【转】cocos2d-x Lua

Call custom c++ from Lua

cocos2d-x lua binds c++ class, class functions ,enum and some global functions to lua through auto-binding by bindings-generator(tools/bindings-generator) and some manual binding,so we can call custom c++ from lua conveniently.

Call the class member function

Open the lua-empty-test/src/hello.lua file and we will find many function calls like cc.***. They are actually calling the class member function.Let we see the initGLView function.

local function initGLView()
    local director = cc.Director:getInstance()
    local glView = director:getOpenGLView()
    if nil == glView then
        glView = cc.GLViewImpl:create("Lua Empty Test")
        director:setOpenGLView(glView)
    end

    director:setOpenGLView(glView)

    glView:setDesignResolutionSize(480, 320, cc.ResolutionPolicy.NO_BORDER)

    director:setDisplayStats(true)

    director:setAnimationInterval(1.0 / 60)
end

The relationship between the lua function call and the c++ function call as follow:

|          lua                         |        c++                          |
|  cc.Director:getInstance()           |    cocos2d::Director::getInstance() |
|  director:getOpenGLView()            |    director->getOpenGLView          |
|  cc.GLViewImpl:create("Lua Empty Test") | cocos2d::GLViewImpl::create("Lua Empty Test") |
|  glView:setDesignResolutionSize(480, 320, cc.ResolutionPolicy.NO_BORDER) | glview->glView:setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER)|

From this table,we can see that the functions called in the lua are very similar with the functions called in the c++, and there are some key points that we need to pay attention to as follow:

  • cc is a moudle name like namespace name in c++,it is cocos2d-x 3.0 new features.The relation between the lua modules and c++ namespaces as follow:
|   Lua module name   |   c++ namespace |
|        cc           | cocos2d,cocos2d::extension,CocosDenshion,cocosbuilder |
|       ccui          |  cocos2d::ui    |
|        ccs          |  cocostudio,cocostudio::timeline |
|        sp           |     spine       |
|       ccexp         | cocos2d::experimental,cocos2d::experimental::ui |
  • No matter the functions are static or not in the c++, the functions called in the lua are all used :
  • cc.ResolutionPolicy.NO_BORDER corresponds to ResolutionPolicy::NO_BORDER which is enum value in the c++.Owing to faulty of current bindings-generator, enum values are bound to lua by manual.Different moudles have different lua file to keep the bindings value,the details as follows:
    |  moudle name |  const value files |
    |    cc        |  Cocos2dConstants.lua, ExtensionConstants.lua, NetworkConstants.lua|
    |   ccui       |  GuiConstants.lua |
    |    ccs       |  StudioConstants.lua|
    |   ccexp      |  experimentalUIConstants.lua|
  • For some functions, their parameters include cocos2d::Vec2, cocos2d::Vec3 ,and so on, we should do a conversion to call c++ function.For example:

void Node::setPosition(const Vec2& position)

In C++, we should call this function like this:

nodeObj->setPosition(Vec2(0.0f, 0.0f))

In lua, we should call this function like this:

nodeObj:setPosition(cc.p(0.0, 0.0))

cc.p(0.0, 0.0) is to construct an anonymous table like this {x = 0, y =0}

The other parametric types should be converted are listed as follow:

    |  parametric types    |   lua conversional format    |
    |   cocos2d::Point     |   {x = numValue, y = numValue} |
    |   cocos2d::Vec3      |   {x = numValue, y = numValue, z = numValue} |
    |   cocos2d::Vec4      |   {x = numValue, y = numValue, z = numValue, w = numValue} |
    |   cocos2d::Rect      |   {x = numValue, y = numValue, width = numValue, height = numValue} |
    |   cocos2d::Size      |   {width = numValue, height = numValue} |
    |   cocos2d::Color4B   |   {r = numValue, g = numValue, b = numValue, a = numValue} |
    |   cocos2d::Color4F   |    {r = numValue, g = numValue, b = numValue, a = numValue} |
    |   cocos2d::Color3B   |    {r = numValue, g = numValue, b = numValue} |
    |   cocos2d::PhysicsMaterial | {density = numValue, restitution = numValue, friction = numValue} |
    |   cocos2d::AffineTransform | {a = numValue, b = numValue, c = numValue, d = numValue, tx = numValue, ty = numValue} |
    |   cocos2d::FontDefinition | {fontName = stringValue, fontSize = numValue, fontAlignmentH = numValue, fontAlignmentV = numValue, fontFillColor = {r = numValue, g = numValue, b = numValue}, fontDimensions = {width = numValue, height = numValue}, shadowEnabled = boolValue[,shadowOffset = {width = numValue, height = numValue}, shadowBlur = numValue, shadowOpacity = numValue], strokeEnabled = boolValue[,strokeColor  =  {r = numValue, g = numValue, b = numValue}, strokeSize = numValue]} |
    |  cocos2d::Vector | {objValue1,objValue2,...,objValuen,...}|
    |  cocos2d::Map<std::string, T>| {key1 = objValue1, key2 = objValue2,..., keyn = objValuen,...} |
    |  cocos2d::Value | {objValue1,objValue2,...,objValuen,...} or key1 = objValue1, key2 = objValue2,..., keyn = objValuen,...} or stringValue or boolValue or numValue |
    |  cocos2d::ValueMap | {key1 = Value1, key2 = Value2,..., keyn = Valuen,...} |
    |  cocos2d::ValueMapIntKey | {numKey1 = Value1, intKey2 = Value2, ...,intKeyn = Valuen,...} |
    |  cocos2d::ValueVector    | {Value1, Value2, ..., Valuen, ...} |
    |  std::vector<string> |   {stringValue1, stringValue2, ..., stringValuen, ...}   |
    |  std::vector<int>    |   {numValue1, numValue2, ..., numValuen, ...}   |
    |  std::vector<float>  |   {numValue1, numValue2, ..., numValuen, ...}   |
    |  std::vector<unsigned short> | {numValue1, numValue2, ..., numValuen, ...} |
    |  cocos2d::Mat4  | {numValue1,numValue2,..., numValue16} |
    |  cocos2d::TTFConfig |{fontFilePath = stringValue, fontSize = numValue, glyphs = numValue, customGlyphs = stringValue, distanceFieldEnabled = boolValue, outlineSize = numValue}
    | cocos2d::MeshVertexAttrib| {size = numValue, type = numValue, vertexAttrib = numValue, vertexAttrib =numValue} |
    | cocos2d::BlendFunc | { src = numValue, dst = numValue} |

Call global functions

cocos2d-x v3 also binds some global functions to lua by manual, such as kmGLPushMatrix, kmGLTranslatef and kmGLLoadMatrix etc.We can call these global function in the lua as follows:

    kmGLPopMatrix()

Call OpenGL functions

cocos2d-x v3 binds some OpenGL functions to Lua.All the OpenGL functions are in the gl moudle,and we can call OpenGL functions in the lua like this:

    local glNode  = gl.glNodeCreate()
    glNode:setContentSize(cc.size(256, 256))
    glNode:setAnchorPoint(cc.p(0.5, 0.5))
    uniformCenter = gl.getUniformLocation(program,"center")
    uniformResolution  = gl.getUniformLocation( program, "resolution")

You can refer to lua-tests/DrawPrimitiveTest and lua-tests/OpenGLTest for more information.

Summa

From what has been discussed above, you can find that calling c++ functions from lua is conveniently, and you can refer to lua-tests for more detail information.

Bind a c++ class to lua by bindings-generator automatically

Since cocos2d-x v3.0,we use bindings-generator to bind c++ class to lua automatically.

The bindings-generator is based on tolua++, you could config the ini file in the tools/tolua directory and then run the genbindings.py script to generate the binding code. By using this method, it greatly reduce the configuration work of writing pkg files which used in cococ2d-x v2.

Next,let's take a custom class as an example to show how to use the bindings-generator to bind a c++ class to lua

Create a custom class

Here is the code snippets:

// CustomClass.h

#ifndef __CUSTOM__CLASS

#define __CUSTOM__CLASS

#include "cocos2d.h"

namespace cocos2d {
class CustomClass : public cocos2d::Ref
{
public:

    CustomClass();

    ~CustomClass();

    static cocos2d::CustomClass* create();

    bool init();

    CREATE_FUNC(CustomClass);
};
} //namespace cocos2d

#endif // __CUSTOM__CLASS

Note:

  • We omit the cpp file because the bindings-generator only scan the header files
  • We suggest that the custom class should be inheritent from cocos2d::Ref class,it is mainly due to the fact that the destructor of cocos2d::Ref would call removeScriptObjectByObject to reduce reference count of userdata which create in the c++ automaticly to avoid the memory leak.

Add a new cocos2dx_custom.ini file

Navigate to the tools/lua folder and create a new file named cocos2dx_custom.ini,the detail of cocos2dx_custom.ini is as follows:

[cocos2dx_custom]

# the prefix to be added to the generated functions. You might or might not use this in your own

# templates

prefix = cocos2dx_custom

# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns 

# all classes will be embedded in that namespace

target_namespace = cc

android_headers =  -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.8/include

android_flags = -D_SIZE_T_DEFINED_ 

clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include

clang_flags = -nostdinc -x c++ -std=c++11 -U __SSE__

cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/my -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/ui -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s

cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT

cxxgenerator_headers = 

# extra arguments for clang

extra_arguments =  %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s 

# what headers to parse

headers = %(cocosdir)s/cocos/my/CustomClass.h

# what classes to produce code for. You can use regular expressions here. When testing the regular
# expression, it will be enclosed in "^$", like this: "^Menu*$".

classes = CustomClass.*

# what should we skip? in the format ClassName::[function function]
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
# functions from all classes.

skip =

rename_functions = 

rename_classes = 

# for all class names, should we remove something when registering in the target VM?

remove_prefix = 

# classes for which there will be no "parent" lookup

classes_have_no_parents = 

# base classes which will be skipped when their sub-classes found them.

base_classes_to_skip =

# classes that create no constructor

# Set is special and we will use a hand-written constructor

abstract_classes =

# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.

script_control_cpp = no

All of the config files under tools/tolua are the same format. Here is the list which you should care when writing your own ini file:

  • [title]: To config the title which will by used by the tools/tolua/gengindings.py scripts. Generally, the title could be the file name.
  • prefix: To config the prefix of a function name, generally, we also use the file name as the prefix.
  • target_namespace: To config the module name in the lua. Here we use the cc as the module name, when you want to use CustomClass in the lua, you must put a prefix named cc in front of the name. For example, the CustomClass could be reference as cc.CustomClass.
  • headers: To config all the header files needed for parsing and the %(cocosdir)s is the engine root path of cocos2d-x.
  • classes: To config all the classes needed to bind. Here it supports regular expression. So we could set MyCustomClass.* here. For looking more specified usage, you could ref to tools/tolua/cocos2dx.ini.
  • skip: To config the functions needed to be omit. Now the bindings-generator can't parse void* type and also the delegate type, so these types needed to be bind manually. And at this circumstance, you should omit all these types first and then to bind them manually. You could ref to the config files under path cocos/scripting/lua-bindings/auto .

  • rename_functions: To config the functions need to be renamed in the scripting layer. Due to some reasons, developers want more scripting friendly API, so the config option is for this purpose.

  • rename_classes: Not used any more.

  • remove_prefix: Not used any more.

  • classes_have_no_parents: To config the parent class needed to be filter. This option is seldom modified.

  • abstract_classes: To config the classes whose public constructor don't need to be exported.

  • script_control_cpp:yes. To config whether the scripting layer manage the object life time or not. If no, then the c++ layer cares about their life time. Now, it is imperfect to control native object's life time in scripting layer. So you could simply leave it to no.

Subclass Inherit from c++ Classes Bound to Lua

Sometimes, C++ classes's lua bindings aren't satisfied with our requirements,so we want to add some new function to extend the bindings like inheritance mechanism of C++. Through class(classname, super) function in the cocos/scripting/lua-bindings/script/cocos2d/extern.lua,we can realize this requirement easily.The details function are as follow:

function class(classname, super)
    local superType = type(super)
    local cls

    if superType ~= "function" and superType ~= "table" then
        superType = nil
        super = nil
    end

    if superType == "function" or (super and super.__ctype == 1) then
        -- inherited from native C++ Object
        cls = {}

        if superType == "table" then
            -- copy fields from super
            for k,v in pairs(super) do cls[k] = v end
            cls.__create = super.__create
            cls.super    = super
        else
            cls.__create = super
        end

        cls.ctor    = function() end
        cls.__cname = classname
        cls.__ctype = 1

        function cls.new(...)
            local instance = cls.__create(...)
            -- copy fields from class to native object
            for k,v in pairs(cls) do instance[k] = v end
            instance.class = cls
            instance:ctor(...)
            return instance
        end

    else
        -- inherited from Lua Object
        if super then
            cls = clone(super)
            cls.super = super
        else
            cls = {ctor = function() end}
        end

        cls.__cname = classname
        cls.__ctype = 2 -- lua
        cls.__index = cls

        function cls.new(...)
            local instance = setmetatable({}, cls)
            instance.class = cls
            instance:ctor(...)
            return instance
        end
    end

    return cls
end

Through this function,we can realize the inheritance mechanism easily.For example,if we want to derive from cc.Node,the steps we should do are as follow

  1. Define a subclass by class function
local SubNode = class("SubNode",function()
       return cc.Node:create()
   end)

--This functin like the construtor of c++ class
function SubNode:ctor()
    -- do initialized 
end

function SubNode:addSprite(filePath)
    local sprite = cc.Sprite:create(filePath)
    sprite:setPosition(cc.p(0, 0))
    self:addChild(sprite)
end

...

  1. Create a object of subclass and use it
local node = SubNode.new()
node:addSprite("xxx.jpg")

Note:

  • new is implemented defautly in the class function.Because the type of second parameter of class we passed is function,so when we call new, the final realization is as follow:
funtion SubNode.new(...)
    local instance = cc.Node:create()
    -- copy fields from SubNode to native object
    for k,v in pairs(SubNode) do instance[k] = v end
    instance.class = SubNode
    instance:ctor(...)
    return instance
end

So, the object which created by new have all the property and behavior of the cc.Node .In the meanwhile,it also have the property of SubNode.

  • Because SubNode is derived from cc.Node, so it also can override the functions of cc.Node. For example:
function SubNode:setPostion(x,y)
    print(string.format("x = %0.2f, y = %0.2f"), x, y)
end

If we still want to call the function of the same name of super class, you can call it as follows:

getmetatable(SubNode):setPosition(x, y)
  • The override functions of inherited class in the lua can't be called in the c++.

Memory Management

Cocos2d-x v3.x use memory management and garbage collection of lua itself,except the release of userdata.If the corresponding classes are derived from Ref class, the release of userdata is managed in the c++ by control the two table in the register table named toluafix_refid_ptr_mapping and tolua_value_root.

We will give a simple but typical test case to explain this mechanism through modifying the lua-empty-test\hello.lua.

Simple Test Case

  1. Creat a sprite in the head of createDog function
    local testSprite = cc.Sprite:create("res/land.png")
  1. Then called this sprite in the tick function as follow:
    testSprite:getPosition()
  1. After a period of time, we will see the error message as follows:
cocos2d: [LUA-print] stack traceback:
    [string "src/hello.lua"]:13: in function <[string "src/hello.lua"]:10>
    [C]: in function 'getPosition'
    [string "src/hello.lua"]:98: in function <[string "src/hello.lua"]:88>
cocos2d: [LUA-print] ----------------------------------------
cocos2d: [LUA-print] ----------------------------------------
cocos2d: [LUA-print] LUA ERROR: [string "src/hello.lua"]:98: invalid 'self' in function 'tolua_cocos2d_Node_getPosition'

Error Analysis

This error triggered is because the testsprite didn't add to any other node as a child after created,so the corresponding c++ object was released at the end of a frame.

For the details of memory management from create to release, We should analyze from several aspects as follows:

Memory Management for Class Object

The Class Memebers of Ref Class for Memory Management

In the CCRef.h, we could see the usage of CC_ENABLE_SCRIPT_BINDING.

#if CC_ENABLE_SCRIPT_BINDING
public:
    /// object id, ScriptSupport need public _ID
    unsigned int        _ID;
    /// Lua reference id
    int                 _luaID;
    /// scriptObject, support for swift
    void* _scriptObject;
#endif

We should notice the _ID and _luaID,these two class members is very important when push a Ref object to lua by calling toluafix_pushusertype_ccobject to store a key-value table named toluafix_refid_ptr_mapping in the registry.the _ID is key and the related c++ object pointer is value. The related code fragment in the toluafix_pushusertype_ccobject is as follows:

        //Extract from `toluafix_pushusertype_ccobject` in the tolua_fix.cpp
        lua_pushstring(L, TOLUA_REFID_PTR_MAPPING);
        lua_rawget(L, LUA_REGISTRYINDEX);                           /* stack: refid_ptr */
        lua_pushinteger(L, refid);                                  /* stack: refid_ptr refid */
        lua_pushlightuserdata(L, vPtr);                              /* stack: refid_ptr refid ptr */

        lua_rawset(L, -3);                  /* refid_ptr[refid] = ptr, stack: refid_ptr */
        lua_pop(L, 1);                                              /* stack: - */

Note:

  • TOLUA_REFID_PTR_MAPPING is macro definition represent for "toluafix_refid_ptr_mapping"
  • LUA_REGISTRYINDEX is definition of Pseudo-Index for registry of Lua
  • refid is value of _ID
  • vPtr is value of related c++ object pointer
Create a Ref object from Lua

Like the upper test,when we called cc.Sprite:create("res/land.png") in the lua,the related c++ processing flow is as follow:

  • Call the cocos2d::Sprite::create("res/land.png") by the lua bindings to create a Sprite object and push it into the lua stack,the related codes are as follows:
        //Extract from `lua_cocos2dx_Sprite_create` in the lua_cocos2dx_auto.cpp
        std::string arg0;
        ok &= luaval_to_std_string(tolua_S, 2,&arg0, "cc.Sprite:create");
        if (!ok) { break; }
        cocos2d::Sprite* ret = cocos2d::Sprite::create(arg0);
        object_to_luaval<cocos2d::Sprite>(tolua_S, "cc.Sprite",(cocos2d::Sprite*)ret);
        return 1;
  • Call toluafix_pushusertype_ccobject when push created object to lua stack
        //Extract from `object_to_luaval` in the LuaBasicConversions.h
        if (std::is_base_of<cocos2d::Ref, T>::value)
        {
            // use c style cast, T may not polymorphic
            cocos2d::Ref* dynObject = (cocos2d::Ref*)(ret);
            int ID = (int)(dynObject->_ID) ;
            int* luaID = &(dynObject->_luaID);
            toluafix_pushusertype_ccobject(L,ID, luaID, (void*)ret,type);
        }

In the toluafix_pushusertype_ccobject ,we will use two tables named "toluafix_refid_ptr_mapping" and "toluafix_refid_type_mapping" in the lua's registry to store the two key-value pairs about _ID-object pointer and _ID-object type name.The details are as follow:

    //Extract from `toluafix_pushusertype_ccobject` in the tolua_fix.cpp
    if (*p_refid == 0)
    {
        *p_refid = refid;

        lua_pushstring(L, TOLUA_REFID_PTR_MAPPING);
        lua_rawget(L, LUA_REGISTRYINDEX);                           /* stack: refid_ptr */
        lua_pushinteger(L, refid);                                  /* stack: refid_ptr refid */
        lua_pushlightuserdata(L, vPtr);                              /* stack: refid_ptr refid ptr */

        lua_rawset(L, -3);                  /* refid_ptr[refid] = ptr, stack: refid_ptr */
        lua_pop(L, 1);                                              /* stack: - */

        lua_pushstring(L, TOLUA_REFID_TYPE_MAPPING);
        lua_rawget(L, LUA_REGISTRYINDEX);                           /* stack: refid_type */
        lua_pushinteger(L, refid);                                  /* stack: refid_type refid */
        lua_pushstring(L, vType);                                    /* stack: refid_type refid type */
        lua_rawset(L, -3);                /* refid_type[refid] = type, stack: refid_type */
        lua_pop(L, 1);                                              /* stack: - */

        //printf("[LUA] push CCObject OK - refid: %d, ptr: %x, type: %s\n", *p_refid, (int)ptr, type);
    }
  • Call tolua_pushusertype_internal to determine whether to create a new userdata, or just update the userdata.
void tolua_pushusertype_internal (lua_State* L, void* value, const char* type, int addToRoot)
{
    if (value == NULL)
        lua_pushnil(L);
    else
    {
        luaL_getmetatable(L, type);                                 /* stack: mt */
        if (lua_isnil(L, -1)) { /* NOT FOUND metatable */
            lua_pop(L, 1);
            return;
        }
        lua_pushstring(L,"tolua_ubox");
        lua_rawget(L,-2);                                           /* stack: mt ubox */
        if (lua_isnil(L, -1)) {
            lua_pop(L, 1);
            lua_pushstring(L, "tolua_ubox");
            lua_rawget(L, LUA_REGISTRYINDEX);
        };

        lua_pushlightuserdata(L,value);                             /* stack: mt ubox key<value> */
        lua_rawget(L,-2);                                           /* stack: mt ubox ubox[value] */

        if (lua_isnil(L,-1))
        {
            lua_pop(L,1);                                           /* stack: mt ubox */
            lua_pushlightuserdata(L,value);
            *(void**)lua_newuserdata(L,sizeof(void *)) = value;     /* stack: mt ubox value newud */
            lua_pushvalue(L,-1);                                    /* stack: mt ubox value newud newud */
            lua_insert(L,-4);                                       /* stack: mt newud ubox value newud */
            lua_rawset(L,-3);                  /* ubox[value] = newud, stack: mt newud ubox */
            lua_pop(L,1);                                           /* stack: mt newud */
            /*luaL_getmetatable(L,type);*/
            lua_pushvalue(L, -2);                                   /* stack: mt newud mt */
            lua_setmetatable(L,-2);                      /* update mt, stack: mt newud */

#ifdef LUA_VERSION_NUM
            lua_pushvalue(L, TOLUA_NOPEER);             /* stack: mt newud peer */
            lua_setfenv(L, -2);                         /* stack: mt newud */
#endif
        }
        else
        {
            /* check the need of updating the metatable to a more specialized class */
            lua_insert(L,-2);                                       /* stack: mt ubox[u] ubox */
            lua_pop(L,1);                                           /* stack: mt ubox[u] */
            lua_pushstring(L,"tolua_super");
            lua_rawget(L,LUA_REGISTRYINDEX);                        /* stack: mt ubox[u] super */
            lua_getmetatable(L,-2);                                 /* stack: mt ubox[u] super mt */
            lua_rawget(L,-2);                                       /* stack: mt ubox[u] super super[mt] */
            if (lua_istable(L,-1))
            {
                lua_pushstring(L,type);                             /* stack: mt ubox[u] super super[mt] type */
                lua_rawget(L,-2);                                   /* stack: mt ubox[u] super super[mt] flag */
                if (lua_toboolean(L,-1) == 1)                       /* if true */
                {
                    lua_pop(L,3);                                   /* mt ubox[u]*/
                    lua_remove(L, -2);
                    return;
                }
            }
            /* type represents a more specilized type */
            /*luaL_getmetatable(L,type);             // stack: mt ubox[u] super super[mt] flag mt */
            lua_pushvalue(L, -5);                    /* stack: mt ubox[u] super super[mt] flag mt */
            lua_setmetatable(L,-5);                /* stack: mt ubox[u] super super[mt] flag */
            lua_pop(L,3);                          /* stack: mt ubox[u] */
        }
        lua_remove(L, -2);    /* stack: ubox[u]*/

        if (0 != addToRoot)
        {
            lua_pushvalue(L, -1);
            tolua_add_value_to_root(L, value);
        }
    } 
}

We use a table named ubox to store key-value pairs about userdata and objec pointer.This table would be used when the destruction of the object.

  • Call tolua_add_value_to_root to add a reference count for userdata in the lua by the tolua_value_root table in the lua registry.The mechanism will make the object in the lua wouldn't collected by lua gc.For example:
   local node = cc.Node:create()
   node.extendValue = 10000
   nodeParent:addChild(node, 0 , 9999)

These codes create a node object and extend the attribute of the node object dynamically by the lua's feature.Whenwe want to get this node and its extended attribute somewhere, we can do as follow:

local child = lnodeParent:getChildByTag(9999)
print(child.extendValue)

If we don't call the tolua_add_value_to_root,the result of print(child.extendValue) would be uncertain.sometimes the result would be 10000,and sometimes it would be nil.Because we wouldn't controll the lua automatic gc effectively,when lua gc think there is no other place have the references for this userdata,it will collect this userdata.When we call getChildByTag to get a node object,it would be create a new userdata and the extend attribute would disapper certainly. So,we add a reference count for the userdata tolua_value_root table in the lua registry in the c++ to avoid generating this error.

The Release of the Userdata

When calling the desturctor of Ref, it would trigger the release of the userdata.

In the destructor of Ref, we could see the following codes:

#if CC_ENABLE_SCRIPT_BINDING
    // if the object is referenced by Lua engine, remove it
    if (_luaID)
    {
        ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptObjectByObject(this);
    }
    ...
#endif

Note:After we push a c++ object to lua,the related _luaID would be not 0,so we can call removeScriptObjectByObject

The removeScriptObjectByObject called would trigger the call of toluafix_remove_ccobject_by_refid, and this function would call some lua c APIs to operate the table like toluafix_refid_ptr_mappingtoluafix_refid_type_mapping and tolua_value_root table in the registry.

The specific implementation of toluafix_remove_ccobject_by_refid is as follows:

TOLUA_API int toluafix_remove_ccobject_by_refid(lua_State* L, int refid)
{
    void* ptr = NULL;
    const char* type = NULL;
    void** ud = NULL;
    if (refid == 0) return -1;

    // get ptr from tolua_refid_ptr_mapping
    lua_pushstring(L, TOLUA_REFID_PTR_MAPPING);
    lua_rawget(L, LUA_REGISTRYINDEX);                               /* stack: refid_ptr */
    lua_pushinteger(L, refid);                                      /* stack: refid_ptr refid */
    lua_rawget(L, -2);                                              /* stack: refid_ptr ptr */
    ptr = lua_touserdata(L, -1);
    lua_pop(L, 1);                                                  /* stack: refid_ptr */
    if (ptr == NULL)
    {
        lua_pop(L, 1);
        // Lua stack has closed, C++ object not in Lua.
        // printf("[LUA ERROR] remove CCObject with NULL ptr, refid: %d\n", refid);
        return -2;
    }

    // remove ptr from tolua_refid_ptr_mapping
    lua_pushinteger(L, refid);                                      /* stack: refid_ptr refid */
    lua_pushnil(L);                                                 /* stack: refid_ptr refid nil */
    lua_rawset(L, -3);                     /* delete refid_ptr[refid], stack: refid_ptr */
    lua_pop(L, 1);                                                  /* stack: - */


    // get type from tolua_refid_type_mapping
    lua_pushstring(L, TOLUA_REFID_TYPE_MAPPING);
    lua_rawget(L, LUA_REGISTRYINDEX);                               /* stack: refid_type */
    lua_pushinteger(L, refid);                                      /* stack: refid_type refid */
    lua_rawget(L, -2);                                              /* stack: refid_type type */
    if (lua_isnil(L, -1))
    {
        lua_pop(L, 2);
        printf("[LUA ERROR] remove CCObject with NULL type, refid: %d, ptr: %p\n", refid, ptr);
        return -1;
    }

    type = lua_tostring(L, -1);
    lua_pop(L, 1);                                                  /* stack: refid_type */

    // remove type from tolua_refid_type_mapping
    lua_pushinteger(L, refid);                                      /* stack: refid_type refid */
    lua_pushnil(L);                                                 /* stack: refid_type refid nil */
    lua_rawset(L, -3);                    /* delete refid_type[refid], stack: refid_type */
    lua_pop(L, 1);                                                  /* stack: - */

    // get ubox
    luaL_getmetatable(L, type);                                     /* stack: mt */
    lua_pushstring(L, "tolua_ubox");                                /* stack: mt key */
    lua_rawget(L, -2);                                              /* stack: mt ubox */
    if (lua_isnil(L, -1))
    {
        // use global ubox
        lua_pop(L, 1);                                              /* stack: mt */
        lua_pushstring(L, "tolua_ubox");                            /* stack: mt key */
        lua_rawget(L, LUA_REGISTRYINDEX);                           /* stack: mt ubox */
    };


    // cleanup root
    tolua_remove_value_from_root(L, ptr);

    lua_pushlightuserdata(L, ptr);                                  /* stack: mt ubox ptr */
    lua_rawget(L,-2);                                               /* stack: mt ubox ud */
    if (lua_isnil(L, -1))
    {
        // Lua object has released (GC), C++ object not in ubox.
        //printf("[LUA ERROR] remove CCObject with NULL ubox, refid: %d, ptr: %x, type: %s\n", refid, (int)ptr, type);
        lua_pop(L, 3);
        return -3;
    }

    // cleanup peertable
    lua_pushvalue(L, LUA_REGISTRYINDEX);
    lua_setfenv(L, -2);

    ud = (void**)lua_touserdata(L, -1);
    lua_pop(L, 1);                                                  /* stack: mt ubox */
    if (ud == NULL)
    {
        printf("[LUA ERROR] remove CCObject with NULL userdata, refid: %d, ptr: %p, type: %s\n", refid, ptr, type);
        lua_pop(L, 2);
        return -1;
    }

    // clean userdata
    *ud = NULL;

    lua_pushlightuserdata(L, ptr);                                  /* stack: mt ubox ptr */
    lua_pushnil(L);                                                 /* stack: mt ubox ptr nil */
    lua_rawset(L, -3);                             /* ubox[ptr] = nil, stack: mt ubox */

    lua_pop(L, 2);
    //printf("[LUA] remove CCObject, refid: %d, ptr: %x, type: %s\n", refid, (int)ptr, type);
    return 0;
}

The steps are as follows:

  • Get related object pointer stored in the toluafix_refid_ptr_mapping table by the value of _luaID,then store it

  • Remove reference relationship of the object pointer from toluafix_refid_ptr_mapping table by _luID

  • Get related type name stored in the tolua_refid_type_mapping table by the value of _luaID,then store it

  • Remove reference relationship of type name from tolua_refid_type_mapping table by _luID

  • Get the related metatable by the type name

  • Get the ubox table

  • Remove reference relationship of userdata from tolua_value_root table by the object pointer got in the upper step

  • Clean userdata and remove reference relationship of uesrdata from ubox by the object pointer got in the upper step.Note:To destroy a object cited by lua, we only called '*ud = NULL;'

Through the above steps,the refernce relationships in the toluafix_refid_ptr_mappingtolua_refid_type_mapping and tolua_refid_type_mapping table in the registry would be removed, release the userdata which is created when push c++ object to lua stack, and when lua gc trigger, the related object would be collected if there is no other place refer to it.

Memory Management for Lua Callback Function

Cocos2dx have been used toluafix_refid_function_mapping table in the registry to manage the gc of lua callback function

Add a refrence for Lua Callback Function

When we define a lua function which would be called throuch c++ codes, we whould store the pointer of this function in the toluafix_refid_function_mapping table by calling toluafix_ref_function function in the tolua_fix.cpp.Cocos2d-x bound a series of functions like registerScriptHandler and addEventListener to finish this work.

Let's use registerScriptHandler of Node as a sample,we could use it as follows in lua:

local function onNodeEvent(event)
    if "enter" == event then
        --do something
    end
end

nodeObject:registerScriptHandler(onNodeEvent)

The related bindings funtion is named tolua_cocos2d_Node_registerScriptHandler in the lua_cocos2dx_manual.cpp,the most important sections are as follows:

        LUA_FUNCTION handler = toluafix_ref_function(tolua_S,2,0);
        ScriptHandlerMgr::getInstance()->addObjectHandler((void*)self, handler, ScriptHandlerMgr::HandlerType::NODE);
  • toluafix_ref_function is implemented to store the related function pointer into toluafix_refid_function_mapping table in the registry with a staic variable named s_function_ref_id.This operation makes the lua function avoid being collected by lua gc because that toluafix_refid_function_mapping table have a refrence of this function. The details are as follow:
TOLUA_API int toluafix_ref_function(lua_State* L, int lo, int def)
{
    // function at lo
    if (!lua_isfunction(L, lo)) return 0;

    s_function_ref_id++;

    lua_pushstring(L, TOLUA_REFID_FUNCTION_MAPPING);
    lua_rawget(L, LUA_REGISTRYINDEX);                           /* stack: fun ... refid_fun */
    lua_pushinteger(L, s_function_ref_id);                      /* stack: fun ... refid_fun refid */
    lua_pushvalue(L, lo);                                       /* stack: fun ... refid_fun refid fun */

    lua_rawset(L, -3);                  /* refid_fun[refid] = fun, stack: fun ... refid_ptr */
    lua_pop(L, 1);                                              /* stack: fun ... */

    return s_function_ref_id;
}
  • addObjectHandler is used to stored the map of object pointer and pair of s_function_ref_id and handler type.
Remove a refrence for Lua Callback Function

If lua callback funcion become useless, we should remove the refrence in the toluafix_refid_function_mapping table in the registry. Cocos2d-x provided the toluafix_remove_function_by_refid function to realize it.This function could be called by removeScriptHandler of LuaStackremoveScriptHandler of LuaEngine or directly.The details are as follows:

TOLUA_API void toluafix_remove_function_by_refid(lua_State* L, int refid)
{
    lua_pushstring(L, TOLUA_REFID_FUNCTION_MAPPING);
    lua_rawget(L, LUA_REGISTRYINDEX);                           /* stack: ... refid_fun */
    lua_pushinteger(L, refid);                                  /* stack: ... refid_fun refid */
    lua_pushnil(L);                                             /* stack: ... refid_fun refid nil */
    lua_rawset(L, -3);                  /* refid_fun[refid] = nil, stack: ... refid_fun */
    lua_pop(L, 1);                                              /* stack: ... */

}

Note:

  • refid is the corresponding value of s_function_ref_id.
  • For Ref object,we would call ScriptHandlerMgr::getInstance()->removeObjectAllHandlers to remove all the refrence funtion relationship which added by the ScriptHandlerMgr::getInstance()->addObjectHandler automaticly
  • Because Cocos2d-x v3.x support the features of c++ 11,so we can call the related remove function through the lambda function.For example:
        //Extract from `lua_cocos2dx_TextureCache_addImageAsync` in the lua_cocos2dx_manual.cpp
        LUA_FUNCTION handler = (  toluafix_ref_function(tolua_S, 3, 0));


        self->addImageAsync(configFilePath, [=](Texture2D* tex){
            int ID = (tex) ? (int)tex->_ID : -1;
            int* luaID = (tex) ? &tex->_luaID : nullptr;
            toluafix_pushusertype_ccobject(tolua_S, ID, luaID, (void*)tex, "cc.Texture2D");
            LuaEngine::getInstance()->getLuaStack()->executeFunctionByHandler(handler,1);
            LuaEngine::getInstance()->removeScriptHandler(handler);
        });

By the mechanism of the lambda, we could get the value of handler which represents the corresponding value of s_function_ref_id,so when we finish calling the lua callback function,we could call LuaEngine::getInstance()->removeScriptHandler(handler) directly to remove the refrence of the lua callback function.

Summa

In this section, we explain that how to process some refrence tables in the c++ to manager the release of memory.These mechanisms don't break the orgin mechanism of lua gc.

Use Cocos Code IDE to Debug a Lua Game

Cocos Code IDE is tool that can debug a lua script,it has windows and mac version.you can debug Windows and Anroid lua games through the windows version, and you can debug Mac, iOS and android lua games through the Mac version. Now we will demonstrate how to use Cocos Code IDE to debug a lua game based on the mac version,the process of the windows version is almost the same.

Prerequisite

If you have been not installed the Cocos Code IDE,you can refer to Cocos Code IDE Installation.

Cocos Code IDE Configuration

Basic Settings

Click Cocos Code IDE/Preferences to open the congiuration dialog,then select the Cocos/Lua to set the directory of cocos2d-x v3.x in the Lua Frameworks :

Additional Settings

You should set directory of some compliling tools about android if you need to replace the Android runtime which Cocos Code IDE provided.Click Cocos Code IDE/Preferences then pitch on Cocos to configurate the directory of related tools:

Debug a Lua Game

  1. Create a new Cococs Lua Project by the right click menu in the Lua Projects Explorer

  1. Select src/GameScene.lua and open it,then toggle breakpoint by right click menu or double click

3.Click debug button on toolbar

4.Trigger the breakpoint,select "Yes" to open Debug Perspective,and you will find many useful debug views like Call stacks, Variables and Breakpoints,etc.

5.Use Step over, Step into, Step out in the tool bar to debug

Code Hot Updating when Debugging

We could realize the hot updating of lua code when debugging by the Cocos Code IDE.

If you want to change the moving path of dog int the src/GameScene.lua, you can modify the "tick()" funcion to control the dog's position

    local function tick()
        if spriteDog.isPaused then return end
        local x, y = spriteDog:getPosition()
        if x > self.origin.x + self.visibleSize.width then
            x = self.origin.x
        else
            x = x + 1
        end

        spriteDog:setPositionX(x)
    end

Modify the implementation of function, for example, change the value 1 to 10 and save your change. Then you will find that you have improved the speed of SpriteDog without restarting the app!

How to Debug on the Other Target Platforms

The above example is executed on the Mac platform because of the default configuration of Cocos Code IDE.If you debug on the other target platforms,you should modify Debug Configurations.

  1. Click Debug Configurations button on the toolbar to open Debug Configurations dialog

  1. Select the CocosLuaGame item,then to configure

Debug on the iOS Simulator

  1. Check iOS Simulator radio button

  2. Choose a runtime app

  3. Click the Debug button,IDE will auto-install chosen runtime app and start runtime to debug

Debug on the iOS Device

1.You need a runtime IPA, you can build a custom runtime IPA by Cocos Code IDE, then install runtime IPA to iOS device.

  • Click Build Runtime on the toolbars

  • Click Yes button on the pop-up Cocos dialog

  • Click Generate button to Generate Create Native Source Wizard

  • Click Close button to finish Create Native Source Wizard

  • Click Build Runtime on the toolbars to open Runtime Builder Wizard dialog

  • Check Build iOS Device Runtime and click Generate button to generate

  • Click Close button when Finished dialog pop up

  1. Click Debug Configuration,then check Remote Debug radio button on the Debug Configuration dialog
  2. Select iOS platform
  3. Fill IP address of your device into the Target IP and Fill the IP address that your PC used on the Host IP(Make sure that the Target IP and Host IP can access each other)
  4. Click 'Debug' button to begin to debug

Debug on the Android Device by ADB Mode

  1. Prebuild Runtimelua.apk by Build Runtime like first of Debug on the iOS Device
  2. Check Android ADB Mode radio button
  3. Choose a runtime apk
  4. Click the Debug button
  5. IDE will auto-install the chosen runtime apk and start to debug

Debug on the Android Deveice by WLAN

  1. Install runtime apk to your device manually. It is placed in CocosLuaGame/runtime/android.
  2. Start runtime on device manually
  3. Click Debug Configuration,then check Remote Debug radio button on the Debug Configuration dialog
  4. Fill IP address of your device into the Target IP and Fill the IP address that your PC used on the Host IP(Make sure that the Target IP and Host IP can access each other)
  5. Click 'Debug' button to begin to debug

转载于:https://www.cnblogs.com/Androider123/p/3991315.html

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