305 lines
7.9 KiB
Lua
305 lines
7.9 KiB
Lua
--[[
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MIT License
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Copyright (c) 2020 Ryan Ward
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sub-license, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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]]
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function multi:newSystemThreadedConnection(name, protect)
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local c = {}
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c.name = name or error("You must provide a name for the connection object!")
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c.protect = protect or false
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c.idle = nil
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local sThread = multi.integration.THREAD
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local GLOBAL = multi.integration.GLOBAL
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local connSync = multi:newSystemThreadedQueue(c.name .. "_CONN_SYNC")
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local connFire = multi:newSystemThreadedQueue(c.name .. "_CONN_FIRE")
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function c:init()
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local multi = require("multi")
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if love then -- lets make sure we don't reference up-values if using love2d
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GLOBAL = _G.GLOBAL
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sThread = _G.sThread
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end
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local conn = {}
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conn.obj = multi:newConnection()
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setmetatable(
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conn,
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{
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__call = function(self, ...)
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return self:connect(...)
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end
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}
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)
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local ID = sThread.getID()
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local sync = sThread.waitFor(self.name .. "_CONN_SYNC"):init()
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local fire = sThread.waitFor(self.name .. "_CONN_FIRE"):init()
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local connections = {}
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if not multi.isMainThread then
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connections = {0}
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end
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sync:push {"INIT", ID} -- Register this as an active connection!
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function conn:connect(func)
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return self.obj(func)
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end
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function conn:holdUT(n)
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self.obj:holdUT(n)
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end
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function conn:Remove()
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self.obj:Remove()
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end
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function conn:Fire(...)
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for i = 1, #connections do
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fire:push {connections[i], ID, {...}}
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end
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end
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function conn:FireTo(to, ...)
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local good = false
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for i = 1, #connections do
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if connections[i] == to then
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good = true
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break
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end
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end
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if not good then
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return multi.print("NonExisting Connection!")
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end
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fire:push {to, ID, {...}}
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end
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-- FIRE {TO,FROM,{ARGS}}
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local data
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local clock = os.clock
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conn.OnConnectionAdded = multi:newConnection()
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multi:newLoop(
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function()
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data = fire:peek()
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if type(data) == "table" and data[1] == ID then
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if data[2] == ID and conn.IgnoreSelf then
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fire:pop()
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return
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end
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fire:pop()
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conn.obj:Fire(unpack(data[3]))
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end
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data = sync:peek()
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if data ~= nil and data[1] == "SYNCA" and data[2] == ID then
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sync:pop()
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multi.nextStep(
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function()
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conn.OnConnectionAdded:Fire(data[3])
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end
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)
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table.insert(connections, data[3])
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end
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if type(data) == "table" and data[1] == "SYNCR" and data[2] == ID then
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sync:pop()
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for i = 1, #connections do
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if connections[i] == data[3] then
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table.remove(connections, i)
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end
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end
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end
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end
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):setName("STConn.syncer")
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return conn
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end
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local cleanUp = {}
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multi.OnSystemThreadDied(
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function(ThreadID)
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for i = 1, #syncs do
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connSync:push {"SYNCR", syncs[i], ThreadID}
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end
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cleanUp[ThreadID] = true
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end
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)
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multi:newThread(
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c.name .. " Connection-Handler",
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function()
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local data
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local clock = os.clock
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local syncs = {}
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while true do
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if not c.idle then
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thread.sleep(.5)
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else
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if clock() - c.idle >= 15 then
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c.idle = nil
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end
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thread.skip()
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end
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data = connSync:peek()
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if data ~= nil and data[1] == "INIT" then
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connSync:pop()
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c.idle = clock()
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table.insert(syncs, data[2])
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for i = 1, #syncs do
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connSync:push {"SYNCA", syncs[i], data[2]}
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end
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end
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data = connFire:peek()
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if data ~= nil and cleanUp[data[1]] then
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local meh = data[1]
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connFire:pop() -- lets remove dead thread stuff
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multi:newAlarm(15):OnRing(
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function(a)
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cleanUp[meh] = nil
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end
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)
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end
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end
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end
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)
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GLOBAL[c.name] = c
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return c
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end
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function multi:SystemThreadedBenchmark(n)
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n = n or 1
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local cores = multi.integration.THREAD.getCores()
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local queue = multi:newSystemThreadedQueue("THREAD_BENCH_QUEUE"):init()
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local sThread = multi.integration.THREAD
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local GLOBAL = multi.integration.GLOBAL
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local c = {}
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for i = 1, cores do
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multi:newSystemThread(
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"STHREAD_BENCH",
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function(n)
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local multi = require("multi")
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if multi:getPlatform() == "love2d" then
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GLOBAL = _G.GLOBAL
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sThread = _G.sThread
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end -- we cannot have upvalues... in love2d globals, not locals must be used
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queue = sThread.waitFor("THREAD_BENCH_QUEUE"):init() -- always wait for when looking for a variable at the start of the thread!
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multi:benchMark(n):OnBench(
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function(self, count)
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queue:push(count)
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sThread.kill()
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error("Thread was killed!")
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end
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)
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multi:mainloop()
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end,
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n
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)
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end
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multi:newThread(
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"THREAD_BENCH",
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function()
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local count = 0
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local cc = 0
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while true do
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thread.skip(1)
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local dat = queue:pop()
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if dat then
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cc = cc + 1
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count = count + dat
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if cc == cores then
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c.OnBench:Fire(count)
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thread.kill()
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end
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end
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end
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end
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)
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c.OnBench = multi:newConnection()
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return c
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end
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function multi:newSystemThreadedConsole(name)
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local c = {}
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c.name = name
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local sThread = multi.integration.THREAD
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local GLOBAL = multi.integration.GLOBAL
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function c:init()
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_G.__Needs_Multi = true
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local multi = require("multi")
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if multi:getPlatform() == "love2d" then
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GLOBAL = _G.GLOBAL
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sThread = _G.sThread
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end
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local cc = {}
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if multi.isMainThread then
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if GLOBAL["__SYSTEM_CONSOLE__"] then
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cc.stream = sThread.waitFor("__SYSTEM_CONSOLE__"):init()
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else
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cc.stream = multi:newSystemThreadedQueue("__SYSTEM_CONSOLE__"):init()
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multi:newLoop(
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function()
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local data = cc.stream:pop()
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if data then
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local dat = table.remove(data, 1)
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if dat == "w" then
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io.write(unpack(data))
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elseif dat == "p" then
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print(unpack(data))
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end
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end
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end
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):setName("ST.consoleSyncer")
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end
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else
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cc.stream = sThread.waitFor("__SYSTEM_CONSOLE__"):init()
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end
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function cc:write(msg)
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self.stream:push({"w", tostring(msg)})
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end
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function cc:print(...)
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local tab = {...}
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for i = 1, #tab do
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tab[i] = tostring(tab[i])
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end
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self.stream:push({"p", unpack(tab)})
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end
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return cc
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end
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GLOBAL[c.name] = c
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return c
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end
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function multi:newSystemThreadedExecute(cmd)
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local c = {}
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local GLOBAL = multi.integration.GLOBAL -- set up locals incase we are using lanes
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local sThread = multi.integration.THREAD -- set up locals incase we are using lanes
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local name = "Execute_Thread" .. multi.randomString(16)
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c.name = name
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GLOBAL[name .. "CMD"] = cmd
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multi:newSystemThread(
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name,
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function()
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if love then -- lets make sure we don't reference upvalues if using love2d
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GLOBAL = _G.GLOBAL
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sThread = _G.sThread
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name = __THREADNAME__ -- global data same as the name we used in this functions creation
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end -- Lanes should take the local upvalues ^^^
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cmd = sThread.waitFor(name .. "CMD")
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local ret = os.execute(cmd)
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GLOBAL[name .. "R"] = ret
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end
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)
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c.OnCMDFinished = multi:newConnection()
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c.looper =
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multi:newLoop(
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function(self)
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local ret = GLOBAL[self.link.name .. "R"]
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if ret then
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self.link.OnCMDFinished:Fire(ret)
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self:Destroy()
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end
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end
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)
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c.looper.link = c
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return c
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end
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