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GameObject.OnGameAttached
andGameObject.OnDetach
on game reload).With more extensive use of overrides a new issue was discovered: the Lua stack could be corrupted because
TiltedPhoques::Vector<sol::object> args;
was placed before acquiring the lockchain.pScripting->GetState()
allowing another thread in the multithreaded environment to perform garbage collection, call Lua functions, and corrupt references inargs
.This leads to two possible outcomes based on what's currently on the Lua stack:
sol::make_objec()
cannot push a new value onto the stack and throw.args
refer to random values on the stack andcall->ScriptFunction(as_args(args))
passes the random values to the Lua handler.