目录:
Xlua源码学习
参考文章::
https://www.jianshu.com/p/07dc38e85923
https://gameinstitute.qq.com/community/detail/111993
https://gameinstitute.qq.com/community/detail/125117
一、lua如何操作Vector3,中间做了什么操作?
1.获取Vector3对象
由于Vector3的方法、属性都是成员方法、属性(如x、y、z、Slerp),那么调用这些方法前需要先获取Vector3对应的对象。比如Vector3()新建、transform.position获取等。
以transform.position为例:
_g_get_position方法创建了一个CSharpStruct类型的ud,并把x,y,z存在这个ud里。这个ud的元表指向Vector3的obj_meta,通过这个元表可以访问Vector3Wrap注册的所有方法、属性,进而间接访问到Vector3。
ud =
{
["fake_id"] = -1
["len"] = 12 //存储3个float值的大小,的对应xyz,float是4字节32位。
["data"][0] = x
["data"][1] = y
["data"][0] = z
["__index"] = obj_meta
}
static int _g_get_position(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Transform gen_to_be_invoked = (UnityEngine.Transform)translator.FastGetCSObj(L, 1);
translator.PushUnityEngineVector3(L, gen_to_be_invoked.position);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
public void PushUnityEngineVector3(RealStatePtr L, UnityEngine.Vector3 val)
{
if (UnityEngineVector3_TypeID == -1)
{
bool is_first;
UnityEngineVector3_TypeID = getTypeId(L, typeof(UnityEngine.Vector3), out is_first);
}
//创建一个大小为(12+4+4)字节的userdata,元表Vector3的元表
IntPtr buff = LuaAPI.xlua_pushstruct(L, 12, UnityEngineVector3_TypeID);
if (!CopyByValue.Pack(buff, 0, val)) //把vector3拆成3个float传入cc,在c的结构体buff存储数据
{
throw new Exception("pack fail fail for UnityEngine.Vector3 ,value="+val);
}
}
xlua.c里的接口:
LUA_API void *xlua_pushstruct(lua_State *L, unsigned int size, int meta_ref) {
CSharpStruct *css = (CSharpStruct *)lua_newuserdata(L, size + sizeof(int) + sizeof(unsigned int));
css->fake_id = -1;
css->len = size;
lua_rawgeti(L, LUA_REGISTRYINDEX, meta_ref);
lua_setmetatable(L, -2);
return css;
}
LUALIB_API int xlua_pack_float3(void *p, int offset, float f1, float f2, float f3) {
CSharpStruct *css = (CSharpStruct *)p;
if (css->fake_id != -1 || css->len < offset + sizeof(float) * 3) {
return 0;
} else {
float *pos = (float *)(&(css->data[0]) + offset);
pos[0] = f1;
pos[1] = f2;
pos[2] = f3;
return 1;
}
}
2.设置transform.position
代码如下:
主要是UnPack方法调用xlua的xlua_unpack_float3方法,从上面的ud结构里取到x,y,c的值压栈并赋值给UnPack的x,y,z参数,再由UnPack组装一个新的Vevtor3返回给_s_set_position进行赋值。
static int _s_set_position(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Transform gen_to_be_invoked = (UnityEngine.Transform)translator.FastGetCSObj(L, 1);
UnityEngine.Vector3 gen_value;
translator.Get(L, 2, out gen_value);
gen_to_be_invoked.position = gen_value;
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 0;
}
public void Get(RealStatePtr L, int index, out UnityEngine.Vector3 val)
{
LuaTypes type = LuaAPI.lua_type(L, index);
if (type == LuaTypes.LUA_TUSERDATA )
{
IntPtr buff = LuaAPI.lua_touserdata(L, index);
if (!CopyByValue.UnPack(buff, 0, out val))
{
throw new Exception("unpack fail for UnityEngine.Vector3");
}
}
else if (type ==LuaTypes.LUA_TTABLE)
{
CopyByValue.UnPack(this, L, index, out val);
}
else
{
val = (UnityEngine.Vector3)objectCasters.GetCaster(typeof(UnityEngine.Vector3))(L, index, null);
}
}
public static bool UnPack(IntPtr buff, int offset, out UnityEngine.Vector3 field)
{
field = default(UnityEngine.Vector3);
float x = default(float);
float y = default(float);
float z = default(float);
if(!LuaAPI.xlua_unpack_float3(buff, offset, out x, out y, out z))
{
return false;
}
field.x = x;
field.y = y;
field.z = z;
return true;
}
当然,如果你传的不是Vector3类型的usreData就更简单了,例如{x = 1, y = 2, z = 3},直接调用lua_rawget就可以取到了。
public static void UnPack(ObjectTranslator translator, RealStatePtr L, int idx, out UnityEngine.Vector3 val)
{
val = new UnityEngine.Vector3();
int top = LuaAPI.lua_gettop(L);
if (Utils.LoadField(L, idx, "x"))
{
translator.Get(L, top + 1, out val.x);
}
LuaAPI.lua_pop(L, 1);
if (Utils.LoadField(L, idx, "y"))
{
translator.Get(L, top + 1, out val.y);
}
LuaAPI.lua_pop(L, 1);
if (Utils.LoadField(L, idx, "z"))
{
translator.Get(L, top + 1, out val.z);
}
LuaAPI.lua_pop(L, 1);
}
public static bool LoadField(RealStatePtr L, int idx, string field_name)
{
idx = idx > 0 ? idx : LuaAPI.lua_gettop(L) + idx + 1;// abs of index
LuaAPI.xlua_pushasciistring(L, field_name);
LuaAPI.lua_rawget(L, idx);
return !LuaAPI.lua_isnil(L, -1);
}
xlua.c的解包方法:
LUALIB_API int xlua_unpack_float3(void *p, int offset, float *f1, float *f2, float *f3) {
CSharpStruct *css = (CSharpStruct *)p;
if (css->fake_id != -1 || css->len < offset + sizeof(float) * 3) {
return 0;
} else {
float *pos = (float *)(&(css->data[0]) + offset);
*f1 = pos[0];
*f2 = pos[1];
*f3 = pos[2];
return 1;
}
}
3.Vector.x:取x值
流程其实跟transform.position差不多,先把自身的ud转成Vector3,再把Vector3.x压栈返回给lua。
static int _g_get_x(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
UnityEngine.Vector3 gen_to_be_invoked;
translator.Get(L, 1, out gen_to_be_invoked);
LuaAPI.lua_pushnumber(L, gen_to_be_invoked.x);
} catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
return 1;
}
4.调用总结:
lua跟c#的Vector3并没有直接的调用,而是通过中间层ud(CSharpStruct)进行中转。
这里面的PushUnityEngineVector3、Get方法都是在wrap生成时动态生成的。
每个GCOptimize标记的方法都会生成对应的Push、Get、Pack、UnPack方法,这些方法会调用到xlua.c里对应的c方法对结构体进行解包、封包。
二、xlua为什么要这么做?
Vector3Wrap的__CreateInstance方法使用的是translator.PushUnityEngineVector3对Vector对象压栈。那为什么不用正常的translator.Push压栈呢?
static int __CreateInstance(RealStatePtr L)
{
try {
ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
if(LuaAPI.lua_gettop(L) == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4))
{
float _x = (float)LuaAPI.lua_tonumber(L, 2);
float _y = (float)LuaAPI.lua_tonumber(L, 3);
float _z = (float)LuaAPI.lua_tonumber(L, 4);
UnityEngine.Vector3 gen_ret = new UnityEngine.Vector3(_x, _y, _z);
translator.PushUnityEngineVector3(L, gen_ret);
return 1;
}
}
catch(System.Exception gen_e) {
return LuaAPI.luaL_error(L, "c# exception:" + gen_e);
}
}
translator.Push里会调用addObject把对象实例跟对象下标做一个绑定,这个唯一的下标用于在lua中获取到c#的对象实例。Struct是值类型,值类型和引用类型(object)的转换会涉及装箱、拆箱操作。
int addObject(object obj, bool is_valuetype, bool is_enum)
{
int index = objects.Add(obj);
if (is_enum)
{
enumMap[obj] = index;
}
else if (!is_valuetype)
{
reverseMap[obj] = index;
}
return index;
}
对装箱、拆箱不了解的可以参考文章:
https://www.cnblogs.com/yukaizhao/archive/2011/10/18/csharp_box_unbox_1.html
所以xlua其实是对Vector3等值类型的结构体做了一个优化,
避免了装箱和拆箱优化。
但是,虽然xlua对结构体做了优化,但还是会有很多开销,例如:在c#需要push x\y\z参数,在lua需要创建表保存x\y\z值,需要查询元表等。
那么如何优化呢?
直接在函数中传递三个float,要比传递Vector3要更快。
例如void SetPos(GameObject obj, Vector3pos)改为void SetPos(GameObject obj, float x, floaty, float z)。
对于c#的Struct还是少用,尽量封装静态方法调用,性能会更好。