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#pragma once
#include "StarThread.hpp"
#include "StarLua.hpp"
#include "StarRoot.hpp"
namespace Star {
STAR_CLASS(LuaRoot);
// Loads and caches lua scripts from assets. Automatically clears cache on
// root reload. Uses an internal LuaEngine, so this and all contexts are meant
// for single threaded access and have no locking.
class LuaRoot {
public:
LuaRoot();
~LuaRoot();
void loadScript(String const& assetPath);
bool scriptLoaded(String const& assetPath) const;
void unloadScript(String const& assetPath);
void restart();
void shutdown();
// A script context can be created from the combination of several scripts,
// the functions / data in each script will be loaded in order, so that later
// specified scripts will overwrite previous ones.
//
// The LuaContext that is returned will have its 'require' function
// overloaded to take absolute asset paths and load that asset path as a lua
// module, with protection from duplicate loading.
LuaContext createContext(String const& script);
LuaContext createContext(StringList const& scriptPaths = {});
void collectGarbage(Maybe<unsigned> steps = {});
void setAutoGarbageCollection(bool autoGarbageColleciton);
void tuneAutoGarbageCollection(float pause, float stepMultiplier);
size_t luaMemoryUsage() const;
size_t scriptCacheMemoryUsage() const;
void clearScriptCache() const;
void addCallbacks(String const& groupName, LuaCallbacks const& callbacks);
LuaEngine& luaEngine() const;
private:
class ScriptCache {
public:
void loadScript(LuaEngine& engine, String const& assetPath);
bool scriptLoaded(String const& assetPath) const;
void unloadScript(String const& assetPath);
void clear();
void loadContextScript(LuaContext& context, String const& assetPath);
size_t memoryUsage() const;
private:
mutable RecursiveMutex mutex;
StringMap<ByteArray> scripts;
};
LuaEnginePtr m_luaEngine;
StringMap<LuaCallbacks> m_luaCallbacks;
shared_ptr<ScriptCache> m_scriptCache;
ListenerPtr m_rootReloadListener;
String m_storageDirectory;
};
}
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