#define SOL_ALL_SAFETIES_ON 1 #include #include #include int main() { std::cout << "=== coroutine ===" << std::endl; sol::state lua; std::vector tasks; lua.open_libraries(sol::lib::base, sol::lib::coroutine); sol::thread runner_thread = sol::thread::create(lua); lua.set_function("start_task", [&runner_thread, &tasks](sol::function f, sol::variadic_args va) { // You must ALWAYS get the current state sol::state_view runner_thread_state = runner_thread.state(); // Put the task in our task list to keep it alive and track it std::size_t task_index = tasks.size(); tasks.emplace_back(runner_thread_state, f); sol::coroutine& f_on_runner_thread = tasks[task_index]; // call coroutine with arguments that came // from main thread / other thread // pusher for `variadic_args` and other sol types will transfer the // arguments from the calling thread to // the runner thread automatically for you // using `lua_xmove` internally int wait = f_on_runner_thread(va); std::cout << "First return: " << wait << std::endl; // When you call it again, you don't need new arguments // (they remain the same from the first call) f_on_runner_thread(); std::cout << "Second run complete: " << wait << std::endl; }); lua.script( R"( function main(x, y, z) -- do something coroutine.yield(20) -- do something else -- do ... print(x, y, z) end function main2(x, y) coroutine.yield(10) print(x, y) end start_task(main, 10, 12, 8) start_task(main2, 1, 2) )"); std::cout << std::endl; return 0; }