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lukesmith123

Memory leaks when using luabind with lua

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Hi,

I followed a tutorial in the book 'programming game AI by example' which teaches an introduction to scripting with lua.

I'm getting some unexpected memory leaks which I cant understand how they can happen. But as I am very new to lua and luabind I'm guessing that I might be missing something obvious here.

I register functions from the statemachine and bot class in the bot class constructor (lua_close is called in the bot class destructor):


lua = luaL_newstate();
luabind::open(lua);
luaL_openlibs(lua);

luabind::module(lua)
[
luabind::class_<StateMachine<Bot>>("StateMachine")
.def("ChangeState", &StateMachine<Bot>::ChangeState)
.def("CurrentState", &StateMachine<Bot>::CurrentState)
.def("SetCurrentState", &StateMachine<Bot>::SetCurrentState)
];

luabind::module(lua)
[
luabind::class_<Bot>("Bot")
.def("one", &Bot::one)
.def("two", &Bot::two)
.def("GetStateMachine", &Bot::GetStateMachine)
];

luaL_dofile(lua,"lua.lua");
luabind::object states = luabind::globals(lua);

if (luabind::type(states) == LUA_TTABLE)
{
stateMachine->SetCurrentState(states["State_one"]);
}



And the statemachine class looks like this:



template <class entity_type>
class StateMachine
{
private:
entity_type* Owner;
luabind::object currentState;
public:
StateMachine(entity_type* owner):Owner(owner){}
void SetCurrentState(const luabind::object& s){currentState = s;}
void UpdateStateMachine()
{
if(currentState.is_valid())
{
(currentState)["Execute"](Owner);
}
}
void ChangeState(const luabind::object& new_state)
{
(currentState)["Exit"](Owner);
currentState = new_state;
(currentState)["Enter"](Owner);
}
const luabind::object& CurrentState()const{return currentState;}
};



Everything works as expected but I am left with 6 memory leaks when I exit the program.

Also when I remove the luabind::module code where the classes are registered then the memory leaks dissapear.

Does anybody have any ideas?

thanks,

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