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Lua Lanes allows you to give specific OS level priorities to the Lua states you are running, and/or aborting them completely if necessary. It kind of helps you do the kinds of sandboxing that Lua is good for, without going "inside".

http://luaforge.net/projects/lanes/

The tips Irayo gave seem very valid, though, and using debug features + os.clock() is maybe enough for your tasking needs?

If running potentially on multicore machines, you might consider Lua Lanes for fully utilizing them, though. In an easy way.

-asko


TongKe Xue kirjoitti 8.7.2007 kello 3:24:

Hey Everyone,

I'm working on a massive simulation project (like worldforge). I need to be able to allow users to script objects in the world. I am thinking of
ussing Ruby as my scripting language of choice. However:

  (1) I need to be able to limit the memory usage of the object.
  (2) I need to be able to limit the CPU cycle usage of the object.

  I.e. I don't want users to use my game to calculate digits of PI.

Is there a way to let me create these light-weight tasklets/ threadlets/processlets (there's too many objects to have a UNIX process for each object) such that I can limit the memory/cpu usage on each?


Thanks,