Hey Andreas, long time no see! Since it looks like we're in a refactoring spell, I'd humbly like to submit some suggestions for (breaking!) API changes that would improve performance, readability, or both. In no particular order:
- Is there a reason why RegisterObjectProperty()/RegisterObjectMethod() live in asIScriptEngine rather than in asITypeInfo? Not only would this drastically improve performance for more complex application APIs, (as we don't need to repeatedly look up the type) but the error handling could be radically simplified as we don't need to handle cases where the name string doesn't refer to a previously registered type, etc. This seems like a no-brainer and it looks like most of the infrastructure is in place anyhow.
- What's the consensus about pulling asCGarbageCollector or something similar into the public interface? While I don't know if this would be practical in the general case, my engine project currently can currently run multiple game worlds concurrently and it'd be nice to have them all run garbage collection in parallel with one another. Likewise, there would be fewer individual objects in each collection which would improve GC latency over what we have now.
- Building off the prior idea, what if we move the CreateScriptObject() family of functions into the proposed asIGarbageCollector interface?
- Looking up functions by name/signature is *super* yuck from a performance perspective. Could we perhaps hash a combination of the signature and argument type ids to avoid the mega-gross linear search through all registered functions in the type? Is it even possible for the multiple matching function case to occur in practice?
As a final, long-shot bit, what are the odds of moving the project over to GitHub? Things like pull requests become super-easy if you're interested in accepting more community contributions. It's pretty cool! ![]()