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Multistate implementation #455
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Base luajit implementation
This changes based on Lua implementation chosen
…previous works with help from Foereaper. This undoes some previous optimization done with the object store because of not pushing eluna to every object.
To avoid false calls and confusion
.reload eluna <mapid> If mapid is not provided or it is -2 then all states are reloaded If mapid is -3 then scripts are reloaded but states are not reloaded If mapid is -1 then the global state is reloaded Otherwise the specified map's state is reloaded.
…into multistate # Conflicts: # LuaEngine.h
On load/reload, the scripts will be compiled to bytecode and stored in memory. New states will always load this precompiled bytecode, leading to much faster load times.
…ignore shebang and to set file path as script source
Each state can only ever be accessed by a single update thread at a time, so this is not necessary anymore
…ependency on LuaVal->LuaVal::v
…into multistate
Methods for each state need to be curated properly, currently the majority are set to work in all states. Instead of methods being skipped during loading, they should register a boilerplate function to output properly in the console.
Add proper error output handling for unimplemented methods and methods called in the wrong state
Added function 'GetStateMap' to get the map pointer the lua state is running on.
Also restrict GetMapById to the world state
Rename AsLua to AsTable
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Multistate implementation to allow the use of multiple map update thread. Each map will have its own isolated Lua state, with a world state for thread-unsafe function calls.
Adds the following additional features:
This will require some changes on both Mangos and Cmangos forks. I suggest staying on an older Eluna commit until thoroughly tested and implemented.