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Lua Writable Collections - #160

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Causeless merged 11 commits into
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Lua Writable Collections#160
Causeless merged 11 commits into
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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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Lua Writable Collections by Bit-Crust · Pull Request #160 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Lua Writable Collections - #160

Merged
Causeless merged 11 commits into
developmentfrom
lua-writable-collections
Dec 7, 2024
Merged

Lua Writable Collections#160
Causeless merged 11 commits into
developmentfrom
lua-writable-collections

Conversation

@Bit-Crust

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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Lua Writable Collections by Bit-Crust · Pull Request #160 · cortex-command-community/Cortex-Command-Community-Project · GitHub
Skip to content

Lua Writable Collections - #160

Merged
Causeless merged 11 commits into
developmentfrom
lua-writable-collections
Dec 7, 2024
Merged

Lua Writable Collections#160
Causeless merged 11 commits into
developmentfrom
lua-writable-collections

Conversation

@Bit-Crust

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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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Skip to content

Lua Writable Collections - #160

Merged
Causeless merged 11 commits into
developmentfrom
lua-writable-collections
Dec 7, 2024
Merged

Lua Writable Collections#160
Causeless merged 11 commits into
developmentfrom
lua-writable-collections

Conversation

@Bit-Crust

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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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ContributorAuthor

I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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Skip to content

Lua Writable Collections - #160

Merged
Causeless merged 11 commits into
developmentfrom
lua-writable-collections
Dec 7, 2024
Merged

Lua Writable Collections#160
Causeless merged 11 commits into
developmentfrom
lua-writable-collections

Conversation

@Bit-Crust

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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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ContributorAuthor

I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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Skip to content

Lua Writable Collections - #160

Merged
Causeless merged 11 commits into
developmentfrom
lua-writable-collections
Dec 7, 2024
Merged

Lua Writable Collections#160
Causeless merged 11 commits into
developmentfrom
lua-writable-collections

Conversation

@Bit-Crust

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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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ContributorAuthor

I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' Lua Writable Collections by Bit-Crust · Pull Request #160 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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Lua Writable Collections - #160

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Causeless merged 11 commits into
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lua-writable-collections
Dec 7, 2024
Merged

Lua Writable Collections#160
Causeless merged 11 commits into
developmentfrom
lua-writable-collections

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@Bit-Crust

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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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Skip to content

Lua Writable Collections - #160

Merged
Causeless merged 11 commits into
developmentfrom
lua-writable-collections
Dec 7, 2024
Merged

Lua Writable Collections#160
Causeless merged 11 commits into
developmentfrom
lua-writable-collections

Conversation

@Bit-Crust

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A number of properties which were exposed to Lua as iterators could not have their elements modified. When an iterator was obtained for Lua, it returned an iterator over a list of copies of elements from the original C++ collection, meaning that changes to those copies would be ineffective. Affected collections included MOSR Gibs, AEmitter or PEmitter Emissions, and MetaMan Players, unaffected were all collections of pointers. Corrected by changing all of those lists to pointers.

Bit-Crustand others added 6 commits November 15, 2024 15:11
… be written to without access to C++ data structure construction methods for various types) by making them read only. Made AEmitter and PEmitter Emissions individually Lua writable, added getter and setter for Emission accumulator.
…ua by changing referenced std iterators to work over pointers instead of raw values, meaning the value copies passed to lua are value copies of pointers, not raw values.
@Causeless

Causeless commented Nov 20, 2024

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Oof, I can understand this but it feels really awkward doing it like this. It has performance implications, it messies the code, and it introduces a lot of manual memory management.

This is probably the safest approach, but at the same time it feels really awkward to have to do this everywhere we want to expose things to Lua...

Some thoughts:

  1. We could instead have an intermediate lua binding that constructs a list of pointers to the Gib in the vector, instead of intrinisically actually allocating it seperately. This would avoid manual memory management and would also be more performant for the main C++ sim stuff as it'd avoid pointer chasing and potential cache misses there. However, if the vectors are modified, the elements within would become invalidated and bring the risk of Lua stamping over the wrong memory. To be fair this is already an issue that scripters are somewhat accustomed to dealing with though, as MO references in Lua aren't guaranteed to be stable for any longer than a frame.
  2. We could do what we're doing here, but use unique ptrs instead of raw ptrs. Would be basically the same and still a bit awkward, but at least we get to avoid manual memory management.
  3. We could have some entirely object that represents an entity id + index in the list and dereferences back onto the real object, while seeming just like a reference on the lua side. This would still be potentially risky but would be much less so

Interested in your thoughts

@Causeless

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Think it's still worth getting this in, so merging

@Bit-Crust
Bit-Crust disabled auto-merge December 7, 2024 13:21
@Bit-Crust

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I disabled automerge for the moment, could've sworn I had an outgoing commit to push first, but false alarm. I can't turn it back on, however, presumably until the checks pass.

@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
@Causeless
Causeless removed this pull request from the merge queue due to a manual request Dec 7, 2024
@Causeless
Causeless added this pull request to the merge queueDec 7, 2024
Merged via the queue into development with commit bbf1894Dec 7, 2024
@Causeless
Causeless deleted the lua-writable-collections branch December 7, 2024 13:33
@HeliumAntHeliumAnt mentioned this pull request Feb 17, 2025
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