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Multistate implementation #455

Merged
merged 56 commits into from
Jan 26, 2024
Merged

Multistate implementation #455

merged 56 commits into from
Jan 26, 2024

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Foereaper
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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:

  • Automatic bytecode precompilation and caching
  • Granular per-state script loading
  • Asynchronous SQL queries with function callbacks
  • Runtime persistent worldobject and map caching
  • Method state-specific tagging
  • Assorted methods for Map
  • Compatibility mode (enabled by default), allowing the engine to run like the old Eluna implementation

This will require some changes on both Mangos and Cmangos forks. I suggest staying on an older Eluna commit until thoroughly tested and implemented.

Foereaper and others added 30 commits August 21, 2022 18:57
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
Rochet2 and others added 24 commits January 15, 2024 22:17
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
@Foereaper Foereaper marked this pull request as ready for review January 25, 2024 19:57
@Foereaper Foereaper merged commit b6838d5 into master Jan 26, 2024
16 of 32 checks passed
@Foereaper Foereaper deleted the multistate branch February 16, 2024 16:48
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3 participants