Bug fixes and documentation being worked on

This commit is contained in:
Ryan Ward 2020-03-09 14:10:34 -04:00
parent 5da0be08af
commit 68ac49fad3
5 changed files with 244 additions and 328 deletions

View File

@ -103,59 +103,48 @@ end
# Non-Actors # Non-Actors
`timer = multi:newTimer()` `timer = multi:newTimer()`
</br>`conn = multi:newConnection([BOOLEAN protect true])` - `conn = multi:newConnection([BOOLEAN protect true])`
</br>`nil = multi:newJob(FUNCTION func, STRING name)` - `func = multi:newFunction(FUNCTION func)`
</br>`func = multi:newFunction(FUNCTION func)`
</br>`trigger = multi:newTrigger(FUNCTION: func)`
# Actors # Actors
`event = multi:newEvent(FUNCTION task)` - `event = multi:newEvent(FUNCTION task)`
</br>`updater = multi:newUpdater([NUMBER skip 1])` - `updater = multi:newUpdater([NUMBER skip 1])`
</br>`alarm = multi:newAlarm([NUMBER 0])` - `alarm = multi:newAlarm([NUMBER 0])`
</br>`loop = multi:newLoop(FUNCTION func)` - `loop = multi:newLoop(FUNCTION func)`
</br>`tloop = multi:newTLoop(FUNCTION func ,NUMBER: [set 1])` - `tloop = multi:newTLoop(FUNCTION func ,NUMBER: [set 1])`
</br>`step = multi:newStep(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])` - `step = multi:newStep(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])`
</br>`tstep = multi:newStep(NUMBER start, NUMBER reset, [NUMBER count 1], [NUMBER set 1])` - `tstep = multi:newStep(NUMBER start, NUMBER reset, [NUMBER count 1], [NUMBER set 1])`
</br>`trigger = multi:newTrigger(FUNCTION: func)`
</br>`stamper = multi:newTimeStamper()`
</br>`watcher = multi:newWatcher(STRING name)`
</br>`watcher = multi:newWatcher(TABLE namespace, STRING name)`
</br>`cobj = multi:newCustomObject(TABLE objRef, BOOLEAN isActor)`
**Note:** A lot of methods will return itself as a return. This allows for chaining of methods to work. **Note:** A lot of methods will return itself as a return. This allows for chaining of methods to work.
# Non-Actor: Timers # Non-Actor: Timers
timer = multi:newTimer() `timer = multi:newTimer()` -- Creates a timer object that can keep track of time
Creates a timer object that can keep track of time
**self** = timer:Start() -- Starts the timer - **self** = timer:Start() -- Starts the timer
time_elapsed = timer:Get() -- Returns the time elapsed since timer:Start() was called - time_elapsed = timer:Get() -- Returns the time elapsed since timer:Start() was called
boolean = timer:isPaused() -- Returns if the timer is paused or not - boolean = timer:isPaused() -- Returns if the timer is paused or not
**self** = timer:Pause() -- Pauses the timer, it skips time that would be counted during the time that it is paused - **self** = timer:Pause() -- Pauses the timer, it skips time that would be counted during the time that it is paused
**self** = timer:Resume() -- Resumes a paused timer. **See note below** - **self** = timer:Resume() -- Resumes a paused timer. **See note below**
**self** = timer:tofile(**STRING** path) -- Saves the object to a file at location path - **self** = timer:tofile(**STRING** path) -- Saves the object to a file at location path
**Note:** If a timer was paused after 1 second then resumed a second later and Get() was called a second later, timer would have 2 seconds counted though 3 really have passed. **Note:** If a timer was paused after 1 second then resumed a second later and Get() was called a second later, timer would have 2 seconds counted though 3 really have passed.
# Non-Actor: Connections # Non-Actor: Connections
Arguable my favorite object in this library, next to threads `conn = multi:newConnection([BOOLEAN: protect true],FUNCTION: callback, BOOLEAN: kill false)` --
Creates a connection object and defaults to a protective state. All calls will run within pcall() callback if it exists will be triggered each time the connection is fired. kill when set to true makes the connection object work like a queue. Where all the events that are fired is removed from the queue.
`conn = multi:newConnection([BOOLEAN protect true])` - `self = conn:HoldUT([NUMBER n 0])` -- Will hold futhur execution of the thread until the connection was triggered. If n is supplied the connection must be triggered n times before it will allow ececution to continue.
Creates a connection object and defaults to a protective state. All calls will run within pcall() - `conntable_old = conn:Bind(TABLE conntable)` -- sets the table to hold the connections. A quick way to destroy all connections is by binding it to a new table.
- `conntable = conn:Remove()` -- Removes all connections. Returns the conntable
`self = conn:HoldUT([NUMBER n 0])` -- Will hold futhur execution of the thread until the connection was triggered. If n is supplied the connection must be triggered n times before it will allow ececution to continue. - `link = conn:connect(FUNCTION func, [STRING name nil], [NUMBER num #conns+1])` -- Connects to the object using function func which will recieve the arguments passed by Fire(...). You can name a connection, which allows you to use conn:getConnection(name). Names must be unique! num is simple the position in the order in which connections are triggered. The return Link is the link to the connected event that was made. You can remove this event or even trigger it specifically if need be.
</br>`self = conn:FConnect(FUNCTION func)` -- Creates a connection that is forced to execute when Fire() is called. returns or nil = conn:Fire(...) -- Triggers the connection with arguments ..., "returns" if non-nil is a table containing return values from the triggered connections. [**Deprecated:** Planned removal in 14.x.x] - `link:Fire(...)` -- Fires the created event
</br>`self = conn:Bind(TABLE t)` -- sets the table to hold the connections. Leaving it alone is best unless you know what you are doing - `bool = link:Destroy()` -- returns true if success.
</br>`self = conn:Remove()` -- removes the bind that was put in place. This will also destroy all connections that existed before. - `subConn = conn:getConnection(STRING name, BOOLEAN ingore)` -- returns the sub connection which matches name.
</br>`link = conn:connect(FUNCTION func, [STRING name nil], [NUMBER num #conns+1])` -- Connects to the object using function func which will recieve the arguments passed by Fire(...). You can name a connection, which allows you to use conn:getConnection(name). Names must be unique! num is simple the position in the order in which connections are triggered. The return Link is the link to the connected event that was made. You can remove this event or even trigger it specifically if need be. returns or nil
</br>`link:Fire(...)` -- Fires the created event - subConn:Fire() -- "returns" if non-nil is a table containing return values from the triggered connections.
</br>`bool = link:Destroy()` -- returns true if success. - `self = conn:tofile(STRING path)` -- Saves the object to a file at location path
</br>`subConn = conn:getConnection(STRING name, BOOLEAN ingore)` -- returns the sub connection which matches name.
returns or nil subConn:Fire() -- "returns" if non-nil is a table containing return values from the triggered connections.
</br>`self = conn:tofile(STRING path)` -- Saves the object to a file at location path
The connect feature has some syntax sugar to it as seen below The connect feature has some syntax sugar to it as seen below
</br>`link = conn(FUNCTION func, [STRING name nil], [NUMBER #conns+1])` - `link = conn(FUNCTION func, [STRING name nil], [NUMBER #conns+1])`
Example: Example:
```lua ```lua
@ -202,61 +191,26 @@ print("------")
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!! OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!
``` ```
# Non-Actor: Jobs
`nil = multi:newJob(FUNCTION func, STRING name)` -- Adds a job to a queue of jobs that get executed after some time. func is the job that is being ran, name is the name of the job.
</br>`nil = multi:setJobSpeed(NUMBER n)` -- seconds between when each job should be done.
</br>`bool, number = multi:hasJobs()` -- returns true if there are jobs to be processed. And the number of jobs to be processed
</br>`num = multi:getJobs()` -- returns the number of jobs left to be processed.
</br>`number = multi:removeJob(STRING name)` -- removes all jobs of name, name. Returns the number of jobs removed
**Note:** Jobs may be turned into actual objects in the future.
Example:
```lua
local multi = require("multi")
print(multi:hasJobs())
multi:setJobSpeed(1) -- set job speed to 1 second
multi:newJob(function()
print("A job!")
end,"test")
multi:newJob(function()
print("Another job!")
multi:removeJob("test") -- removes all jobs with name "test"
end,"test")
multi:newJob(function()
print("Almost done!")
end,"test")
multi:newJob(function()
print("Final job!")
end,"test")
print(multi:hasJobs())
print("There are "..multi:getJobs().." jobs in the queue!")
multi:mainloop()
```
# Universal Actor methods # Universal Actor methods
All of these functions are found on actors All of these functions are found on actors
</br>`self = multiObj:Pause()` -- Pauses the actor from running - `self = multiObj:Pause()` -- Pauses the actor from running
</br>`self = multiObj:Resume()` -- Resumes the actor that was paused - `self = multiObj:Resume()` -- Resumes the actor that was paused
</br>`nil = multiObj:Destroy()` -- Removes the object from the mainloop - `nil = multiObj:Destroy()` -- Removes the object from the mainloop
</br>`bool = multiObj:isPaused()` -- Returns true if the object is paused, false otherwise - `bool = multiObj:isPaused()` -- Returns true if the object is paused, false otherwise
</br>`string = multiObj:getType()` -- Returns the type of the object - `string = multiObj:getType()` -- Returns the type of the object
</br>`self = multiObj:SetTime(n)` -- Sets a timer, and creates a special "timemaster" actor, which will timeout unless ResolveTimer is called - `self = multiObj:SetTime(n)` -- Sets a timer, and creates a special "timemaster" actor, which will timeout unless ResolveTimer is called
</br>`self = multiObj:ResolveTimer(...)` -- Stops the timer that was put onto the multiObj from timing out - `self = multiObj:ResolveTimer(...)` -- Stops the timer that was put onto the multiObj from timing out
</br>`self = multiObj:OnTimedOut(func)` -- If ResolveTimer was not called in time this event will be triggered. The function connected to it get a refrence of the original object that the timer was created on as the first argument. - `self = multiObj:OnTimedOut(func)` -- If ResolveTimer was not called in time this event will be triggered. The function connected to it get a refrence of the original object that the timer was created on as the first argument.
</br>`self = multiObj:OnTimerResolved(func)` -- This event is triggered when the timer gets resolved. Same argument as above is passed, but the variable arguments that are accepted in resolvetimer are also passed as well. - `self = multiObj:OnTimerResolved(func)` -- This event is triggered when the timer gets resolved. Same argument as above is passed, but the variable arguments that are accepted in resolvetimer are also passed as well.
</br>`self = multiObj:Reset(n)` -- In the cases where it isn't obvious what it does, it acts as Resume() - `self = multiObj:Reset(n)` -- In the cases where it isn't obvious what it does, it acts as Resume()
</br>`self = multiObj:SetName(STRING name)` - `self = multiObj:SetName(STRING name)`
# Actor: Events # Actor: Events
`event = multi:newEvent(FUNCTION task)` `event = multi:newEvent(FUNCTION task)`
The object that started it all. These are simply actors that wait for a condition to take place, then auto triggers an event. The event when triggered once isn't triggered again unless you Reset() it. The object that started it all. These are simply actors that wait for a condition to take place, then auto triggers an event. The event when triggered once isn't triggered again unless you Reset() it.
`self = SetTask(FUNCTION func)` -- This function is not needed if you supplied task at construction time - `self = event:SetTask(FUNCTION func)` -- This function is not needed if you supplied task at construction time
</br>`self = OnEvent(FUNCTION func)` -- Connects to the OnEvent event passes argument self to the connectee - `self = event:OnEvent(FUNCTION func)` -- Connects to the OnEvent event passes argument self to the connectee
Example: Example:
```lua ```lua
@ -275,11 +229,12 @@ multi:mainloop()
``` ```
# Actor: Updaters # Actor: Updaters
`updater = multi:newUpdater([NUMBER skip 1])` -- set the amount of steps that are skipped `updater = multi:newUpdater([NUMBER skip 1])` -- set the amount of steps that are skipped.
Updaters are a mix between both loops and steps. They were a way to add basic priority management to loops (until a better way was added). Now they aren't as useful, but if you do not want the performance hit of turning on priority then they are useful to auro skip some loops. Note: The performance hit due to priority management is not as bas as it used to be. Updaters are a mix between both loops and steps. They were a way to add basic priority management to loops (until a better way was added). Now they aren't as useful, but if you do not want the performance hit of turning on priority then they are useful to auro skip some loops. Note: The performance hit due to priority management is not as bas as it used to be.
`self = updater:SetSkip(NUMBER n)` -- sets the amount of steps that are skipped - `self = updater:SetSkip(NUMBER n)` -- sets the amount of steps that are skipped
</br>`self = OnUpdate(FUNCTION func)` -- connects to the main trigger of the updater which is called every nth step - `self = OnUpdate(FUNCTION func)` -- connects to the main trigger of the updater which is called every nth step
Example: Example:
```lua ```lua
@ -295,8 +250,8 @@ multi:mainloop()
`alarm = multi:newAlarm([NUMBER 0])` -- creates an alarm which waits n seconds `alarm = multi:newAlarm([NUMBER 0])` -- creates an alarm which waits n seconds
Alarms ring after a certain amount of time, but you need to reset the alarm every time it rings! Use a TLoop if you do not want to have to reset. Alarms ring after a certain amount of time, but you need to reset the alarm every time it rings! Use a TLoop if you do not want to have to reset.
`self = alarm:Reset([NUMBER sec current_time_set])` -- Allows one to reset an alarm, optional argument to change the time until the next ring. - `self = alarm:Reset([NUMBER sec current_time_set])` -- Allows one to reset an alarm, optional argument to change the time until the next ring.
</br>`self = alarm:OnRing(FUNCTION func` -- Allows one to connect to the alarm event which is triggerd after a certain amount of time has passed. - `self = alarm:OnRing(FUNCTION func` -- Allows one to connect to the alarm event which is triggerd after a certain amount of time has passed.
Example: Example:
```lua ```lua
@ -313,7 +268,7 @@ multi:mainloop()
`loop = multi:newLoop(FUNCTION func)` -- func the main connection that you can connect to. Is optional, but you can also use OnLoop(func) to connect as well. `loop = multi:newLoop(FUNCTION func)` -- func the main connection that you can connect to. Is optional, but you can also use OnLoop(func) to connect as well.
Loops are events that happen over and over until paused. They act like a while loop. Loops are events that happen over and over until paused. They act like a while loop.
`self = OnLoop(FUNCTION func)` -- func the main connection that you can connect to. Alllows multiple connections to one loop if need be. - `self = OnLoop(FUNCTION func)` -- func the main connection that you can connect to. Alllows multiple connections to one loop if need be.
Example: Example:
```lua ```lua
@ -333,7 +288,7 @@ multi:mainloop()
# Actor: TLoops # Actor: TLoops
`tloop = multi:newTLoop(FUNCTION func ,NUMBER: [set 1])` -- TLoops are pretty much the same as loops. The only difference is that they take set which is how long it waits, in seconds, before triggering function func. `tloop = multi:newTLoop(FUNCTION func ,NUMBER: [set 1])` -- TLoops are pretty much the same as loops. The only difference is that they take set which is how long it waits, in seconds, before triggering function func.
`self = OnLoop(FUNCTION func)` -- func the main connection that you can connect to. Alllows multiple connections to one TLoop if need be. - `self = OnLoop(FUNCTION func)` -- func the main connection that you can connect to. Alllows multiple connections to one TLoop if need be.
Example: Example:
```lua ```lua
@ -353,10 +308,11 @@ multi:mainloop()
# Actor: Steps # Actor: Steps
`step = multi:newStep(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])` -- Steps were originally introduced to bs used as for loops that can run parallel with other code. When using steps think of it like this: `for i=start,reset,count do` When the skip argument is given, each time the step object is given cpu cycles it will be skipped by n cycles. So if skip is 1 every other cpu cycle will be alloted to the step object. `step = multi:newStep(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])` -- Steps were originally introduced to bs used as for loops that can run parallel with other code. When using steps think of it like this: `for i=start,reset,count do` When the skip argument is given, each time the step object is given cpu cycles it will be skipped by n cycles. So if skip is 1 every other cpu cycle will be alloted to the step object.
`self = step:OnStart(FUNCTION func(self))` -- This connects a function to an event that is triggered everytime a step starts. - `self = step:OnStart(FUNCTION func(self))` -- This connects a function to an event that is triggered everytime a step starts.
</br>`self = step:OnStep(FUNCTION func(self,i))` -- This connects a function to an event that is triggered every step or cycle that is alloted to the step object - `self = step:OnStep(FUNCTION func(self,i))` -- This connects a function to an event that is triggered every step or cycle that is alloted to the step object
</br>`self = step:OnEnd(FUNCTION func(self))` -- This connects a function to an event that is triggered when a step reaches its goal - `self = step:OnEnd(FUNCTION func(self))` -- This connects a function to an event that is triggered when a step reaches its goal
</br>`self = step:Update(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])` -- Update can be used to change the goals of the step. You should call step:Reset() after using Update to restart the step. - `self = step:Update(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])` -- Update can be used to change the goals of the step.
- `self = step:Reset()` -- Resets the step
Example: Example:
```lua ```lua
@ -373,11 +329,11 @@ multi:mainloop()
# Actor: TSteps # Actor: TSteps
`tstep = multi:newStep(NUMBER start, NUMBER reset, [NUMBER count 1], [NUMBER set 1])` -- TSteps work just like steps, the only difference is that instead of skip, we have set which is how long in seconds it should wait before triggering the OnStep() event. `tstep = multi:newStep(NUMBER start, NUMBER reset, [NUMBER count 1], [NUMBER set 1])` -- TSteps work just like steps, the only difference is that instead of skip, we have set which is how long in seconds it should wait before triggering the OnStep() event.
`self = tstep:OnStart(FUNCTION func(self))` -- This connects a function to an event that is triggered everytime a step starts. - `self = tstep:OnStart(FUNCTION func(self))` -- This connects a function to an event that is triggered everytime a step starts.
</br>`self = tstep:OnStep(FUNCTION func(self,i))` -- This connects a function to an event that is triggered every step or cycle that is alloted to the step object - `self = tstep:OnStep(FUNCTION func(self,i))` -- This connects a function to an event that is triggered every step or cycle that is alloted to the step object
</br>`self = tstep:OnEnd(FUNCTION func(self))` -- This connects a function to an event that is triggered when a step reaches its goal - `self = tstep:OnEnd(FUNCTION func(self))` -- This connects a function to an event that is triggered when a step reaches its goal
</br>`self = tstep:Update(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER set 1])` -- Update can be used to change the goals of the step. You should call step:Reset() after using Update to restart the step. - `self = tstep:Update(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER set 1])` -- Update can be used to change the goals of the step. You should call step:Reset() after using Update to restart the step.
</br>`self = tstep:Reset([NUMBER n set])` -- Allows you to reset a tstep that has ended, but also can change the time between each trigger. - `self = tstep:Reset([NUMBER n set])` -- Allows you to reset a tstep that has ended, but also can change the time between each trigger.
Example: Example:
```lua ```lua
@ -394,38 +350,67 @@ multi:mainloop()
# Coroutine based Threading (CBT) # Coroutine based Threading (CBT)
Helpful methods are wrapped around the builtin coroutine module which make it feel like real threading. Helpful methods are wrapped around the builtin coroutine module which make it feel like real threading.
# threads.* used within threaded enviroments **threads.\* used within threaded enviroments**
`thread.sleep(NUMBER n)` -- Holds execution of the thread until a certain amount of time has passed - `thread.sleep(NUMBER n)` -- Holds execution of the thread until a certain amount of time has passed
</br>`thread.hold(FUNCTION func)` -- Hold execttion until the function returns true - `VARIABLE returns = thread.hold(FUNCTION func)` -- Hold execution until the function returns non nil. All returns are passed to the thread once the conditions have been met. To pass nil use `multi.NIL`
</br>`thread.skip(NUMBER n)` -- How many cycles should be skipped until I execute again - `thread.skip(NUMBER n)` -- How many cycles should be skipped until I execute again
</br>`thread.kill()` -- Kills the thread - `thread.kill()` -- Kills the thread
</br>`thread.yeild()` -- Is the same as using thread.skip(0) or thread.sleep(0), hands off control until the next cycle - `thread.yeild()` -- Is the same as using thread.skip(0) or thread.sleep(0), hands off control until the next cycle
</br>`thread.isThread()` -- Returns true if the current running code is inside of a coroutine based thread - `BOOLEAM bool = thread.isThread()` -- Returns true if the current running code is inside of a coroutine based thread
</br>`thread.getCores()` -- Returns the number of cores that the current system has. (used for system threads) - `NUMBER conres = thread.getCores()` -- Returns the number of cores that the current system has. (used for system threads)
</br>`thread.set(STRING name, VARIABLE val)` -- A global interface where threads can talk with eachother. sets a variable with name and its value - `thread.set(STRING name, VARIABLE val)` -- A global interface where threads can talk with eachother. sets a variable with name and its value
</br>`thread.get(STRING name)` -- Gets the data stored in name - `thread.get(STRING name)` -- Gets the data stored in name
</br>`thread.waitFor(STRING name)` -- Holds executon of a thread until variable name exists - `VARIABLE val = thread.waitFor(STRING name)` -- Holds executon of a thread until variable name exists
- `thread.request(THREAD th,STRING cmd, VARIABLE args)` -- Sends a request to the selected thread telling it to do a certain command
- `th = thread.getRunningThread()` -- Returns the currently running thread
- `VARIABLE returns or nil, "TIMEOUT" = thread.holdFor()` -- Holds until a condidtion is met, or if there is a timeout nil,"TIMEOUT"
- `VARIABLE returns or nil, "TIMEOUT" = thread.holdWithin(NUMBER: skip, FUNCTION: func)` -- Holds until a condition is met or n cycles have happened.
- `returns or handler = thread:newFunction(FUNCTION: func, [BOOLEAN: holdme false])` -- func: The function you want to be threaded. holdme: If true the function waits until it has returns and then returns them. Otherwise the function returns a table
- `handler.connect(Function: func(returns))` -- Connects to the event that is triggered when the returns are avaiable
- `VARIAABLE returns = handler.wait()` -- Waits until returns are avaiable and then returns them
# CBT: newService(FUNCTION: func)
`serv = newService(FUNCTION: func(self,TABLE: data))`
- `serv.OnError(FUNCTION: func)` -- connection that fired if there is an error
- `serv.OnStopped(FUNCTION: func(serv))` -- connection that is fired when a service is stopped
- `serv.OnStarted(FUNCTION: func(serv))` -- connection that is fired when a service is started
- `serv.Start()` -- Starts the service
- `serv.Stop()` -- Stops the service and destroys the data table
- `serv.Pause()` -- Pauses the service
- `serv.Resume()` -- Resumes the service
- `serv.GetUpTime()` -- Returns the amount of time the service has been running
- `serv.SetPriority(PRIORITY: pri)` -- Sets the priority of the service
- `multi.Priority_Core`
- `multi.Priority_Very_High`
- `multi.Priority_High`
- `multi.Priority_Above_Normal`
- `multi.Priority_Normal` **Default**
- `multi.Priority_Below_Normal`
- `multi.Priority_Low`
- `multi.Priority_Very_Low`
- `multi.Priority_Idle`
- `serv.SetScheme(NUMBER: n)` -- Sets the scheme of the priority management
- `1` **Default** -- uses a time based style of yielding. thread.sleep()
- `2` -- uses a cycle based style of yielding. thread.skip()
- `CONVERTS(serv) = serv.Destroy()` -- Stops the service then Destroys the service triggering all events! The service becomes a destroyed object
# CBT: newThread() # CBT: newThread()
`th = multi:newThread([STRING name,] FUNCTION func)` -- Creates a new thread with name and function. `th = multi:newThread([STRING name,] FUNCTION func)` -- Creates a new thread with name and function.
Constants Constants
--- ---
`th.Name` -- Name of thread - `th.Name` -- Name of thread
</br>`th.Type` -- Type="thread" - `th.Type` -- Type="thread"
</br>`th.TID` -- Thread ID - `th.TID` -- Thread ID
- `conn = th.OnError(FUNCTION: callback)` -- Connect to an event which is triggered when an error is encountered within a thread
- `conn = th.OnDeath(FUNCTION: callback)` -- Connect to an event which is triggered when the thread had either been killed or stopped running. (Not triggered when there is an error!)
- `boolean = th:isPaused()`\* -- Returns true if a thread has been paused
- `self = th:Pause()`\* -- Pauses a thread
- `self = th:Resume()`\* -- Resumes a paused thread
- `self = th:Kill()`\* -- Kills a thread
- `self = th:Destroy()`\* -- Destroys a thread
Methods <b>*</b>Using these methods on a thread directly you are making a request to a thread! The thread may not accept your request, but it most likely will. You can contorl the thread flow within the thread's function itself
---
`conn = th.OnError(FUNCTION: callback)` -- Connect to an event which is triggered when an error is encountered within a thread
</br>`conn = th.OnDeath(FUNCTION: callback)` -- Connect to an event which is triggered when the thread had either been killed or stopped running. (Not triggered when there is an error!)
</br>`boolean = th:isPaused()`* -- Returns true if a thread has been paused
</br>`(self)th = th:Pause()`* -- Pauses a thread
</br>`(self)th = th:Resume()`* -- Resumes a paused thread
</br>`(self)th = th:Kill()`* -- Kills a thread
</br>`(self)th = th:Destroy()*` -- Destroys a thread
*When using these methods on a thread directly you are making a request to a thread! The thread may not accept your request, but it most likely will. You can contorl the thread flow within the thread's function itself
Examples: Examples:
```lua ```lua
@ -440,53 +425,45 @@ end)
multi:mainloop() multi:mainloop()
``` ```
# System Threads (ST) - Multi-Integration Getting Started
HERE
System Threads (ST) - Multi-Integration Getting Started
-------------------------------------------------------
The system threads need to be required seperatly. The system threads need to be required seperatly.
```lua ```lua
local GLOBAL, THREAD = require("multi.integration.lanesManager").init()# -- We will talk about the global and thread interface that is returned -- I recommend keeping these as globals. When using lanes you can use local and things will work, but if you use love2d and locals, upvalues are not transfered over threads and this can be an issue
GLOBAL, THREAD = require("multi.integration.loveManager").init() GLOBAL, THREAD = require("multi.integration.lanesManager"):init() -- We will talk about the global and thread interface that is returned
GLOBAL, THREAD = require("luvitManager")-- There is a catch to this* GLOBAL, THREAD = require("multi.integration.loveManager"):init()
GLOBAL, THREAD = require("luvitManager") --*
``` ```
Using this integration modifies some methods that the multi library has. Using this integration modifies some methods that the multi library has.
`multi:canSystemThread()` -- Returns true is system threading is possible - `multi:canSystemThread()` -- Returns true if system threading is possible.
`multi:getPlatform()` -- Returns (for now) either "lanes", "love2d" and "luvit" - `multi:getPlatform()` -- Returns (for now) either "lanes", "love2d" and "luvit"
This variable is created on the main thread only inside of the multi namespace: multi.isMainThread = true - `multi.isMainThread = true` -- This is only modified on the main thread. So code that moves from one thread to another knows where it's at.
This is used to know which thread is the main thread. When network threads are being discussed there is a gotcha that needs to be addressed.
`*` GLOBAL and THREAD do not work currently when using the luvit integration <b>*</b>GLOBAL and THREAD do not do anything when using the luvit integration
`#`So you may have noticed that when using the lanes manager you need to make the global and thread local, this is due to how lanes copies local variables between states. Also love2d does not require this, actually things will break if this is done! Keep these non local since the way threading is handled at the lower level is much different anyway so GLOBAL and THREAD is automatically set up for use within a spawned thread!
ST - THREAD namespace # ST - THREAD namespace
--------------------- - `THREAD.set(STRING name, VALUE val)` -- Sets a value in GLOBAL
`THREAD.set(STRING name, VALUE val)` -- Sets a value in GLOBAL - `THREAD.get(STRING name)` -- Gets a value in GLOBAL
`THREAD.get(STRING name)` -- Gets a value in GLOBAL - `THREAD.waitFor(STRING name)` -- Waits for a value in GLOBAL to exist
`THREAD.waitFor(STRING name)` -- Waits for a value in GLOBAL to exist - `THREAD.getCores()` -- Returns the number of actual system threads/cores
`THREAD.testFor(STRING name, VALUE val, STRING sym)` -- **NOT YET IMPLEMENTED** but planned - `THREAD.kill()` -- Kills the thread
`THREAD.getCores()` -- Returns the number of actual system threads/cores - `THREAD.getName()` -- Returns the name of the working thread
`THREAD.kill()` -- Kills the thread - `THREAD.sleep(NUMBER n)` -- Sleeps for an amount of time stopping the current thread
`THREAD.getName()` -- Returns the name of the working thread - `THREAD.hold(FUNCTION func)` -- Holds the current thread until a condition is met
`THREAD.sleep(NUMBER n)` -- Sleeps for an amount of time stopping the current thread - `THREAD.getID()` -- returns a unique ID for the current thread. This varaiable is visible to the main thread as well as by accessing it through the returned thread object. OBJ.Id
`THREAD.hold(FUNCTION func)` -- Holds the current thread until a condition is met
`THREAD.getID()` -- returns a unique ID for the current thread. This varaiable is visible to the main thread as well by accessing it through the returned thread object. OBJ.Id
ST - GLOBAL namespace # ST - GLOBAL namespace
---------------------
Treat global like a table. Treat global like a table.
```lua ```lua
GLOBAL["name"] = "Ryan" GLOBAL["name"] = "Ryan"
print(GLOBAL["name"]) print(GLOBAL["name"])
``` ```
Removes the need to use THREAD.set() and THREAD.get() Removes the need to use THREAD.set() and THREAD.get()
ST - System Threads ST - System Threads
------------------- -------------------
`systemThread = multi:newSystemThread(STRING thread_name,FUNCTION spawned_function,ARGUMENTS ...)` -- Spawns a thread with a certain name. - `systemThread = multi:newSystemThread(STRING thread_name, FUNCTION spawned_function,ARGUMENTS ...)` -- Spawns a thread with a certain name.
`systemThread:kill()` -- kills a thread; can only be called in the main thread! - `systemThread:kill()` -- kills a thread; can only be called in the main thread!
`systemThread.OnError(FUNCTION(systemthread,errMsg,errorMsgWithThreadName))` - `systemThread.OnError(FUNCTION(systemthread,errMsg,errorMsgWithThreadName))`
System Threads are the feature that allows a user to interact with systen threads. It differs from regular coroutine based thread in how it can interact with variables. When using system threads the GLOBAL table is the "only way"* to send data. Spawning a System thread is really simple once all the required libraries are in place. See example below: System Threads are the feature that allows a user to interact with systen threads. It differs from regular coroutine based thread in how it can interact with variables. When using system threads the GLOBAL table is the "only way"* to send data. Spawning a System thread is really simple once all the required libraries are in place. See example below:
@ -509,12 +486,11 @@ end,1)
multi:mainloop() multi:mainloop()
``` ```
*This isn't entirely true, as of right now the compatiablity with the lanes library and love2d engine have their own methods to share data, but if you would like to have your code work in both enviroments then using the GLOBAL table and the data structures provided by the multi library will ensure this happens. If you do not plan on having support for both platforms then feel free to use linda's in lanes and channels in love2d. <b>*</b>This isn't entirely true, as of right now the compatiablity with the lanes library and love2d engine have their own methods to share data, but if you would like to have your code work in both enviroments then using the GLOBAL table and the data structures provided by the multi library will ensure this happens. If you do not plan on having support for both platforms then feel free to use linda's in lanes and channels in love2d.
Note: luvit currently has very basic support, it only allows the spawning of system threads, but no way to send data back and forth as of yet. I do not know if this is doable or not, but I will keep looking into it. If I can somehow emulate System Threaded Queues and the GLOBAL tabke then all other datastructures will work! **Note:** luvit currently has very basic support, it only allows the spawning of system threads, but no way to send data back and forth as of yet. I do not know if this is doable or not, but I will keep looking into it.
ST - System Threaded Objects # ST - System Threaded Objects
----------------------------
Great we are able to spawn threads, but unless your working with a process that works on passed data and then uses a socket or writes to the disk I can't do to much with out being able to pass data between threads. This section we will look at how we can share objects between threads. In order to keep the compatibility between both love2d and lanes I had to format the system threaded objects in a strange way, but they are consistant and should work on both enviroments. Great we are able to spawn threads, but unless your working with a process that works on passed data and then uses a socket or writes to the disk I can't do to much with out being able to pass data between threads. This section we will look at how we can share objects between threads. In order to keep the compatibility between both love2d and lanes I had to format the system threaded objects in a strange way, but they are consistant and should work on both enviroments.
When creating objects with a name they are automatically exposed to the GLOBAL table. Which means you can retrieve them from a spawned thread. For example we have a queue object, which will be discussed in more detail next. When creating objects with a name they are automatically exposed to the GLOBAL table. Which means you can retrieve them from a spawned thread. For example we have a queue object, which will be discussed in more detail next.
@ -533,23 +509,18 @@ end)
multi:mainloop() multi:mainloop()
``` ```
ST - SystemThreadedQueue # ST - SystemThreadedQueue
------------------------ - `queue(nonInit) = multi:newSystemThreadedQueue(STRING name)` -- You must enter a name!
`queue(nonInit) = multi:newSystemThreadedQueue(STRING name)` -- You must enter a name! - `queue = queue:init()` -- initiates the queue, without doing this it will not work
`queue = queue:init()` -- initiates the queue, without doing this it will not work - `void = queue:push(DATA data)` -- Pushes data into a queue that all threads that have been shared have access to
`void = queue:push(DATA data)` -- Pushes data into a queue that all threads that have been shared have access to - `data = queue:pop()` -- pops data from the queue removing it from all threads
`data = queue:pop()` -- pops data from the queue removing it from all threads - `data = queue:peek()` -- looks at data that is on the queue, but dont remove it from the queue
`data = queue:peek()` -- looks at data that is on the queue, but dont remove it from the queue
This object the System Threaded Queue is the basis for all other data structures that a user has access to within the "shared" objects.
General tips when using a queue. You can always pop from a queue without worrying if another thread poped that same data, BUT if you are peeking at a queue there is the possibility that another thread popped the data while you are peeking and this could cause an issue, depends on what you are doing though. It's important to keep this in mind when using queues.
Let's get into some examples: Let's get into some examples:
```lua ```lua
multi = require("multi") multi = require("multi")
thread_names = {"Thread_A","Thread_B","Thread_C","Thread_D"} thread_names = {"Thread_A","Thread_B","Thread_C","Thread_D"}
local GLOBAL, THREAD = require("multi.integration.lanesManager").init() local GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
queue = multi:newSystemThreadedQueue("myQueue"):init() queue = multi:newSystemThreadedQueue("myQueue"):init()
for _,n in pairs(thread_names) do for _,n in pairs(thread_names) do
multi:newSystemThread(n,function() multi:newSystemThread(n,function()
@ -576,87 +547,66 @@ multi:mainloop()
You have probable noticed that the output from this is a total mess! Well I though so too, and created the system threaded console! You have probable noticed that the output from this is a total mess! Well I though so too, and created the system threaded console!
ST - SystemThreadedConsole # ST - SystemThreadedJobQueue
-------------------------- `jq = multi:newSystemThreadedJobQueue([NUMBER: threads])` -- Creates a system threaded job queue with an optional number of threads
`console(nonInit) = multi:newSystemThreadedConsole(STRING name)` -- Creates a console object called name. The name is mandatory! - `jq.cores = (supplied number) or (the number of cores on your system*2)`
`concole = console:inti()` -- initiates the console object - `jq.OnJobCompleted(FUNCTION: func(jID,...))` -- Connection that is triggered when a job has been completed. The jobID and returns of the job are supplies as arguments
`console:print(...)` -- prints to the console - `self = jq:doToAll(FUNCTION: func)` -- Send data to every thread in the job queue. Useful if you want to require a module and have it available on all threads
`console:write(msg)` -- writes to the console, to be fair you wouldn't want to use this one. - `self = jq:registerFunction(STRING: name, FUNCTION: func)` -- Registers a function on the job queue. Name is the name of function func
- `jID = jq:pushJob(STRING: name,[...])` -- Pushes a job onto the jobqueue
The console makes printing from threads much cleaner. We will use the same example from above with the console implemented and compare the outputs and how readable they now are! - `handler = jq:newFunction([STRING: name], FUNCTION: func)` -- returns a threaded Function that wraps around jq.registerFunction, jq.pushJob() and jq.OnJobCompleted() to provide an easy way to create and work with the jobqueue
- `handler.connect(Function: func(returns))` -- Connects to the event that is triggered when the returns are avaiable
- `VARIAABLE returns = handler.wait()` -- Waits until returns are avaiable and then returns them
**Note:** Created functions using this method act as normal functions on the queue side of things. So you can call the functions from other queue functions as if they were normal functions.
Example:
```lua ```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi = require("multi") multi = require("multi")
thread_names = {"Thread_A","Thread_B","Thread_C","Thread_D"} GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
local GLOBAL, THREAD = require("multi.integration.lanesManager").init() local jq = multi:newSystemThreadedJobQueue(4) -- job queue using 4 cores
multi:newSystemThreadedConsole("console"):init() jq:doToAll(function()
queue = multi:newSystemThreadedQueue("myQueue"):init() Important = 15
for _,n in pairs(thread_names) do end)
multi:newSystemThread(n,function() jq:registerFunction("test",function(a,b)
local queue = THREAD.waitFor("myQueue"):init() --print(a,b,a+b)
local console = THREAD.waitFor("console"):init() return true
local name = THREAD.getName() end)
local data = queue:pop() jq.OnJobCompleted(function(jid,arg)
while data do print(jid,arg)
--THREAD.sleep(.1) -- uncomment this to see them all work end)
console:print(name.." "..data) local jid = jq:pushJob("test",10,5)
data = queue:pop() print("Job pushed! ID = ".. jid)
end local func = jq:newFunction("test2",function(a,b)
end) print(a,b,a*b)
end return
for i=1,100 do end)
queue:push(math.random(1,1000)) print("Waited",func(10,5).wait())
end func(5,5).connect(function(ret)
multi:newEvent(function() print("Connected",ret)
return not queue:peek()
end):OnEvent(function()
multi:newAlarm(.1):OnRing(function() -- Well the mainthread has to read from an internal queue so we have to wait a sec
print("No more data within the queue!")
os.exit() os.exit()
end)
end) end)
multi:mainloop() multi:lightloop()
``` ```
# ST - SystemThreadedTable
`stt = multi:newSystemThreadedTable(STRING: name)`
- `stt:init()` -- Used to init object over threads
- `stt[var] = val`
- `val = stt[var]`
As you see the output here is so much cleaner, but we have a small gotcha, you probably noticed that I used an alarm to delay the exiting of the program for a bit. This is due to how the console object works, I send all the print data into a queue that the main thread then reads and prints out when it looks at the queue. This should not be an issue since you gain so much by having clean outputs! Example:
Another thing to note, because system threads are put to work one thread at a time, really quick though, the first thread that is loaded is able to complete the tasks really fast, its just printing after all. If you want to see all the threads working uncomment the code with THREAD.sleep(.1)
ST - SystemThreadedJobQueue
---------------------------
ST - SystemThreadedConnection - WIP*
-----------------------------
`connection(nonInit) = multi:newSystemThreadedConnection(name,protect)` -- creates a connecion object
`connection = connection:init()` -- initaties the connection object
`connectionID = connection:connect(FUNCTION func)` -- works like the regular connect function
`void = connection:holdUT(NUMBER/FUNCTION n)` -- works just like the regular holdut function
`void = connection:Remove()` -- works the same as the default
`voic = connection:Fire(ARGS ...)` -- works the same as the default
In the current form a connection object requires that the multi:mainloop() is running on the threads that are sharing this object! By extention since SystemThreadedTables rely on SystemThreadedConnections they have the same requirements. Both objects should not be used for now.
Since the current object is not in a stable condition, I will not be providing examples of how to use it just yet!
*The main issue we have with the connection objects in this form is proper comunication and memory managament between threads. For example if a thread crashes or no longer exists the current apporach to how I manage the connection objects will cause all connections to halt. This feature is still being worked on and has many bugs to be patched out. for now only use for testing purposes.
ST - SystemThreadedTable - WIP*
------------------------
ST - SystemThreadedBenchmark
----------------------------
`bench = multi:SystemThreadedBenchmark(NUMBER seconds)` -- runs a benchmark for a certain amount of time
`bench:OnBench(FUNCTION callback(NUMBER steps/second))`
```lua ```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi = require("multi") multi = require("multi")
local GLOBAL, THREAD = require("multi.integration.lanesManager").init() GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
multi:SystemThreadedBenchmark(1).OnBench(function(...) local stt = multi:newSystemThreadedTable("stt")
print(...) stt["hello"] = "world"
multi:newSystemThread("test thread",function()
local stt = GLOBAL["stt"]:init()
print(stt["hello"])
end) end)
multi:mainloop() multi:lightloop()
``` ```
ST - SystemThreadedExecute WIP* Might remove # Network Threads - Multi-Integration WIP Being Reworked
-------------------------- More of a fun project of mine then anything core to to the library it will be released and documented when it is ready. I do not have a timeframe for this
Network Threads - Multi-Integration
-----------------------------------

View File

@ -4,7 +4,7 @@ Table of contents
--- ---
# Update 14.2.0 - Ending it all! # Update 14.2.0 - Documentation [====100%====] Done
Full Update Showcase Full Update Showcase
--- ---
```lua ```lua
@ -80,6 +80,8 @@ Added:
Fixed: Fixed:
--- ---
- Issue with system threaded job queues newFunction() not allowing nil returns! This has be addressed and is no longer an issue.
- Issue with hold like functions not being able to return `false`
- Issue with connections not returning a handle for managing a specific conn object. - Issue with connections not returning a handle for managing a specific conn object.
- Issue with connections where connection chaining wasn't working properly. This has been addressed. - Issue with connections where connection chaining wasn't working properly. This has been addressed.
```lua ```lua

View File

@ -364,7 +364,6 @@ function multi:newConnection(protect,func,kill)
c.ID=0 c.ID=0
c.protect=protect or true c.protect=protect or true
c.connections={} c.connections={}
c.fconnections={}
c.FC=0 c.FC=0
function c:holdUT(n) function c:holdUT(n)
local n=n or 0 local n=n or 0
@ -383,13 +382,6 @@ function multi:newConnection(protect,func,kill)
return self return self
end end
c.HoldUT=c.holdUT c.HoldUT=c.holdUT
function c:fConnect(func)
local temp=self:connect(func)
table.insert(self.fconnections,temp)
self.FC=self.FC+1
return self
end
c.FConnect=c.fConnect
function c:getConnection(name,ignore) function c:getConnection(name,ignore)
if ignore then if ignore then
return self.connections[name] or CRef return self.connections[name] or CRef
@ -427,12 +419,14 @@ function multi:newConnection(protect,func,kill)
return ret return ret
end end
function c:Bind(t) function c:Bind(t)
local temp = self.func
self.func=t self.func=t
return self return temp
end end
function c:Remove() function c:Remove()
local temp = self.func
self.func={} self.func={}
return self return temp
end end
local function conn_helper(self,func,name,num) local function conn_helper(self,func,name,num)
self.ID=self.ID+1 self.ID=self.ID+1
@ -995,9 +989,6 @@ function thread._Requests()
thread[cmd](unpack(args)) thread[cmd](unpack(args))
end end
end end
function thread.exec(func)
func()
end
function thread.sleep(n) function thread.sleep(n)
thread._Requests() thread._Requests()
thread.getRunningThread().lastSleep = clock() thread.getRunningThread().lastSleep = clock()
@ -1138,35 +1129,6 @@ function thread:newFunction(func,holdme)
return temp return temp
end end
end end
function thread.run(func)
local threaddata,t2,t3,t4,t5,t6
local t = multi:newThread("Temp_Thread",func)
t.OnDeath(function(self,status, r1,r2,r3,r4,r5,r6)
threaddata,t2,t3,t4,t5,t6 = r1,r2,r3,r4,r5,r6
end)
return thread.hold(function()
return threaddata,t2,t3,t4,t5,t6
end)
end
function thread.testFor(name,_val,sym)
thread.hold(function()
local val = thread.get(name)~=nil
if val then
if sym == "==" or sym == "=" then
return _val==val
elseif sym == ">" then
return _val>val
elseif sym == "<" then
return _val<val
elseif sym == "<=" then
return _val<=val
elseif sym == ">=" then
return _val>=val
end
end
end)
return thread.get(name)
end
function multi:newThread(name,func,...) function multi:newThread(name,func,...)
multi.OnLoad:Fire() multi.OnLoad:Fire()
local func = func or name local func = func or name
@ -1356,6 +1318,7 @@ function multi.initThreads(justThreads)
helper(i) helper(i)
end end
if threads[i] and not _ then if threads[i] and not _ then
print("TESTING",threads[i])
threads[i].OnError:Fire(threads[i],unpack(threads[i].TempRets)) threads[i].OnError:Fire(threads[i],unpack(threads[i].TempRets))
threads[i].isError = true threads[i].isError = true
end end
@ -1371,7 +1334,7 @@ function multi.initThreads(justThreads)
end end
elseif threads[i] and threads[i].task == "hold" then --GOHERE elseif threads[i] and threads[i].task == "hold" then --GOHERE
t0,t1,t2,t3,t4,t5,t6 = threads[i].func() t0,t1,t2,t3,t4,t5,t6 = threads[i].func()
if t0 then if t0~=nil then
if t0==multi.NIL then if t0==multi.NIL then
t0 = nil t0 = nil
end end
@ -1385,7 +1348,7 @@ function multi.initThreads(justThreads)
end end
elseif threads[i] and threads[i].task == "holdF" then elseif threads[i] and threads[i].task == "holdF" then
t0,t1,t2,t3,t4,t5,t6 = threads[i].func() t0,t1,t2,t3,t4,t5,t6 = threads[i].func()
if t0 then if t0~=nil then
threads[i].task = "" threads[i].task = ""
threads[i].__ready = true threads[i].__ready = true
elseif clock() - threads[i].time>=threads[i].sec then elseif clock() - threads[i].time>=threads[i].sec then
@ -1397,7 +1360,7 @@ function multi.initThreads(justThreads)
elseif threads[i] and threads[i].task == "holdW" then elseif threads[i] and threads[i].task == "holdW" then
threads[i].pos = threads[i].pos + 1 threads[i].pos = threads[i].pos + 1
t0,t1,t2,t3,t4,t5,t6 = threads[i].func() t0,t1,t2,t3,t4,t5,t6 = threads[i].func()
if t0 then if t0~=nil then
threads[i].task = "" threads[i].task = ""
threads[i].__ready = true threads[i].__ready = true
elseif threads[i].count==threads[i].pos then elseif threads[i].count==threads[i].pos then
@ -1429,7 +1392,6 @@ end
function multi:newService(func) -- Priority managed threads function multi:newService(func) -- Priority managed threads
local c = {} local c = {}
c.Type = "service" c.Type = "service"
c.OnError = multi:newConnection()
c.OnStopped = multi:newConnection() c.OnStopped = multi:newConnection()
c.OnStarted = multi:newConnection() c.OnStarted = multi:newConnection()
local Service_Data = {} local Service_Data = {}
@ -1440,10 +1402,12 @@ function multi:newService(func) -- Priority managed threads
local task = thread.sleep local task = thread.sleep
local scheme = 1 local scheme = 1
function c.Start() function c.Start()
if not active then
time = multi:newTimer() time = multi:newTimer()
time:Start() time:Start()
active = true active = true
c:OnStarted(c,Service_Data) c:OnStarted(c,Service_Data)
end
return c return c
end end
local function process() local function process()
@ -1462,6 +1426,7 @@ function multi:newService(func) -- Priority managed threads
th.OnError = c.OnError -- use the threads onerror as our own th.OnError = c.OnError -- use the threads onerror as our own
function c.Destroy() function c.Destroy()
th:kill() th:kill()
c.Stop()
multi.setType(c,multi.DestroyedObj) multi.setType(c,multi.DestroyedObj)
end end
function c:SetScheme(n) function c:SetScheme(n)
@ -1480,22 +1445,28 @@ function multi:newService(func) -- Priority managed threads
return c return c
end end
function c.Stop() function c.Stop()
if active then
c:OnStopped(c) c:OnStopped(c)
Service_Data = {} Service_Data = {}
time:Reset() time:Reset()
time:Pause() time:Pause()
time = nil time = nil
active = false active = false
end
return c return c
end end
function c.Pause() function c.Pause()
if active then
time:Pause() time:Pause()
active = false active = false
end
return c return c
end end
function c.Resume() function c.Resume()
if not active then
time:Resume() time:Resume()
active = true active = true
end
return c return c
end end
function c.GetUpTime() function c.GetUpTime()

View File

@ -73,9 +73,11 @@ function multi:newSystemThreadedJobQueue(n)
doAll:push{ID,func} doAll:push{ID,func}
end end
ID = ID + 1 ID = ID + 1
return self
end end
function c:registerFunction(name,func) function c:registerFunction(name,func)
funcs[name]=func funcs[name]=func
return self
end end
function c:pushJob(name,...) function c:pushJob(name,...)
queueJob:push{name,jid,{...}} queueJob:push{name,jid,{...}}
@ -103,7 +105,7 @@ function multi:newSystemThreadedJobQueue(n)
end) end)
return thread.hold(function() return thread.hold(function()
if rets then if rets then
return unpack(rets) return unpack(rets) or multi.NIL
end end
end) end)
end,holup),name end,holup),name

View File

@ -1,19 +1,10 @@
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi,thread = require("multi"):init() multi = require("multi")
local GLOBAL,THREAD = require("multi.integration.lanesManager"):init() GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
func = THREAD:newFunction(function(test) local stt = multi:newSystemThreadedTable("stt")
print(test) stt["hello"] = "world"
THREAD.sleep(1) multi:newSystemThread("test thread",function()
return "Hello World!" local stt = GLOBAL["stt"]:init()
print(stt["hello"])
end) end)
func("Did it work").connect(function(...)
print(...)
--os.exit()
end)
local serv = multi:newService(function(self,data)
local name = thread.getRunningThread().Name
print(name)
end)
serv.Start()
serv.SetPriority(multi.Priority_Low)
multi:lightloop() multi:lightloop()