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The tree carried two prebuilt Lua static libraries and a copy of the Lua public headers. lua51.lib is 5.1.2 and matched the headers; lua51.vc9.lib is 5.1.4 and was dead weight — it came second in Ja2_Libraries, so the linker resolved every Lua symbol out of lua51.lib and never pulled an object from it. Just as well, since it asks for /DEFAULTLIB:MSVCRT while we build /MT. ext/lua-5.1.5 is the upstream tarball unmodified, built as lua51 the way the other vendored libraries are, and its src directory replaces lua/ as the home of lua.h, luaconf.h, lauxlib.h and lualib.h. Those four headers were stock 5.1.2 retabbed, so 5.1.5 is bugfix-only against what the game compiled against; the bytecode format is unchanged across 5.1.x and every script under gamedir is plain source anyway. lua/lua.hpp had no includers and returns to etc/ where upstream keeps it. /SAFESEH:NO goes with it. Its two stated reasons were lua51.lib and the smackw32 import library, and both are now gone: every remaining prebuilt static library is SAFESEH-clean (libexpatMT.lib 5 of 5 members with @feat.00 = 0x1, RakNetLibStatic.lib 79 of 79), and lld-link emits a 3155-entry SEHandlerTable without it. The /MT comment blamed the wrong library. lua51.lib carried no linker directives at all; RakNetLibStatic.lib is what pins us to the static runtime, with /DEFAULTLIB:LIBCMT and /DEFAULTLIB:libcpmt. Verified by building all four applications in Debug and Release, and by linking the tarball's own lua.c against our lua51.lib with the build's clang-cl flags and running it under Wine: 5.1 stdlib, GC, coroutines and the x86 __asm fld/fistp lua_number2int fast path all behave. The game itself could not be launched here — this checkout's gamedir has loose Data directories but no SLF archives, so VFS aborts on Data\Ambient.slf long before any script runs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
51 lines
1.2 KiB
C
51 lines
1.2 KiB
C
/*
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* The code below can be used to make a Lua core that does not contain the
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* parsing modules (lcode, llex, lparser), which represent 35% of the total core.
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* You'll only be able to load binary files and strings, precompiled with luac.
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* (Of course, you'll have to build luac with the original parsing modules!)
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*
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* To use this module, simply compile it ("make noparser" does that) and list
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* its object file before the Lua libraries. The linker should then not load
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* the parsing modules. To try it, do "make luab".
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*
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* If you also want to avoid the dump module (ldump.o), define NODUMP.
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* #define NODUMP
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*/
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#define LUA_CORE
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#include "llex.h"
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#include "lparser.h"
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#include "lzio.h"
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LUAI_FUNC void luaX_init (lua_State *L) {
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UNUSED(L);
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}
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LUAI_FUNC Proto *luaY_parser (lua_State *L, ZIO *z, Mbuffer *buff, const char *name) {
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UNUSED(z);
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UNUSED(buff);
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UNUSED(name);
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lua_pushliteral(L,"parser not loaded");
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lua_error(L);
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return NULL;
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}
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#ifdef NODUMP
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#include "lundump.h"
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LUAI_FUNC int luaU_dump (lua_State* L, const Proto* f, lua_Writer w, void* data, int strip) {
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UNUSED(f);
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UNUSED(w);
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UNUSED(data);
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UNUSED(strip);
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#if 1
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UNUSED(L);
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return 0;
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#else
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lua_pushliteral(L,"dumper not loaded");
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lua_error(L);
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#endif
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}
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#endif
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