   Call Lua from C++ caused a long time
  Hi, I'm doing optimization for a game which uses C++ and Lua and I found several lua_pcall functions took very long to execute. I thought it was those lua functions ran for a long time but after I added timers into them to test I found they didn't. So I guess the problem may happen when C++ calling Lua? I also noticed there were large memory increases after lua_pcall, does it mean C++ allocates some huge objects for the lua function? The parameters for those functions are very simple so I don't see why calling them would take that long. By the way in these functions there are references to some huge global table items, does it have something to do with this issue?Looking forward to your helps. Thanks!   