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- Subject: Re: tolua++ porting to 5.2
- From: Tim Mensch <tim-lua-l@...>
- Date: Mon, 14 Jan 2013 18:32:17 -0700
On 1/14/2013 5:33 PM, Jay Carlson wrote:
The fix for this would involve C-side deallocation turning Lua-side
references into tombstones, and I don't see an obvious way to
implement tombstones other than something that works out to be Tim's
I think it was Hadriel that mentioned serial numbers (though I admitted
to using them); I was just suggesting going into Lua in the destructor
(or an object-release function in C) and telling it that address is no
longer valid. That turned out to be very difficult to do in tolua++,
though I don't recall the specifics.
LuaBind seems to be the de facto standard binding for C++ these days,
and it does actually support lifetime management of Lua objects. It just
generates bindings that are HUGE and slow, which isn't ideal for games.
I know of at least one iOS/Android game that uses LuaBind, though, so I
know it's possible to use it (though the developer in question ended up
tossing out LuaBind and creating their own binding generator to replace it).