E.S. Quinn
E.S. Quinn
Given that Lua's and D's type systems don't overlap all that well. I'm going to personally vote for manual overload resolution, at least by default.
...Oh, Duh! Sorry, I managed to completely overlook that. That's exactly what I want--Throwing it into my production code is triggering an ICE, but that's a problem to file with...
Specifically, it seems like having a function that returns a LuaVariableReturn!(LuaObject[]), calling it from D code, and discarding the return value completely triggers an ICE, at least on DMD 2.065/Win32....
I understand; That seems a little less-than-ideal for a program with multiple LuaStates, though (I'm using a couple different ones for sandboxing purposes). Is there any way we could get...
That's fair enough; Though this might be another situation where a UDA would be appropriate; if, for example, a function's first parameter was a LuaState, and it was marked with...
Oh, darn :/ and it doesn't throw errors on attaching it to a type declaration either. In that case there's probably not a good solution to this. :/ I really...
Because the program has multiple LuaStates, and the code that needs to create a LuaObject can be called from any of them; The only way I can imagine making it...
Aw, darn. :( I'm sorry to hear that. Though we'll likely have to store something anyway--I've had problems in my code on occasion with ranges that don't like being stored...
I confess I've been a bit focused on some collision-related code and haven't dug around in anything DSFML-touching for a while, so no. ^^; I can try looking in that...
Oh, I think I figured out the problem. I was creating strings inside a Destructor, which is apparently undefined behavior. It worked sometimes but barfed horribly at other times!