua_touserdata(L, -1);
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#endif
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lua_pop(L, 1);
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const IGameDef *gamedef = script->getGameDef();
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if (!gamedef)
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@ -30,7 +30,12 @@ ScriptApiBase *ModApiBase::getScriptApiBase(lua_State *L)
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{
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// Get server from registry
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lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
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ScriptApiBase *sapi_ptr = (ScriptApiBase*) lua_touserdata(L, -1);
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ScriptApiBase *sapi_ptr;
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#if INDIRECT_SCRIPTAPI_RIDX
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sapi_ptr = (ScriptApiBase*) *(void**)(lua_touserdata(L, -1));
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#else
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sapi_ptr = (ScriptApiBase*) lua_touserdata(L, -1);
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#endif
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lua_pop(L, 1);
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return sapi_ptr;
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}
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