Fix lua native bindings and lua script reload (#1575)

* fix: script manager and lua scripts: change the api so that the m_scripts array is only modified in a specific safe location: before it gets ticked.
* fix script manager: don't expose the script vector directly, for multithreading safety
* fix lua manager usage: don't iterate the module array without locking, nor un/load module from a script thread
* lua script: only do actual loading of lua modules in script mgr
* lua native bindin: fix pointer parameters, out C style parameters are returned as multiple return values lua-style
This commit is contained in:
Quentin
2023-07-01 22:40:17 +02:00
committed by GitHub
parent 6ae19c062e
commit 2e70faa4ad
12 changed files with 43494 additions and 6581 deletions

View File

@ -10,8 +10,8 @@ namespace big
{
components::sub_title("DEBUG_SCRIPTS_SUB_TITLE"_T);
for (const auto& script : g_script_mgr.scripts())
{
g_script_mgr.for_each_script([](const auto& script) {
if (script->is_toggleable())
{
if (ImGui::Checkbox(script->name(), script->toggle_ptr()))
@ -19,7 +19,8 @@ namespace big
g_notification_service->push(std::string(script->name()).append(" script"), script->is_enabled() ? "Resumed" : "Halted");
}
}
}
});
ImGui::EndTabItem();
}
}