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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.,>