Less serialization and deserialization of Lua Source, also, Invocation is now simpler
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@@ -210,10 +210,13 @@ public:
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//
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void set_console_prompt(const eng::string &prompt);
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// Fetches the lua source, and takes ownership of it. The DrivenEngine
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// no longer contains the source after calling this.
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// Fetches the lua 'sourcepack'. The sourcepack is a packaged collection
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// of all the lua sourcefiles, see drvutil::package_lua_source for
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// documentation of the format. This also clears the sourcepack stored
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// in the DrivenEngine. Returns empty string if there is no sourcepack
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// in the DrivenEngine.
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//
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util::LuaSourcePtr get_lua_source();
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eng::string get_lua_source_pack();
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// Rescan the lua source directory. The lua source directory is read once,
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// automatically, at engine creation time. If you want to read it again,
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@@ -291,7 +294,7 @@ public:
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void drv_notify_close(uint32_t chid, uint32_t len, const char *data);
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uint32_t drv_notify_accept(uint32_t port);
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void drv_invoke_event_update(double clock);
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void drv_set_lua_source(uint32_t srcpklen, const char *srcpk);
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void drv_set_lua_source_pack(uint32_t srcpklen, const char *srcpk);
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private:
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// Find a currently-unused channel ID. Channel IDs
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@@ -308,12 +311,12 @@ private:
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std::unique_ptr<std::ostream> stdostream_;
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eng::vector<SharedChannel> accepted_channels_;
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eng::vector<uint32_t> new_outgoing_;
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util::LuaSourcePtr lua_source_;
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eng::vector<uint32_t> listen_ports_;
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World *visible_world_;
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int64_t visible_actor_id_;
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util::IdVector scan_result_;
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std::vector<util::SharedStdString> anim_queues_;
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eng::string lua_source_pack_;
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bool rescan_lua_source_;
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double clock_;
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bool stop_driver_;
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