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Add opt-in BizHawk-style Lua scripting over localhost TCP - #71

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mstan merged 2 commits into
mainfrom
codex/bizhawk-lua-tcp-spike
Sep 11, 2026
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Add opt-in BizHawk-style Lua scripting over localhost TCP#71
mstan merged 2 commits into
mainfrom
codex/bizhawk-lua-tcp-spike

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@mstan mstan commented Sep 11, 2026

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Adds opt-in Lua 5.4 scripting over a nonblocking localhost TCP server, with a documented BizHawk-style subset for memory, controller input, frame events, and coroutine stepping. Games can register explicit native commands; the SMW integration uses this to drive a separate 100-fireballs/second projectile pool.

The build option defaults OFF and enabled builds still require a runtime port. No Lua dependency or listener is introduced in ordinary builds. Includes a stdlib Python client, memory/instruction limits, paused servicing, and VM reset cleanup.

Validation: real TCP integration passed on Windows and Linux, covering framing, memory bounds, runaway scripts, callbacks, controller overrides, reset, and native game commands. Windows OFF build passed without fetching Lua. Added Windows/Linux/macOS CI coverage. The SMW prototype was exercised in a playable level and accepted visually by the owner.

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mstan merged commit 266804e into main Sep 11, 2026
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