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-rw-r--r--Runtime/LuaBind/LuaBindVM.h58
1 files changed, 58 insertions, 0 deletions
diff --git a/Runtime/LuaBind/LuaBindVM.h b/Runtime/LuaBind/LuaBindVM.h
new file mode 100644
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--- /dev/null
+++ b/Runtime/LuaBind/LuaBindVM.h
@@ -0,0 +1,58 @@
+#ifndef __LUA_BIND_CONTEXT_H__
+#define __LUA_BIND_CONTEXT_H__
+
+#include <map>
+#include <unordered_set>
+
+#include "LuaBindRef.h"
+#include "LuaBindConfig.h"
+#include "LuaBindState.h"
+#include "LuaBindGlobalState.h"
+
+namespace LuaBind
+{
+
+ // 单个lua_state相关的context。是一系列代理的集合,拷贝也没关系,主要是为了节约内存。
+ class VM
+ {
+ public:
+
+ // 根据global_State拿到虚拟机。
+ static VM* TryGetVM(global_State* gState);
+ static VM* TryGetVM(lua_State* state);
+
+ VM();
+ ~VM();
+
+ // 创建虚拟机后,需要手动调用Setup函数,初始化一些虚拟机状态。
+ void Setup();
+ void OpenLibs();
+
+ lua_State* GetMainThread();
+ lua_State* CreateThread();
+ State GetMainState();
+
+ RefTable& GetStrongRefTable();
+ RefTable& GetWeakRefTable();
+
+ private:
+
+ typedef std::map<global_State*, VM*> VMap;
+
+ static VMap VMs; // 通过global_State索引虚拟机,为了方便
+
+ RefTable mStrongRefTable; // GAMELAB_UNIVERSAL_STRONG_REFERENCE_TABLE
+ RefTable mWeakRefTable; // GAMELAB_UNIVERSAL_WEAK_REFERENCE_TABLE
+
+ global_State* mGlobalState; // 虚拟机的global_State,由当前虚拟机的所有线程共享
+ lua_State* mMainThread; // 主线程
+
+#if LUA_BIND_PROFILER
+ size_t mObjectCount; // 统计所有在此虚拟机中创建的实例
+#endif
+
+ };
+
+}
+
+#endif \ No newline at end of file