global_state
里面有对主线程的引用,有注册表管理所有全局数据,有全局字符串表,有内存管理函数, 有GC
需要的把所有对象串联起来的相关信息,以及一切Lua
在工作时需要的工作内存。
LUA_API lua_State *lua_newstate (lua_Alloc f, void *ud) {
int i;
lua_State *L;
global_State *g;
LG *l = cast(LG *, (*f)(ud, NULL, LUA_TTHREAD, sizeof(LG)));
if (l == NULL) return NULL;
L = &l->l.l;
g = &l->g;
L->tt = LUA_VTHREAD;
g->currentwhite = bitmask(WHITE0BIT);
L->marked = luaC_white(g);
preinit_thread(L, g);
g->allgc = obj2gco(L); /* by now, only object is the main thread */
L->next = NULL;
incnny(L); /* main thread is always non yieldable */
g->frealloc = f;
g->ud = ud;
g->warnf = NULL;
g->ud_warn = NULL;
g->mainthread = L;
g->seed = luai_makeseed(L);
g->gcrunning = 0; /* no GC while building state */
g->strt.size = g->strt.nuse = 0;
g->strt.hash = NULL;
setnilvalue(&g->l_registry);
g->panic = NULL;
g->gcstate = GCSpause;
g->gckind = KGC_INC;
g->gcstopem = 0;
g->gcemergency = 0;
g->finobj = g->tobefnz = g->fixedgc = NULL;
g->firstold1 = g->survival = g->old1 = g->reallyold = NULL;
g->finobjsur = g->finobjold1 = g->finobjrold = NULL;
g->sweepgc = NULL;
g->gray = g->grayagain = NULL;
g->weak = g->ephemeron = g->allweak = NULL;
g->twups = NULL;
g->totalbytes = sizeof(LG);
g->GCdebt = 0;
g->lastatomic = 0;
setivalue(&g->nilvalue, 0); /* to signal that state is not yet built */
setgcparam(g->gcpause, LUAI_GCPAUSE);
setgcparam(g->gcstepmul, LUAI_GCMUL);
g->gcstepsize = LUAI_GCSTEPSIZE;
setgcparam(g->genmajormul, LUAI_GENMAJORMUL);
g->genminormul = LUAI_GENMINORMUL;
for (i=0; i < LUA_NUMTAGS; i++) g->mt[i] = NULL;
if (luaD_rawrunprotected(L, f_luaopen, NULL) != LUA_OK) {
/* memory allocation error: free partial state */
close_state(L);
L = NULL;
}
return L;
}
PREVIOUSunreal的UGameInstance的Tick执行问题
NEXTLua的内存管理