Added luasnap checkpointing mechanism
This commit is contained in:
@@ -11,6 +11,7 @@ CPP_FILES=\
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cpp/globaldb.cpp\
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cpp/table.cpp\
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cpp/gui.cpp\
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cpp/luasnap.cpp\
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cpp/animqueue.cpp\
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cpp/source.cpp\
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cpp/world.cpp\
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195
luprex/cpp/luasnap.cpp
Normal file
195
luprex/cpp/luasnap.cpp
Normal file
@@ -0,0 +1,195 @@
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#include "luasnap.hpp"
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#include <iostream>
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#include <cassert>
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extern "C" {
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void *lj_alloc_create();
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void *lj_alloc_f(void *, void *, size_t, size_t);
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lua_State *lj_state_newstate(lua_Alloc f, void *ud);
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}
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static void *lsnap_create() {
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return lj_alloc_create();
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}
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static lua_State *lsnap_newstate(lua_Alloc f, void *ud) {
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return lj_state_newstate(f, ud);
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}
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static void *lsnap_malloc(void *mptr, size_t nsize) {
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return lj_alloc_f(mptr, 0, 0, nsize);
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}
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static void *lsnap_realloc(void *mptr, void *ptr, size_t osize, size_t nsize) {
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return lj_alloc_f(mptr, ptr, osize, nsize);
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}
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static void *lsnap_free(void *mptr, size_t osize, void *ptr) {
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return lj_alloc_f(mptr, ptr, osize, 0);
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}
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struct BlockHeader {
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BlockHeader *prev_;
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BlockHeader *next_;
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int32_t sanity_; // 0x12345678 only when linked.
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size_t size_;
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bool in_use_;
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void *snapshot_;
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};
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size_t blocksize(size_t base) {
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return base + sizeof(BlockHeader);
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}
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BlockHeader *pointer_to_header(void *ptr) {
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return (BlockHeader*)(((char *)ptr) - sizeof(BlockHeader));
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}
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void *header_to_pointer(BlockHeader *blk) {
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return (void *)(((char *)blk) + sizeof(BlockHeader));
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}
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class LuaSnapData {
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public:
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lua_State *state_;
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bool have_snapshot_;
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void *lj_mstate_;
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BlockHeader sentinel_;
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LuaSnapData();
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~LuaSnapData();
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lua_State *state() const { return state_; }
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bool have_snapshot() const { return have_snapshot_; }
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void snapshot();
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void rollback();
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void link(BlockHeader *blk);
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void unlink(BlockHeader *blk);
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void *allocf(void *ptr, size_t osize, size_t nsize);
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};
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void *lsd_alloc_f(void *lsd, void *ptr, size_t osize, size_t nsize) {
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return ((LuaSnapData*)lsd)->allocf(ptr, osize, nsize);
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}
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LuaSnapData::LuaSnapData() {
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sentinel_.prev_ = &sentinel_;
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sentinel_.next_ = &sentinel_;
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sentinel_.size_ = 0;
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sentinel_.in_use_ = false;
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sentinel_.snapshot_ = 0;
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lj_mstate_ = lsnap_create();
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have_snapshot_ = false;
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state_ = lsnap_newstate(lsd_alloc_f, (void*)this);
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}
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LuaSnapData::~LuaSnapData() {
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std::cerr << "LuaSnapData destructor not implemented." << std::endl;
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exit(1);
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}
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void LuaSnapData::snapshot() {
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assert(!have_snapshot_);
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for (BlockHeader *blk = sentinel_.next_; blk != &sentinel_; blk = blk->next_) {
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assert(blk->in_use_);
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blk->snapshot_ = malloc(blk->size_);
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memcpy(blk->snapshot_, header_to_pointer(blk), blk->size_);
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}
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have_snapshot_ = true;
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}
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void LuaSnapData::rollback() {
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assert(have_snapshot_);
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for (BlockHeader *blk = sentinel_.next_; blk != &sentinel_; ) {
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BlockHeader *next = blk->next_;
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if (blk->snapshot_) {
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memcpy(header_to_pointer(blk), blk->snapshot_, blk->size_);
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free(blk->snapshot_);
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blk->snapshot_ = nullptr;
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blk->in_use_ = true;
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} else {
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assert(blk->in_use_);
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unlink(blk);
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lsnap_free(lj_mstate_, blocksize(blk->size_), blk);
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}
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blk = next;
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}
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have_snapshot_ = false;
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}
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void LuaSnapData::link(BlockHeader *blk) {
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blk->prev_ = sentinel_.prev_;
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blk->next_ = &sentinel_;
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blk->prev_->next_ = blk;
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blk->next_->prev_ = blk;
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blk->sanity_ = 0x12345678;
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}
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void LuaSnapData::unlink(BlockHeader *blk) {
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blk->prev_->next_ = blk->next_;
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blk->next_->prev_ = blk->prev_;
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blk->prev_ = nullptr;
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blk->next_ = nullptr;
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blk->sanity_ = 0;
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}
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void *LuaSnapData::allocf(void *ptr, size_t osize, size_t nsize) {
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if (nsize == 0) {
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if (ptr == 0) return nullptr;
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BlockHeader *blk = pointer_to_header(ptr);
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assert(blk->sanity_ = 0x12345678);
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assert(blk->in_use_);
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if (blk->snapshot_ == nullptr) {
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unlink(blk);
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lsnap_free(lj_mstate_, blocksize(blk->size_), blk);
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} else {
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blk->in_use_ = false;
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}
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return nullptr;
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} else if (ptr == NULL) {
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BlockHeader *blk = (BlockHeader*)lsnap_malloc(lj_mstate_, blocksize(nsize));
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link(blk);
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blk->size_ = nsize;
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blk->in_use_ = true;
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blk->snapshot_ = nullptr;
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return header_to_pointer(blk);
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} else {
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BlockHeader *blk = pointer_to_header(ptr);
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assert(blk->sanity_ = 0x12345678);
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assert(blk->in_use_);
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if (blk->snapshot_ == nullptr) {
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unlink(blk);
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blk = (BlockHeader*)lsnap_realloc(lj_mstate_, blk, blocksize(blk->size_), blocksize(nsize));
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blk->size_ = nsize;
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link(blk);
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return header_to_pointer(blk);
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} else {
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BlockHeader *nblk = (BlockHeader*)lsnap_malloc(lj_mstate_, blocksize(nsize));
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memcpy(nblk, blk, (blk->size_ < nsize) ? blk->size_ : nsize);
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blk->in_use_ = false;
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link(nblk);
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nblk->size_ = nsize;
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nblk->in_use_ = true;
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nblk->snapshot_ = nullptr;
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return header_to_pointer(nblk);
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}
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}
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}
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LuaSnap::LuaSnap() {
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data_ = new LuaSnapData;
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state_ = data_->state();
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}
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LuaSnap::~LuaSnap() {
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delete data_;
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}
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bool LuaSnap::have_snapshot() const {
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return data_->have_snapshot();
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}
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void LuaSnap::snapshot() {
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data_->snapshot();
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}
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void LuaSnap::rollback() {
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data_->rollback();
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}
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60
luprex/cpp/luasnap.hpp
Normal file
60
luprex/cpp/luasnap.hpp
Normal file
@@ -0,0 +1,60 @@
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////////////////////////////////////////////////////////////
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//
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// LUASNAP
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//
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// A lua interpreter that can be checkpointed (snapshotted).
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// This makes it possible to roll the entire interpreter back
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// to a previously-snapshotted state.
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//
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// To accomplish this, we take advantage of the 'allocf' parameter
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// to lua_newstate. This lets us hook the lua allocator, which
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// in turn lets us find every block of memory currently in use by
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// lua. To snapshot, we 'memcpy' every block of memory
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// that lua is using into a buffer. To rollback, we just 'memcpy'
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// the data back.
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//
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// The current implementation is a proof-of-concept. It's quite
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// wasteful of memory, roughly doubling the amount of RAM that
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// LUA uses. But it does demonstrate that this method of snapshot
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// and rollback is feasible.
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//
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////////////////////////////////////////////////////////////
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#ifndef LUASNAP_HPP
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#define LUASNAP_HPP
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#include "luastack.hpp"
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class LuaSnapData;
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class LuaSnap {
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private:
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lua_State *state_;
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LuaSnapData *data_;
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public:
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LuaSnap();
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~LuaSnap();
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// Get the lua intepreter.
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//
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lua_State *state() const { return state_; }
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// Return true if there's a saved snapshot.
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//
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bool have_snapshot() const;
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// snapshot the state of the lua interpreter.
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//
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// If there is already a snapshot, this panics.
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//
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void snapshot();
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// Rollback the lua intepreter to the snapshotted state.
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//
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// If there is no snapshot, this panics.
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//
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void rollback();
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};
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#endif // LUASNAP_HPP
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@@ -38,17 +38,20 @@ int LuaStack::collect_tagged_pointer(lua_State *L) {
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}
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void LuaStack::register_all_userdata(lua_State *L) {
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LuaVar tab, lud;
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LuaStack LS(L, tab, lud);
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LuaVar tab, lud, classtab, classname;
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LuaStack LS(L, tab, lud, classtab, classname);
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auto regs = LuaFunctionReg::all();
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for (const LuaFunctionReg *r : regs) {
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const std::string &name = util::tolower(r->get_name());
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lua_CFunction tag = r->get_func();
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std::string mode = r->get_mode();
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LS.set(classname, name);
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if (mode.find('t') != std::string::npos) { // Register type
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LS.newtable(tab);
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LS.setfield(tab, "type", name);
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LS.setfield(tab, "__gc", collect_tagged_pointer);
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LS.makeclass(classtab, classname);
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LS.setfield(tab, "__index", classtab);
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LS.setlightuserdata(lud, (void *)tag);
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LS.rawset(LuaRegistry, lud, tab);
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}
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@@ -202,6 +205,37 @@ void LuaStack::newtable(LuaSlot target) const {
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lua_replace(L_, target);
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}
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void LuaStack::makeclass(LuaSlot classtab, LuaSlot classname) const {
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int top = lua_gettop(L_);
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checkstring(classname);
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// Special case: if the classname is _G, return global env.
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lua_pushstring(L_, "_G");
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int eqlg = lua_equal(L_, -1, classname.index());
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lua_settop(L_, top);
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if (eqlg) {
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set(classtab, LuaGlobals);
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return;
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}
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// Get the classtab from the global environment.
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// Create it if it doesn't exist.
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rawget(classtab, LuaGlobals, classname);
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if (isnil(classtab)) {
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newtable(classtab);
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rawset(LuaGlobals, classname, classtab);
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}
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// If the name isn't bound to a table, abort.
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if (!istable(classtab)) {
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luaL_error(L_, "%s is not a class", ckstring(classname).c_str());
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}
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// Repair the special fields.
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setfield(classtab, "__index", classtab);
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setfield(classtab, "__class", classname);
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}
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void LuaStack::setlightuserdata(LuaSlot target, void *p) const {
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lua_pushlightuserdata(L_, p);
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lua_replace(L_, target);
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@@ -425,6 +425,9 @@ public:
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void checknometa(LuaSlot index) const;
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void newtable(LuaSlot target) const;
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void makeclass(LuaSlot tab, LuaSlot name) const;
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void setlightuserdata(LuaSlot target, void *p) const;
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template <typename T>
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@@ -34,42 +34,9 @@ util::stringvec read_control_lst(const std::string &path) {
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LuaDefine(source_makeclass, "f") {
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LuaArg classname;
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LuaVar action, gname;
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LuaRet classtab;
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LuaStack LS(L, classname, classtab, action, gname);
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LS.checkstring(classname);
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// Special case: if the classname is _G, return global env.
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LS.set(gname, "_G");
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if (LS.equal(classname, gname)) {
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LS.set(classtab, LuaGlobals);
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return LS.result();
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}
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// Get the classtab from the global environment.
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// Create it if it doesn't exist.
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LS.rawget(classtab, LuaGlobals, classname);
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if (LS.isnil(classtab)) {
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LS.newtable(classtab);
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LS.rawset(LuaGlobals, classname, classtab);
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}
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// If the name isn't bound to a table, abort.
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if (!LS.istable(classtab)) {
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luaL_error(L, "%s is not a class", LS.ckstring(classname).c_str());
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}
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// Repair the special fields.
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LS.setfield(classtab, "__index", classtab);
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LS.setfield(classtab, "__class", classname);
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// Repair the action table.
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LS.getfield(action, classtab, "action");
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if (!LS.istable(action)) {
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LS.setfield(classtab, "action", LuaNewTable);
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}
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LuaStack LS(L, classname, classtab);
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LS.makeclass(classtab, classname);
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return LS.result();
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}
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@@ -200,26 +167,17 @@ void SourceDB::update() {
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}
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// Delete everything from the global environment except
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// the class tables and the class action tables.
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// the class tables.
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//
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static void source_clear_globals(lua_State *L) {
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LuaVar classname, classtab, action, key;
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LuaStack LS(L, classname, classtab, action, key);
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LuaVar classname, classtab, key;
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LuaStack LS(L, classname, classtab, key);
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LS.setfield(LuaGlobals, "_G", LuaNil);
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LS.set(classname, LuaNil);
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while (LS.next(LuaGlobals, classname, classtab) != 0) {
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if (LS.istable(classtab)) {
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bool keep_action = false;
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LS.getfield(action, classtab, "action");
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if (LS.istable(action)) {
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LS.call(table_clear, action);
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keep_action = true;
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}
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LS.call(table_clear, classtab);
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if (keep_action) {
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LS.setfield(classtab, "action", action);
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}
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} else {
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LS.rawset(LuaGlobals, classname, LuaNil);
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}
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@@ -239,7 +197,7 @@ static void source_restore_builtins(lua_State *L) {
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LS.set(key, LuaNil);
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while (LS.next(snapshot, key, value) != 0) {
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LS.checktable(value);
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LS.call(subglobal, source_makeclass, key);
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LS.makeclass(subglobal, key);
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LS.set(skey, LuaNil);
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while (LS.next(value, skey, svalue) != 0) {
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LS.rawset(subglobal, skey, svalue);
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||||
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@@ -43,9 +43,8 @@ static void l_message(const char *msg)
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fflush(stderr);
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}
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void TextGame::do_lua(const std::string &exp) {
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lua_State *L = viewer_.get_lua_state();
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lua_State *L = viewer_.state();
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int status = luaL_loadbuffer(L, exp.c_str(), exp.size(), "=stdin");
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assert(status == LUA_OK);
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globalL = L;
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@@ -119,6 +118,22 @@ void TextGame::do_choose_command(const StringVec &cmd) {
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std::cerr << "Choose command (index " << index << ") not implemented yet." << std::endl;
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}
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void TextGame::do_snapshot_command(const StringVec &cmd) {
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if (cmd.size() != 1) {
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std::cerr << "s command (snapshot) takes no arguments" << std::endl;
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return;
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}
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viewer_.snapshot();
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}
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void TextGame::do_rollback_command(const StringVec &cmd) {
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if (cmd.size() != 1) {
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std::cerr << "r command (rollback) takes no arguments" << std::endl;
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return;
|
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}
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viewer_.rollback();
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}
|
||||
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void TextGame::do_quit_command(const StringVec &cmd) {
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if (cmd.size() != 1) {
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||||
std::cerr << "q command (quit) takes no arguments" << std::endl;
|
||||
@@ -133,6 +148,8 @@ void TextGame::do_command(const StringVec &words) {
|
||||
case 'm': do_menu_command(words); break;
|
||||
case 'c': do_choose_command(words); break;
|
||||
case 'q': do_quit_command(words); break;
|
||||
case 's': do_snapshot_command(words); break;
|
||||
case 'r': do_rollback_command(words); break;
|
||||
default:
|
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std::cerr << "Unknown command: " << words[0] << std::endl;
|
||||
}
|
||||
|
||||
@@ -17,7 +17,9 @@ private:
|
||||
void do_menu_command(const StringVec &cmd);
|
||||
void do_choose_command(const StringVec &cmd);
|
||||
void do_quit_command(const StringVec &cmd);
|
||||
|
||||
void do_snapshot_command(const StringVec &cmd);
|
||||
void do_rollback_command(const StringVec &cmd);
|
||||
|
||||
void do_lua(const std::string &exp);
|
||||
void do_command(const StringVec &exp);
|
||||
public:
|
||||
|
||||
@@ -16,9 +16,13 @@ public:
|
||||
Viewer();
|
||||
~Viewer();
|
||||
|
||||
// Snapshot/rollback the lua state (temporary hack)
|
||||
void snapshot() { world_->lua_snap_.snapshot(); }
|
||||
void rollback() { world_->lua_snap_.rollback(); }
|
||||
|
||||
// Get the lua state for interaction.
|
||||
//
|
||||
lua_State *get_lua_state() { return world_->get_lua_state(); }
|
||||
lua_State *state() { return world_->state(); }
|
||||
|
||||
// Get the player ID of the current player.
|
||||
//
|
||||
|
||||
@@ -15,22 +15,15 @@ World::~World() {
|
||||
}
|
||||
|
||||
World::World() {
|
||||
// Create the lua state.
|
||||
lua_state_ = lua_open();
|
||||
if (lua_state_ == nullptr) {
|
||||
std::cerr << "Cannot create lua state." << std::endl;
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Initialize the userdata metatables.
|
||||
LuaStack::register_all_userdata(lua_state_);
|
||||
LuaStack::register_all_userdata(state());
|
||||
|
||||
// Initialize the ID allocator in master mode.
|
||||
id_global_pool_.init_master(10);
|
||||
|
||||
// Prepare to manipulate the lua state.
|
||||
LuaVar world;
|
||||
LuaStack LS(lua_state_, world);
|
||||
LuaStack LS(state(), world);
|
||||
|
||||
// Put the world pointer into the lua registry.
|
||||
LS.newpointer(world, this, false);
|
||||
@@ -40,11 +33,11 @@ World::World() {
|
||||
LS.setfield(LuaRegistry, "tangibles", LuaNewTable);
|
||||
|
||||
// Initialize the SourceDB
|
||||
source_db_.initialize(lua_state_);
|
||||
source_db_.initialize(state());
|
||||
source_db_.rebuild();
|
||||
|
||||
LS.result();
|
||||
assert (lua_gettop(lua_state_) == 0);
|
||||
assert (lua_gettop(state()) == 0);
|
||||
}
|
||||
|
||||
void Tangible::be_a_player() {
|
||||
@@ -53,6 +46,16 @@ void Tangible::be_a_player() {
|
||||
|
||||
anim_queue_.add(world_->id_global_pool_.get_one(), "");
|
||||
anim_queue_.set_graphic("player");
|
||||
|
||||
LuaVar classtab, mt, place, tangibles;
|
||||
LuaStack LS(world_->state(), classtab, mt, place, tangibles);
|
||||
|
||||
LS.call(classtab, source_makeclass, "player");
|
||||
LS.getfield(tangibles, LuaRegistry, "tangibles");
|
||||
LS.rawget(place, tangibles, anim_queue_.get_id());
|
||||
LS.getmetatable(mt, place);
|
||||
LS.setfield(mt, "__index", classtab);
|
||||
LS.result();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,7 +68,7 @@ void World::init_standalone() {
|
||||
source_db_.run_unittests();
|
||||
|
||||
// Create the player tangible.
|
||||
Tangible *player = tangible_make(lua_state_, 1, false);
|
||||
Tangible *player = tangible_make(state(), 1, false);
|
||||
player->be_a_player();
|
||||
}
|
||||
|
||||
@@ -135,7 +138,7 @@ World *World::fetch(lua_State *L) {
|
||||
|
||||
void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
|
||||
gui->clear();
|
||||
lua_State *L = get_lua_state();
|
||||
lua_State *L = state();
|
||||
|
||||
LuaVar actor, place, ugui, func, tangibles;
|
||||
LuaStack LS(L, actor, place, ugui, func, tangibles);
|
||||
@@ -179,8 +182,6 @@ void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
|
||||
LS.result();
|
||||
}
|
||||
|
||||
|
||||
|
||||
LuaDefine(tangible_get, "c") {
|
||||
LuaArg id;
|
||||
LuaRet database;
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "animqueue.hpp"
|
||||
#include "source.hpp"
|
||||
#include "gui.hpp"
|
||||
#include "luasnap.hpp"
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
|
||||
@@ -43,10 +44,10 @@ public:
|
||||
|
||||
class World {
|
||||
public:
|
||||
// A pointer to the lua State.
|
||||
// A lua intepreter with snapshot function.
|
||||
//
|
||||
lua_State *lua_state_;
|
||||
|
||||
LuaSnap lua_snap_;
|
||||
|
||||
// The Global ID Pool.
|
||||
//
|
||||
IdGlobalPool id_global_pool_;
|
||||
@@ -81,7 +82,7 @@ public:
|
||||
//
|
||||
// Get the lua interpreter associated with this world model.
|
||||
//
|
||||
lua_State *get_lua_state() { return lua_state_; }
|
||||
lua_State *state() { return lua_snap_.state(); }
|
||||
|
||||
// get_near
|
||||
//
|
||||
|
||||
Reference in New Issue
Block a user