LuaYard/code/init.lua
2019-08-18 02:01:00 +08:00

109 lines
2.6 KiB
Lua

-- Tweaks
local plainRenderer = Renderer
Renderer = function(...)
local r = plainRenderer(...)
local mt = getmetatable(r)
local oldFunc = mt.__index.loadTexture
local textureWatcher = setmetatable({}, {__mode="k"})
local lastCallTime = os.time()
mt.__index.loadTexture = function(...)
print("loadTexture invoked.")
local text = oldFunc(...)
textureWatcher[text] = true
if os.time() - lastCallTime > 3 then
local cnt = 0
for t, b in pairs(textureWatcher) do
cnt = cnt + 1
end
print("Total weak texture: ", cnt)
if cnt > 100 then
collectgarbage()
end
lastCallTime = os.time()
end
return text
end
Renderer = plainRenderer
return r
end
-- Promise, Async/Await Helpers
function Promise(callback)
local p = {
__waiting = {},
__status = 0
}
p.resolve = function(...)
p.__ret = table.pack(...)
p.__status = 1
while #p.__waiting > 0 do
local co = p.__waiting[1]
table.remove(p.__waiting, 1)
coroutine.resume(co)
end
end
p.reject = function(err)
p.__ret = err
p.__status = 2
while #p.__waiting > 0 do
local co = p.__waiting[1]
table.remove(p.__waiting, 1)
coroutine.resume(co)
end
end
callback(p.resolve, p.reject)
return p
end
function await(p)
if p.__status ~= 0 then
if p.__status == 1 then
return table.unpack(p.__ret)
else
error(p.__ret)
end
else
local current = coroutine.running()
table.insert(p.__waiting, current)
coroutine.yield(p)
end
end
function async(fn)
return function()
local co = coroutine.create(fn)
local ret = table.pack(coroutine.resume(fn))
if coroutine.status(co) == "dead" then
local success = table.remove(ret, 1)
ret.n = ret.n - 1
local p = {}
if success then
p.__status = 1 -- resolved
p.__ret = ret
else
p.__status = 2 -- rejected
p.__ret = ret[1]
end
return p
else
return ret[2]
end
end
end
-- Load & run game
local gameMain, err = loadfile("code/network_test.lua")
if not gameMain then
print("Failed to load chunk.")
print(err)
else
xpcall(gameMain, function(err)
print("LuaMain Exception: ", err)
print(debug.traceback())
end)
end