Is there a way to run Lua code from a C/C++ program at a more fine-grained level than a standard ‘lua_pcall’ function call? Ideally I’d like to be able to loop over a list of low-level bytecode instructions (assuming it has such things) and run them one by one, so that I could write my own scheduler which had more control of things than just running a complete Lua function from start to finish.
The reason I want to do this is because I wish to implement C functions which Lua code can call which would cause the program to wait until a certain (potentially long-winded) action had completed before continuing execution. There would be a high proportion of such function calls in a typical Lua script, so the idea of rewriting it to use callbacks once the action has completed isn’t really practical.
Perhaps side-stepping the question, but you could use Lua coroutines rather than custom C stuff to wait until some event occurs.
For example, one coroutine could call a waitForEvent() function. In there, you can switch to another coro until that event occurs, then resume the first one. Take a look at the lua coro docs for more about that.