Thanks for the speedy response.
>> Can you show us how you initialize your thread??
I am using an approach similar to the one in Game Programming Gems 5, where I have a manager object that controls the main state and dishes out threads when requested. I.e.
static void CreateThread(State & state)
if (m_MainState == NULL)
m_MainState = luaL_newstate();
luaL_openlib(m_MainState, "Script", scriptLib, 0);
state.m_state = lua_newthread(m_MainState);
// save a pointer to
the thread manager object in the global table
// using the new thread's vm pointer as a key
lua_pushlightuserdata(m_MainState, state.m_state); <--- Is this causing a problem?
lua_settable(m_MainState, LUA_GLOBALSINDEX );
static void ReleaseThread(State & state)
int stackSize = lua_gettop(m_MainState);
for (int n=0; n<stackSize; ++n)
// This check should be: lua_isthread() && lua_tothread() == state.m_state
if (lua_touserdata(m_MainState, n) == state.m_state)
// For the time being, set the value of the key (the state we are removing) in our map to be nil
// There is also code
to close down lua if we have released the last thread here
>> If you use a weak value table, the entry will be
deleted when the object
>> is collected.
>> Just put "v" in field __mode of the metatable of your
table. If you want
>> weak key, just put "k".
As you can see, I am using the globals table, but I suppose I could create a weak table especially for the job instead.
> -----Original Message-----
> *From:* email@example.com
> [mailto:firstname.lastname@example.org]*On Behalf Of* Raymond Jacobs
> *Sent:* 18 May 2006 16:20
> *To:* Lua list
> *Subject:* Re: About lua_newthread
> When you are done with a thread (when lua_resume returns and it's
> not a yield), you should remove the thread directly from the
> stack, this will remove the reference to it and it can then be
> garbage collected (its a pain I know =/).
> another method which I've not yet done but should work, is to
> create a new thread, create a lua reference to it (using lua_ref)
> then pop it off the stack immediately (so it doesn't get buried),
> and later when you are done with it, destroy the reference
> (lua_unref) and that should allow it to be GC'd
> hope that helps,
> Raymond Jacobs
> Ethereal Darkness Interactive
> On 5/18/06, *mos* <email@example.com <mailto:firstname.lastname@example.org>>
> in lua5.1 manual:
> lua_State *lua_newthread (lua_State *L);
> There is no explicit function to close or to destroy a thread.
> Threads are
> subject to garbage collection, like any Lua object
> I don't understand this , for example like Npc in a game
> function AI()
> while(true) do
> I bind each npc with a lua_State by lua_newthread
> but the npc will die and i should close the lua_State ,
> but I can
> what can I do ? or some better suggestion ?
> Best Regards