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debugable-unlua's Issues

Ufunction 返回TArray const引用时没有数据, 返回非const引用时实际上依然是返回了拷贝

总体来说,发现问题产生的主要原因,是因为当返回const引用类型是,使用bCreateCopy为false创建了一个FLuaArray,然后在
Properties[i]->DestroyValue(Params);中销毁了对应的FScriptArray导致实际上返回的FLuaArray持有了一个被销毁的FScriptArray
image

UHT生成返回const引用的类型标记了 CPF_InstancedReference ,普通引用的没有标记,所以普通引用返回值实际上还是走的拷贝

测试类

UCLASS()
class WIDGETEXTEND_API UNTileView : public UTileView
{
	GENERATED_BODY()
	
public:
	UNTileView(const FObjectInitializer& ObjectInitializer);

	virtual void ReleaseSlateResources(bool bReleaseChildren) override;

	UFUNCTION(BlueprintCallable)
	TArray<UObject*> GetItemTest() {
		return GetListItems();
	}

	UFUNCTION(BlueprintCallable)
	TArray<int32>& GetTestArr() {
		return TestArr;
	}

	UFUNCTION(BlueprintCallable)
	TArray<int32> GetTestArr2() {
		return TestArr;
	}

	UFUNCTION(BlueprintCallable)
	const TArray<int32>&  GetTestArr3() const {
		return TestArr;
	}

	UPROPERTY()
	TArray<int32> TestArr;
};

返回引用的生成代码
image

返回const引用的生成代码
image

FArrayPropertyDesc在构建 FLuaArray 针对 bCreateCopy进行了不同的操作,引用类型直接使用了ValuePtr内存中的FScriptArray

    virtual void GetValueInternal(lua_State *L, const void *ValuePtr, bool bCreateCopy) const override
    {
        if (bCreateCopy)
        {
            FScriptArray *ScriptArray = new FScriptArray;
            //ArrayProperty->InitializeValue(ScriptArray);
            ArrayProperty->CopyCompleteValue(ScriptArray, ValuePtr);
            void *Userdata = NewScriptContainer(L, FScriptContainerDesc::Array);
            new(Userdata) FLuaArray(ScriptArray, InnerProperty, FLuaArray::OwnedBySelf);
        }
        else
        {
            FScriptArray *ScriptArray = (FScriptArray*)(&ArrayProperty->GetPropertyValue(ValuePtr));
            void *Userdata = CacheScriptContainer(L, ScriptArray, FScriptContainerDesc::Array);
            if (Userdata)
            {
                FLuaArray *LuaArray = new(Userdata) FLuaArray(ScriptArray, (TLuaContainerInterface<FLuaArray>*)this, FLuaArray::OwnedByOther);
                ((TLuaContainerInterface<FLuaArray>*)this)->AddContainer(LuaArray);
            }
        }
    }

然后在 Properties[i]->DestroyValue(Params); 被销毁了。。。

void FArrayProperty::DestroyValueInternal( void* Dest ) const
{
	FScriptArrayHelper ArrayHelper(this, Dest);
	ArrayHelper.EmptyValues();

	//@todo UE4 potential double destroy later from this...would be ok for a script array, but still
	ArrayHelper.DestroyContainer_Unsafe();
}

更新LuaPanda到3.2

因为单个LuaPanda.lua在include时文件太长不可以直接包含,所以我写了个工具把LuaPanda.lua的内容转换为了LuaPanda.inl

请问能升一下级, 或者也开源一下转换的工具吗? 谢谢

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