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Thread: XLua extention beta

  1. #301
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    Re: XLua extention beta

    this may be a stupid question but

    would it be possible to have xlua run in its own thread?

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    Re: XLua extention beta

    I don't think it is a stupid question.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Re: XLua extention beta

    If XLua and MMF didn't block on each other, your determinism would fly out the window.

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    Re: XLua extention beta

    i-is that a yes or a no? I can't tell :S

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    Re: XLua extention beta

    For all intents and purposes it's a no. It's dangerous.

  6. #306
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    Re: XLua extention beta

    think of it this way- its a yes, and a NO, no, no.

    The memory space that xlua operates on is virtually always going to be the same as MMF, especially with features like the MMF interface. In order for a program to be multithreaded, threads must operate on different memory or be mutex locked out during calls. The latter is not viable here, as MMF is not programmed with that in mind, so for xlua to be a separate thread, it would need to operate on completely different variables.

    So you could have a multithreaded xlua, but it would have extreme restrictions compared to the current implementation- you wouldn't be able to directly interface with objects or really interact with MMF in any way afaik, without it becoming non-deterministic. I don't think its so much dangerous as it is useless/unreliable

  7. #307
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    Re: XLua extention beta

    I have a rather odd little query

    Whats the method to get the "MMF.Object.SetAnimation()" function to work? I've got a setup in my project that does the whole reverse time thing, but I cant figure out how to get the animations to play in reverse. I've got it storing and retrieving the animation frame # properly, and if I have a counter to record what # frame the object is "Supposedly" displaying, it will say the correct values (1,2,3,4,5 forwards, 5,4,3,2,1 backwards), looking at it from MMF2. So it is definitely plugging in the values properly. Just not the "SetAnimation" one, only the frame

    However its just not drawing the object at all. The object will have its animation stuck on the wrong animation and not play...

    edit: and I'm already using MMF.Object.Update, but that doesn't seem to do a think
    edit: set frame seems to work, but set animation # seems not to- the animation. that could be the problem



    triple edit: It appears the MMF.Object.GetAnimation() function is not working- not necessarily the setter (though I'm not sure that works). The getter is returning "1" even when the object is clearly displaying a different animation, hence I was feeding in nothing but "1"'s


    quadruple edit: well its not too major, since I just switched it to store as an alterable value of every object and load from that same value, saving the value instead of directly retrieving the animation values. And that is working!

  8. #308
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    Re: XLua extention beta

    Err yeah I guess my report would be:


    The MMF.Object.GetAnimation() seems to always return 1 no matter what, and the MMF.Object.SetAnimation() seems to do nothing at all (though in my other project it would cause memory corruption glitches if I used the wrong values, so it definitely did *something*; enemies would start using animations that were not in their objects, evidently using out of array bound memory for their animation)

    Test application is here:
    http://sites.google.com/site/claniraq/stuff/luaanimationtest.mfa?attredirects=0&d=1

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    Re: XLua extention beta

    Whoops, I forgot about your query.

    Offhand, I'm banking on HWA. Have you tested the function in standard mode?

  10. #310
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    Re: XLua extention beta

    >.>
    well I have now!


    unfortunately, same results

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