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> XLua, MMF2 Extension
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Retriever II
Posted: Aug 12 2009, 03:08 PM
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Last I tried it worked.

Guess I'll have to try again.

Also I'm working on backtraces although they present an unexpected challenge I still need to overcome.


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Xgoff
Posted: Aug 12 2009, 04:05 PM
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QUOTE (Retriever II @ Aug 12 2009, 02:08 PM)
Last I tried it worked.

well it might work but if it does then the opengl object doesn't like it and blows up

EDIT: actually i think i got it to work

apparently "start of frame" was being called in the subapp before the script got a chance to load

now i just have to figure out how to enable/disable multisampling and the number of samples from lua, since gl.Enable("MULTISAMPLE") apparently is the wrong argument

This post has been edited by Xgoff on Aug 12 2009, 04:16 PM


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Retriever II
Posted: Aug 12 2009, 09:52 PM
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Distribution updated.

Make sure to test thoroughly, this includes some changes to the call stack.

I've updated the error reporting in this build. Most errors will now include the Event number where relevant, rather than the previous behavior of reporting the last called function which "was probably on the same event". When parsing code, it will no longer report "Syntax Error", but will give the line and error message. There is now a new property to also enable reporting full backtraces with runtime errors. I may do more processing on the backtrace in the future to better suit XLua, but at least now it should report all function names, which it didn't want to do originally.

With this release, I've started assigning version numbers, starting with the fairly arbitrary 1.1.

XLua 1.1

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Xgoff
Posted: Aug 20 2009, 08:54 PM
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so does any lua library i want to use need to be compiled specially for xlua

or am i doing something wrong, because any library function i call does weird **** (xlua's luagl works fine, though, but that's probably irrelevant)

for example if i'm using lcairo (with the dll in the same directory as xlua):
CODE
cairo = require("lcairo")

print(cairo.version())

crash

however, something like:
CODE
cairo = require("lcairo")
a = cairo.version()
print(a)

doesn't crash, but apparently 'a' is a (lua?) function even though it's not supposed to be (it's supposed to be a number, according to the normal lua5.1.exe)

however there's no problem as far as i can tell when getting other variables:
CODE
cairo = require("lcairo")

print(cairo.SUBPIXEL_ORDER_DEFAULT)

prints "pattern_status"

EDIT: this is with the newest xlua btw

This post has been edited by Xgoff on Aug 20 2009, 09:11 PM


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Aug 21 2009, 11:14 AM
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Any third-party modules need to be compiled against XLua. Normal Lua and XLua enumerate the lua API differently so if you try using a precompiled lua library, you're probably just going to call some funky MMF SDK routine instead to spectacularly unpredictable results.

It's not hard. Algul has already compiled several libraries for Lua now on Clickteam.

Also, I want an example file of global states not working properly. And by that I mean you shouldn't have to wait or jump through hoops.


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Xgoff
Posted: Aug 21 2009, 12:08 PM
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QUOTE (Retriever II @ Aug 21 2009, 10:14 AM)
Any third-party modules need to be compiled against XLua. Normal Lua and XLua enumerate the lua API differently so if you try using a precompiled lua library, you're probably just going to call some funky MMF SDK routine instead to spectacularly unpredictable results.

It's not hard. Algul has already compiled several libraries for Lua now on Clickteam.

Also, I want an example file of global states not working properly. And by that I mean you shouldn't have to wait or jump through hoops.

i dunno the help file just made it sound like you could plop down any dll and it'd work

also my problems with global states atm is just from me using a subapp so it could be something as dumb as the subapp running slightly before the main frame or something

in any case here's a subapp example but i'm not sure if the subapp ones are fixable; they may just have to be started manually (also you can press space to attempt reloading the variable which should work fine)


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Sep 1 2009, 01:34 AM
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Mecha might be interested in this update

As with fast loops, the "On Function" condition is a bottleneck in that the more of those events that you define in your event list, the slower each MMF function call is going to be, because every call must do a string check on every defined condition. The overhead is small but if you've got, say, 300 conditions, and you're running a particular MMF function 500 times per loop, well that's 300*500 = 150,000 checks that you really didn't need...

XLua now has several alternative On Function events, called function groups. They're identical to normal on function conditions, but they let you break up your MMF functions into separate spaces, so you could pull a few really busy out of the main condition group, and save quite a bit of overhead.

XLua 1.2


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Mecha the Slag
Posted: Sep 1 2009, 08:56 AM
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oh ho!

Yes because I believe I have around those 300 conditions!


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Mecha the Slag
Posted: Sep 5 2009, 07:09 AM
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QUOTE (Retriever II @ Sep 1 2009, 08:34 AM)
XLua now has several alternative On Function events, called function groups. They're identical to normal on function conditions, but they let you break up your MMF functions into separate spaces, so you could pull a few really busy out of the main condition group, and save quite a bit of overhead.

minor question: how? I can't seem to figure it out :s


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Retriever II
Posted: Sep 5 2009, 11:18 PM
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Instead of creating an event with the "On Function" condition, look for the "Function Groups" folder and select an item from there like "On Function.A".

Auto-registration will take care of registering the function. Otherwise look for a similar "Register MMF Function.A" action.

From your lua code, either call the function directly like you would with any other function, if you registered it, or use DoCallA("funcname", param1, param2...), or DoCallB, or DoCallC, etc.

Remember that you get the biggest bang by separating out the most-often called functions.


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Retriever II
Posted: Sep 16 2009, 10:10 PM
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Bugfix for the export object list being "cleared" if you shared a state between 2 frames simultaneously (e.g., if you share a state with a subapp). The automatic dead-object cleanup run by each XLua instance did not recognize objects that belonged to another frame, and thus removed them as dead objects.

Also, a bugfix / API change for the mmf.Object.GetValue/SetValue/GetString/SetString functions. The documentation states these functions take 0-based indexes, but they actually took 1-based indexes. This has been changed back to 0-based indexes, to stay consistent with the documentation, ALT constants, and normal MMF behavior. If you use these functions, you must check your code.

Version 1.2.1: http://hocuspocus.taloncrossing.com/rii/xlua-dist.zip


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Mecha the Slag
Posted: Sep 18 2009, 11:10 AM
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so how would I go about returning a table

when I try to run string "return {"hi"}" it just gets nil.


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Xgoff
Posted: Sep 18 2009, 11:58 AM
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QUOTE (Mecha the Slag @ Sep 18 2009, 10:10 AM)
so how would I go about returning a table

when I try to run string "return {"hi"}" it just gets nil.

return it to some part of lua or to mmf


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Mecha the Slag
Posted: Sep 18 2009, 12:01 PM
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I don't get what you mean :x

elaborate?


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Xgoff
Posted: Sep 18 2009, 12:04 PM
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QUOTE (Mecha the Slag @ Sep 18 2009, 11:01 AM)
I don't get what you mean :x

elaborate?

nvm you're probably just returning it to another lua function

what does the surrounding code look like because i can return tables just fine

This post has been edited by Xgoff on Sep 18 2009, 12:05 PM


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Mecha the Slag
Posted: Sep 18 2009, 12:17 PM
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QUOTE (Xgoff @ Sep 18 2009, 07:04 PM)
nvm you're probably just returning it to another lua function

what does the surrounding code look like because i can return tables just fine

function gettable()
return MF_gettable()
end


in mmf2:

On Function "MF_gettable"
run source string "return {""hiiii""}"


then I do
print(gettable())

output
print: nil


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Xgoff
Posted: Sep 18 2009, 12:46 PM
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yeah ok

i don't think you're supposed to use run string to do stuff like that; i think you're supposed to really only use the 'push return value' actions

you could try passing the "return {'hi'}" as a string return and changing your gettable function (or equivalent) to something like:

function gettable () return loadstring(MF_GetTable())() end

an alternative would just be a generic table constructor function you could access from mmf, and just pass whatever the hell parameters you needed to it

function arraytable (...) return {...} end

or if you need to handle both hashes and arrays

function newtable (...) local temp, tab = {...}, { } for i = 1, #temp, 2 do tab[temp[i]] = temp[i + 1] end return tab end

which will create a table using the first, third, fifth, etc as the keys and second, fourth, sixth, etc as the values


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Mecha the Slag
Posted: Sep 18 2009, 12:55 PM
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:D


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Xgoff
Posted: Sep 29 2009, 01:35 PM
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would it be a bad idea to have actions for clearing the print and error message queues

seeing as it gets kind of annoying when they overflow and they possibly dump stuff you no longer care about instead of the stuff you do


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Sep 29 2009, 05:54 PM
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I could clear the internal queue, but I can't clear the event queue, and so every pushed event that doesn't overflow the event queue is still going to trigger (but if the event queue is clear then they will return nothing ... repeatedly).

You might try changing the IO model to generate events instead of pushing them, so that they happen instantly, but you have to be very careful when you do that.

Alternatively I should expose the error and print queues to lua as well. Actually I need to expose an entire XLua interface to Lua.


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