İyi forumlar arkadaşlar bir sorunum var yardımcı olabilirseniz sevinirim..
#pragma once
#include "../shared/types.h"
#define LUA_SCRIPT_DIRECTORY "./Quests/"
#define LUA_SCRIPT_BUFFER_SIZE 30000
// If defined, scripts are not cached. This is for testing/development purposes only.
#ifdef _DEBUG
#define LUA_SCRIPT_CACHE_DISABLED
#endif
//#define LUA_SCRIPT_CACHE_DISABLED
extern "C" {
#include
#include
}
#include "../scripting/lua_helpers.h"
#include "lua_bindings.h"
typedef std::vector BytecodeBuffer;
typedef std::map ScriptBytecodeMap;
class CUser;
class CNpc;
class CLuaScript
{
public:
CLuaScript();
bool Initialise();
// Compiles script to bytecode
bool CompileScript(const char * filename, BytecodeBuffer & buffer);
// Loads bytecode one chunk at a time.
static int LoadBytecodeChunk(lua_State * L, uint8 * bytes, size_t len, BytecodeBuffer * buffer);
// Executes script from bytecode
bool ExecuteScript(CUser * pUser, CNpc * pNpc, int32 nEventID, int8 bSelectedReward, const char * filename, BytecodeBuffer & bytecode);
// Handles the retrieval of error messages (same error codes used in both the compilation & execution stages)
void RetrieveLoadError(int err, const char * filename);
void Shutdown();
~CLuaScript();
private:
lua_State * m_luaState;
std::recursive_mutex m_lock;
};
class RWLock;
class CLuaEngine
{
public:
CLuaEngine();
bool Initialise();
CLuaScript * SelectAvailableScript();
bool ExecuteScript(CUser * pUser, CNpc * pNpc, int32 nEventID, int8 bSelectedReward, const char * filename);
void Shutdown();
~CLuaEngine();
private:
// For now, we'll only use a single instance for such.
// In the future, however, it would be wise to spread the load across
// multiple script instances (which have been completely thread-safe since Lua 5.1)
CLuaScript m_luaScript;
RWLock * m_lock;
ScriptBytecodeMap m_scriptMap;
};
https://hizliresim.com/vamAzD
böyle bir hata almaktayım acaba nedeni nedir bi bakabilir misiniz bir fikir verebilir misiniz rica etsem.,>