System threading updates

Added luvitManager limited due to the way luvit works
Updated:
multi:newSystemThread(name,func,...)
You can now pass arguments to the threaded function :D
This commit is contained in:
Ryan 2017-11-17 23:05:28 -05:00
parent 641845a0fa
commit 03d632c3da
6 changed files with 161 additions and 15 deletions

File diff suppressed because one or more lines are too long

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@ -1,4 +1,4 @@
# multi Version: 1.9.0 (Sterilizing is here!)
# multi Version: 1.9.1 (New Integration! luvit)
**NOTE: I have been studying a lot about threading in the past few weeks and have some awesome additions in store! They will take a while to come out though. The goal of the library is still to provide a simple and efficient way to multi task in lua**
@ -51,7 +51,7 @@ Planned features/TODO
- [ ] sThread.wrap(obj) **May or may not be completed** Theory: Allows interaction in one thread to affect it in another. The addition to threaded tables may make this possible!
- [ ] SystemThreaded Actors -- After some tests i figured out a way to make this work... It will work slightly different though. This is due to the actor needing to be splittable...
- [ ] LoadBalancing for system threads (Once SystemThreaded Actors are done)
- [ ] Add more integrations
- [x] ~~Add more integrations~~
- [ ] Fix SystemThreadedTables
- [ ] Finish the wiki stuff. (11% done)
- [ ] Test for unknown bugs
@ -813,6 +813,20 @@ We did it! 1 2 3</br>
Changes
-------
Update: 1.9.1
Added:
Integration "multi.integration.luvitManager"
Limited... Only the basic multi:newSystemThread(...) will work
Not even data passing will work other than arguments... If using the bin library you can pass tables and function... Even full objects as long as inner recursion is not preasent.
Updated:
multi:newSystemThread(name,func,...)
It will not pass the ... to the func()
Do not know why this wasn't done in the first place :P
Also multi:getPlatform(will now return "luvit" if using luvit... Though Idk if module creators would use the multi library when inside the luvit enviroment
Update: 1.9.0
-------------
Added:

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@ -46,8 +46,8 @@ function print(...)
end
end
multi = {}
multi.Version="1.9.0"
multi._VERSION="1.9.0"
multi.Version="1.9.1"
multi._VERSION="1.9.1"
multi.stage='mostly-stable'
multi.__index = multi
multi.Mainloop={}

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@ -36,6 +36,9 @@ require("multi") -- get it all and have it on all lanes
function multi:canSystemThread()
return true
end
function multi:getPlatform()
return "lanes"
end
local multi=multi
-- Step 2 set up the linda objects
local __GlobalLinda = lanes.linda() -- handles global stuff
@ -103,12 +106,12 @@ function THREAD.hold(n)
repeat wait() until n()
end
-- Step 5 Basic Threads!
function multi:newSystemThread(name,func)
function multi:newSystemThread(name,func,...)
local c={}
local __self=c
c.name=name
c.Type="sthread"
c.thread=lanes.gen("*", func)()
c.thread=lanes.gen("*", func)(...)
function c:kill()
--self.status:Destroy()
self.thread:cancel()

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@ -2,12 +2,15 @@ require("multi.compat.love2d")
function multi:canSystemThread()
return true
end
function multi:getPlatform()
return "love2d"
end
multi.integration={}
multi.integration.love2d={}
multi.integration.love2d.ThreadBase=[[
tab={...}
__THREADNAME__=tab[2]
__THREADID__=tab[1]
__THREADID__=table.remove(1,tab)
__THREADNAME__=table.remove(1,tab)
require("love.filesystem")
require("love.system")
require("love.timer")
@ -165,7 +168,7 @@ multi:newLoop(function(self)
end)
updater=multi:newUpdater()
updater:OnUpdate(__sync__)
func=loadDump([=[INSERT_USER_CODE]=])()
func=loadDump([=[INSERT_USER_CODE]=])(unpack(tab))
multi:mainloop()
]]
GLOBAL={} -- Allow main thread to interact with these objects as well
@ -265,12 +268,12 @@ local function randomString(n)
end
return str
end
function multi:newSystemThread(name,func) -- the main method
function multi:newSystemThread(name,func,...) -- the main method
local c={}
c.name=name
c.ID=c.name.."<ID|"..randomString(8)..">"
c.thread=love.thread.newThread(multi.integration.love2d.ThreadBase:gsub("INSERT_USER_CODE",dump(func)))
c.thread:start(c.ID,c.name)
c.thread:start(c.ID,c.name,...)
function c:kill()
multi.integration.GLOBAL["__DIEPLZ"..self.ID.."__"]="__DIEPLZ"..self.ID.."__"
end

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@ -0,0 +1,126 @@
--[[
MIT License
Copyright (c) 2017 Ryan Ward
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
-- I DEMAND USAGE FOR LUVIT
-- Cannot use discordia without my multitasking library (Which I love more that the luvit platform... then again i'm partial :P)
package.path="?/init.lua;?.lua;"..package.path
local function _INIT(luvitThread,timer)
-- lots of this stuff should be able to stay the same
function os.getOS()
if package.config:sub(1,1)=='\\' then
return 'windows'
else
return 'unix'
end
end
-- Step 1 get setup threads on luvit... Sigh how do i even...
require("multi")
function multi:canSystemThread()
return true
end
function multi:getPlatform()
return "luvit"
end
local multi=multi
-- Step 2 set up the Global table... is this possible?
local GLOBAL={}
setmetatable(GLOBAL,{
__index=function(t,k)
--print("No Global table when using luvit integration!")
return nil
end,
__newindex=function(t,k,v)
--print("No Global table when using luvit integration!")
end,
})
local THREAD={}
function THREAD.set(name,val)
--print("No Global table when using luvit integration!")
end
function THREAD.get(name)
--print("No Global table when using luvit integration!")
end
local function randomString(n)
local str = ''
local strings = {'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z','1','2','3','4','5','6','7','8','9','0','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z'}
for i=1,n do
str = str..''..strings[math.random(1,#strings)]
end
return str
end
function THREAD.waitFor(name)
--print("No Global table when using luvit integration!")
end
function THREAD.testFor(name,val,sym)
--print("No Global table when using luvit integration!")
end
function THREAD.getCores()
return THREAD.__CORES
end
if os.getOS()=="windows" then
THREAD.__CORES=tonumber(os.getenv("NUMBER_OF_PROCESSORS"))
else
THREAD.__CORES=tonumber(io.popen("nproc --all"):read("*n"))
end
function THREAD.kill() -- trigger the thread destruction
error("Thread was Killed!")
end
-- hmmm if im cleaver I can get this to work... but since data passing isn't going to be a thing its probably not important
function THREAD.sleep(n)
--print("No Global table when using luvit integration!")
end
function THREAD.hold(n)
--print("No Global table when using luvit integration!")
end
-- Step 5 Basic Threads!
local function entry(path,name,func,...)
local timer = require'timer'
local luvitThread = require'thread'
package.path=path
loadstring(func)(...)
end
function multi:newSystemThread(name,func,...)
local c={}
local __self=c
c.name=name
c.Type="sthread"
c.thread={}
c.func=string.dump(func)
function c:kill()
-- print("No Global table when using luvit integration!")
end
luvitThread.start(entry,package.path,name,c.func,...)
return c
end
print("Integrated Luvit!")
multi.integration={} -- for module creators
multi.integration.GLOBAL=GLOBAL
multi.integration.THREAD=THREAD
require("multi.integration.shared")
-- Start the main mainloop... This allows you to process your multi objects, but the engine on the main thread will be limited to .001 or 1 millisecond sigh...
local interval = timer.setInterval(1, function ()
multi:uManager()
end)
end
return {init=function(threadHandle,timerHandle) _INIT(threadHandle,timerHandle) return GLOBAL,THREAD end}