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> I believe cpcall does some improper memory handling somewhere because
> it attempts to free an invalid pointer. The attached c code provides a
> reproducible case. The basic idea is to limit the memory usage of a
> lua_State. (Looking at the code) In my application, I don't actually
> have to call cpcall multiple times (it actually happens the first
> time).

In the code that you sent, it seems that the segfault is caused by a
stack overflow. Each cpcall leaves at the stack the error message; if
you do not pop it, they accumulate and overflow the stack. Once you
add a lua_pop inside the loop, the code seems to run without problems.

-- Roberto