[DiscordArchive] maybe im dumbass but arent u mistaking it for AIO ?
[DiscordArchive] maybe im dumbass but arent u mistaking it for AIO ?
Archived author: Natrist • Posted: 2023-11-30T04:19:33.274000+00:00
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So the logic wouldn't differ much from what I described earlier.
Archived author: Natrist • Posted: 2023-11-30T04:20:09.663000+00:00
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Or you load all modules, store their file name and they register their name themselves... I don't know
Archived author: Natrist • Posted: 2023-11-30T04:20:29.565000+00:00
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I just know the current system needs to change
Archived author: Anchy • Posted: 2023-11-30T04:27:47.022000+00:00
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not it
Archived author: Honey • Posted: 2023-11-30T05:22:38.856000+00:00
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I'll keep it short:
Eluna in its current state is not a suitable replacement for C++ scripts.
It might be one day when the improvements that are currently being worked on are in, a some on top. Not saying that it's a goal regardless.
Archived author: Honey • Posted: 2023-11-30T05:23:59.057000+00:00
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Foe is working on a project proving my post above wrong and I'm looking forward to the possibility.
Archived author: Foe • Posted: 2023-11-30T06:55:32.033000+00:00
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We've just finished the latest alpha test of our server with the new Eluna implementation. What we're currently doing is spawn a unique Lua state per instance/map, so forcing the core to be single threaded isn't an issue anymore, and we don't have to worry about locking.
We've also added support for bytecode precompiling and caching, so each state just loads precompiled data whenever they spawn. Performance wise this reduced script load time from ~200-500 ms depending on the map to sub 10 ms
Archived author: Foe • Posted: 2023-11-30T06:57:44.401000+00:00
Original source
Oh, and latest feature is cache refresh instead of a hard reload, allowing you to recompile the script cache without touching existing Lua states, so you can hotfix scripts during runtime. Existing states will stay on the old cache, but new instances would then use the new hotfixed cache
Archived author: Foe • Posted: 2023-11-30T07:02:43.958000+00:00
Original source
This was also addressed earlier this year, we have split the core dependent files into their own subdirectories, so each project maintain their own wrappers without breaking the engine for everyone else. AC's implementation has broken away from the "intended" way of integrating eluna though, so we're not really officially 1:1 compatible anymore
Archived author: Anchy • Posted: 2023-11-30T07:03:20.301000+00:00
Original source
yeah nice