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Revert "REGRESSION: Fix console command completion help" #5055
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lethosor
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Nov 30, 2024
Previously, calling a Lua C API function that throws an error (e.g. with any of the `lua_error()` family of functions, which use `luaD_throw()` internally) in a function that also uses our own `StackUnwinder` would deadlock, because: - `luaD_throw()` calls `lua_lock()` but apparently expects something else to call `lua_unlock()` - `~StackUnwinder()` calls `lua_settop()` to rewind the stack, which internally also calls `lua_lock()` and `lua_unlock()`. This is called before the mutex can be unlocked. This was the root cause of the issue behind DFHack#5040, DFHack#5055, DFHack#5056 - `GetVector()` was called with an invalid index (only when invoked from `gui/launcher`, because this changed the data on the Lua stack) and threw an exception, which caused the `~StackUnwinder()` destructor to run while the Lua state was still locked. Other things to note: - We control the locking/unlocking implementation - the default, defined in `llimits.h`, is a _no-op_. - @ab9rf points out that the `CRITICAL_SECTION` API we're using on Windows already appears to be equivalent to a recursive mutex, so this issue likely would not have occurred there. The issue can be reproduced relatively easily with a simple test command, e.g.: ```diff @@ -716,6 +723,15 @@ void ls_helper(color_ostream &con, const std::vector<std::string> ¶ms) { command_result Core::runCommand(color_ostream &con, const std::string &first_, std::vector<std::string> &parts) { std::string first = first_; + if (first == "luaerror") { + auto L = Lua::Core::State; + Lua::StackUnwinder top(L); + + luaL_error(L, "test error"); + + return CR_OK; + } + CommandDepthCounter counter; if (!counter.ok()) { ``` In `gui/launcher`: - before this change, invoking `luaerror` would hang DF. - after this change, `luaerror` prints `nil` in red to the native console and does nothing. This comes from the last-resort error handler in `LuaTools.cpp:report_error()`, and is equivalent to how other unexpected errors are handled in code invoked from Lua. Not ideal, but better than a crash. From the native console, invoking `luaerror` crashes DF in both cases (SIGABRT), and logs `PANIC: unprotected error in call to Lua API (test error)` to `stderr.log`. The difference in behavior is because `report_error()` above is part of the error handling system present when code is called _from Lua_, through variants of `SafeCall`. There is no Lua layer involved in the native console. (Note: the same crash would have been observed in the original issue in DFHack#5056 et. al. if the error had occurred when invoked through the console.)
myk002
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Dec 1, 2024
Previously, calling a Lua C API function that throws an error (e.g. with any of the `lua_error()` family of functions, which use `luaD_throw()` internally) in a function that also uses our own `StackUnwinder` would deadlock, because: - `luaD_throw()` calls `lua_lock()` but apparently expects something else to call `lua_unlock()` - `~StackUnwinder()` calls `lua_settop()` to rewind the stack, which internally also calls `lua_lock()` and `lua_unlock()`. This is called before the mutex can be unlocked. This was the root cause of the issue behind #5040, #5055, #5056 - `GetVector()` was called with an invalid index (only when invoked from `gui/launcher`, because this changed the data on the Lua stack) and threw an exception, which caused the `~StackUnwinder()` destructor to run while the Lua state was still locked. Other things to note: - We control the locking/unlocking implementation - the default, defined in `llimits.h`, is a _no-op_. - @ab9rf points out that the `CRITICAL_SECTION` API we're using on Windows already appears to be equivalent to a recursive mutex, so this issue likely would not have occurred there. The issue can be reproduced relatively easily with a simple test command, e.g.: ```diff @@ -716,6 +723,15 @@ void ls_helper(color_ostream &con, const std::vector<std::string> ¶ms) { command_result Core::runCommand(color_ostream &con, const std::string &first_, std::vector<std::string> &parts) { std::string first = first_; + if (first == "luaerror") { + auto L = Lua::Core::State; + Lua::StackUnwinder top(L); + + luaL_error(L, "test error"); + + return CR_OK; + } + CommandDepthCounter counter; if (!counter.ok()) { ``` In `gui/launcher`: - before this change, invoking `luaerror` would hang DF. - after this change, `luaerror` prints `nil` in red to the native console and does nothing. This comes from the last-resort error handler in `LuaTools.cpp:report_error()`, and is equivalent to how other unexpected errors are handled in code invoked from Lua. Not ideal, but better than a crash. From the native console, invoking `luaerror` crashes DF in both cases (SIGABRT), and logs `PANIC: unprotected error in call to Lua API (test error)` to `stderr.log`. The difference in behavior is because `report_error()` above is part of the error handling system present when code is called _from Lua_, through variants of `SafeCall`. There is no Lua layer involved in the native console. (Note: the same crash would have been observed in the original issue in #5056 et. al. if the error had occurred when invoked through the console.)
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Reverts #5040 because of mysterious hang
see: https://discord.com/channels/793331351645323264/793331351645323267/1312143185748820009