More work on moving engine into dlmalloc heap
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@@ -294,7 +294,7 @@ eng::string World::probe_lua(int64_t actor_id, const eng::string &lua) {
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// If there's an error message, print it.
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// Otherwise, pretty-print the results.
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eng::ostream *ostream = lthread_print_stream();
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std::ostream *ostream = lthread_print_stream();
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if (status == LUA_OK) {
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for (int i = top + 1; i <= lua_gettop(L); i++) {
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LuaSpecial root(i);
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@@ -683,7 +683,7 @@ void World::run_scheduled_threads() {
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lua_State *CO = LS.ckthread(thread);
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open_lthread_state(LS.ckinteger(actorid), sched.place_id(), LS.ckboolean(useppool), true);
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int status = lua_resume(CO, nullptr, LS.ckint(nargs));
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eng::ostream *ostream = lthread_print_stream();
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std::ostream *ostream = lthread_print_stream();
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// Three possible outcomes: finished, yielded, or errored.
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if (!util::world_type_authoritative(world_type_)) {
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@@ -786,7 +786,7 @@ void World::close_lthread_state() {
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clear_lthread_state();
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}
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eng::ostream *World::lthread_print_stream() const {
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std::ostream *World::lthread_print_stream() const {
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if (lthread_prints_ != nullptr) {
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return lthread_prints_.get();
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} else {
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