userdata:函數
userdata機制可讓咱們在lua中使用c中的自定義數據類型。userdata表示一塊動態分配的內存,這塊內存就存儲的自定義類型的數據,在lua腳本中使用userdata,並配合c提供的函數,就能夠操做userdata了。lua
定義一個player類型:spa
typedef struct _Player { int id; char name[20]; int account; } Player;
定義player的全部操做:指針
static int _index = 1; static int player_new (lua_State* L) { const char* name = luaL_checkstring(L, 1); int len = strlen(name); Player* player = (Player*)lua_newuserdata(L, sizeof(Player)); // 使用lua_newuserdata建立userdata,並將其入棧 player->id = _index++; memcpy(player->name, name, len + 1); // 須要拷貝一份字符串,不然棧在彈出的時候,字符串會被銷燬 player->account = 0; return 1; } static int player_print (lua_State* L) { Player* player = (Player*)lua_touserdata(L, 1); printf("player data: %d %s acount:%d \n", player->id, player->name, player->account); return 0; } static int player_charge (lua_State* L) { Player* player = (Player*)lua_touserdata(L, 1); int add = luaL_checkint(L, 2); player->account += add; return 0; }
lua代碼:code
local player = Player.new("xiaoming") local player1 = Player.new("xiaoqiang") Player.charge(player1, 20) Player.charge(player, 101) Player.print(player) Player.print(player1)
元表:對象
1. 相同的元表表明相同的類型,所以,咱們也使用元表來爲userdata標示類型:blog
爲userdata設置元表:內存
const char* CLASS_NAME_PLAYER = "Player_Class";作用域
Player* player = lua_newuserdata(L, sizeof(Player));字符串
lua_newmetatable(L, CLASS_NAME_PLAYER); // 建立一個新的元表,名字爲player_class,併入棧
lua_setmetatable(L, -2); // 爲位置在-2的userdata,設置元表,元表出棧
如何使用元表來進行類型判斷:
將
Player* player = (Player*)lua_touserdata(L, 1);
改成
Player* player = (Player*)lua_checkudata(L, 1, CLASS_NAME_PLAYER); 若是userdata的類型不匹配,將拋出錯誤
2. 在lua中,元表除了能夠標示類型,更重要的是模擬面向對象,和普通lua對象同樣,userdata一樣可使用元表機制來模擬面向對象:
咱們首先建立一個元表,只須要把對象的方法放在元表上,最重要的是設置元表的__index元方法:
luaL_newmetatable(L, CLASS_NAME_PLAYER); // 建立一個新的元表,併入棧,該元表是存放在全局做用域中的
...... // 設置一些對象方法
lua_pushvalue(L, -1); // 複製元表
lua_setfield(L, -2, "__index"); // 將元表的__index元方法設置爲本身
在建立新對象的時候,只須要將新對象的元表設置爲已經建立好的元表:
luaL_getmetatable(L, CLASS_NAME_PLAYER); // 將元表入棧
lua_setmetatable(L, -2); // 設置元表,元表出棧
上面的例子改成:
c代碼:
static int _index = 1; const char* CLASS_NAME_PLAYER = "PLAYER_CLASS"; static int player_new (lua_State* L) { dump(L); const char* name = luaL_checkstring(L, 1); int len = strlen(name); dump(L); Player* player = (Player*)lua_newuserdata(L, sizeof(Player)); dump(L); player->id = _index++; memcpy(player->name, name, len + 1); player->account = 0;
// 使用已經建立好的元表 luaL_getmetatable(L, CLASS_NAME_PLAYER); lua_setmetatable(L, -2); return 1; } static int player_print (lua_State* L) { Player* player = (Player*)luaL_checkudata(L, 1, CLASS_NAME_PLAYER); printf("player data: %d %s acount:%d \n", player->id, player->name, player->account); return 0; } static int player_charge (lua_State* L) { Player* player = (Player*)luaL_checkudata(L, 1, CLASS_NAME_PLAYER); int add = luaL_checkint(L, 2); player->account += add; return 0; } int libopen_player (lua_State* L) {
// 建立元表 luaL_newmetatable(L, CLASS_NAME_PLAYER); lua_pushcfunction(L, player_print); lua_setfield(L, -2, "print"); lua_pushcfunction(L, player_charge); lua_setfield(L, -2, "charge"); lua_pushvalue(L, -1); lua_setfield(L, -2, "__index"); lua_settop(L, 0);
// 模塊只有一個new方法了 lua_newtable(L); lua_pushcfunction(L, player_new); lua_setfield(L, -2, "new"); lua_setglobal(L, "Player"); return 1; }
lua代碼:
local player = Player.new("xiaoming") local player1 = Player.new("xiaoqiang") player1:charge(30) player:charge(20) player:print() player1:print();
輕量級的userdata:
對比徹底的userdta,輕量級的userdata只是c對象的一個指針,沒有元表,就是一個普通的lua對象,就像number同樣,所以輕量級的userdata不受lua垃圾回收機制的控制,必須本身管理內存。
c代碼:
Player* player = nullptr; static int player_pointer (lua_State* L) { player = new Player(); player->id = 12; memcpy(player->name, "wulin", 6); player->account = 0; lua_pushlightuserdata(L, player); return 1; }
lua代碼:
local player1 = Player.pointer(); local player2 = Player.pointer(); print(player1); print(player2);
userdata的內存回收:
userdata屬於lua的內存管理機制,所以無須關係userdata的內存問題,但若是userdata使用了一些c內存中的對象,而且須要在userdata被刪除的時候,同時刪除這些對象,那麼lua的內存回收機制就無能力爲。這種狀況下,lua爲咱們提供了一個__gc元方法(只針對userdata),當userdata被刪除時,會調用這個元方法,並將userdata做爲參數傳入,這樣咱們就能夠刪除userdata中引用的c對象了。
在player中添加一個__gc的元方法:
static int player_delete (lua_State* L) { Player* player = (Player*)luaL_checkudata(L, 1, CLASS_NAME_PLAYER); printf("delete something not in lua memory... player name:%s \n", player->name); return 0; }
int libopen_player (lua_State* L) { luaL_newmetatable(L, CLASS_NAME_PLAYER); lua_pushcfunction(L, player_print); lua_setfield(L, -2, "print"); lua_pushcfunction(L, player_charge); lua_setfield(L, -2, "charge"); lua_pushvalue(L, -1); lua_setfield(L, -2, "__index"); lua_pushcfunction(L, player_delete); lua_setfield(L, -2, "__gc"); // 添加__gc元方法 lua_settop(L, 0); lua_newtable(L); lua_pushcfunction(L, player_new); lua_setfield(L, -2, "new"); lua_pushcfunction(L, player_pointer); lua_setfield(L, -2, "pointer"); lua_setglobal(L, "Player"); return 1; }
lua代碼:
local player = Player.new("xiaoming") player:charge(20) player:print() player = nil collectgarbage(); // 強制進行垃圾回收