1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
|
/*
Minetest
Copyright (C) 2013 sapier, <sapier AT gmx DOT net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <vector>
#include <deque>
#include "threading/semaphore.h"
#include "threading/thread.h"
#include "lua.h"
#include "cpp_api/s_base.h"
// Forward declarations
class AsyncEngine;
// Declarations
// Data required to queue a job
struct LuaJobInfo
{
LuaJobInfo() = default;
// Function to be called in async environment (from string.dump)
std::string function;
// Parameter to be passed to function (serialized)
std::string params;
// Result of function call (serialized)
std::string result;
// Name of the mod who invoked this call
std::string mod_origin;
// JobID used to identify a job and match it to callback
u32 id;
};
// Asynchronous working environment
class AsyncWorkerThread : public Thread, virtual public ScriptApiBase {
friend class AsyncEngine;
public:
virtual ~AsyncWorkerThread();
void *run();
protected:
AsyncWorkerThread(AsyncEngine* jobDispatcher, const std::string &name);
private:
AsyncEngine *jobDispatcher = nullptr;
};
// Asynchornous thread and job management
class AsyncEngine {
friend class AsyncWorkerThread;
typedef void (*StateInitializer)(lua_State *L, int top);
public:
AsyncEngine() = default;
~AsyncEngine();
/**
* Register function to be called on new states
* @param func C function to be called
*/
void registerStateInitializer(StateInitializer func);
/**
* Create async engine tasks and lock function registration
* @param numEngines Number of async threads to be started
*/
void initialize(unsigned int numEngines);
/**
* Queue an async job
* @param func Serialized lua function
* @param params Serialized parameters
* @return jobid The job is queued
*/
u32 queueAsyncJob(std::string &&func, std::string &¶ms,
const std::string &mod_origin = "");
/**
* Engine step to process finished jobs
* the engine step is one way to pass events back, PushFinishedJobs another
* @param L The Lua stack
*/
void step(lua_State *L);
protected:
/**
* Get a Job from queue to be processed
* this function blocks until a job is ready
* @param job a job to be processed
* @return whether a job was available
*/
bool getJob(LuaJobInfo *job);
/**
* Put a Job result back to result queue
* @param result result of completed job
*/
void putJobResult(LuaJobInfo &&result);
/**
* Initialize environment with current registred functions
* this function adds all functions registred by registerFunction to the
* passed lua stack
* @param L Lua stack to initialize
* @param top Stack position
*/
void prepareEnvironment(lua_State* L, int top);
private:
// Variable locking the engine against further modification
bool initDone = false;
// Internal store for registred state initializers
std::vector<StateInitializer> stateInitializers;
// Internal counter to create job IDs
u32 jobIdCounter = 0;
// Mutex to protect job queue
std::mutex jobQueueMutex;
// Job queue
std::deque<LuaJobInfo> jobQueue;
// Mutex to protect result queue
std::mutex resultQueueMutex;
// Result queue
std::deque<LuaJobInfo> resultQueue;
// List of current worker threads
std::vector<AsyncWorkerThread*> workerThreads;
// Counter semaphore for job dispatching
Semaphore jobQueueCounter;
};
|