Updated to 1.8.0

Added:
SystemThreadedBenchmark
SystemThreadedQueue
Fixed a bunch of bugs in the intergrations and regular multi objects
Fixed Error management in threads
All errors trigger the multi.OnError connection
Module creation support improved
added more examples
added Type to threaded objects
This commit is contained in:
Ryan 2017-06-28 22:40:04 -04:00
parent e7d82d5681
commit 7601fc636d
12 changed files with 522 additions and 48 deletions

216
README.md
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@ -1,5 +1,4 @@
# multi Version: 1.7.6 (Examples and more module creation support, small tweaks to cut down the amount of code needed to get things to work)
View Changes: https://github.com/rayaman/multi#changes
# multi Version: 1.8.0 (How much thread could a thread thread if a thread could thread thread?)
**Note: The changes section has information on how to use the new features as they come out. Why put the infomation twice on the readme?**</br>
My multitasking library for lua</br>
@ -11,24 +10,35 @@ If you find any bugs or have any issues please let me know :)
~~Also I will eventually add an example folder with a lot of examples for how you can use this library. Don't konw when that will be though :P~~ Added!
# Discord
[TOC]
Discord
-------
For real-time assistance with my libraries! A place where you can ask questions and get help with any of my libraries</br>
https://discord.gg/U8UspuA</br>
# Planned features/TODO
- [x] Add system threads for love2d that works like the lanesManager (loveManager, slight differences).
- [ ] Improve performance of the library
- [ ] Add more features to support module creators
- [ ] Make a framework for eaiser thread task distributing
- [ ] Fix Error handling on multi objects
- [ ] Add Remote Proxies **May or may not be completed**
Planned features/TODO
---------------------
- [x] ~~Add system threads for love2d that works like the lanesManager (loveManager, slight differences).~~
- [ ] Improve performance of the library -- It has increased a bit, but I feel I can get a little more out of it
- [x] ~~Add more features to support module creators~~
- [x] ~~Make a framework for eaiser thread task distributing~~
- [x] ~~Fix Error handling on threaded multi objects~~ Non threaded multiobjs will crash your program if they error though! Use multi:newThread() of multi:newSystemThread() if your code can error! Unless you use multi:protect() this however lowers performance!
- [x] ~~Add multi:OnError(function(obj,err))~~
- [ ] sThread.wrapper(obj) **May or may not be completed**
- [ ] SystemThreaded Actors
- [ ] 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 intergrations
- [ ] Finish the wiki stuff. (11% done)</br>
- [ ] Test for unknown bugs</br>
- [ ] Finish the wiki stuff. (11% done)
- [ ] Test for unknown bugs
Known Bugs/Issues
-----------------
In regards to intergrations, thread cancellation works slightly different for love2d and lanes. Within love2d I was unable to (To lazy to...) not use the multi library within the thread. A fix for this is to call `multi:Stop()` when you are done with your threaded code! This may change however if I find a way to work around this. In love2d in order to mimic the GLOBAL table I needed the library to constantly sync tha data... You can use the sThread.waitFor(varname), or sThread.hold(func) methods to sync the globals, to get the value instead of using GLOBAL and this could work. If you want to go this route I suggest setting multi.isRunning=true to prevent the auto runner from doing its thing! This will make the multi manager no longer function, but thats the point :P
Usage:</br>
-----
```lua
-- Basic usage Alarms: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
@ -72,7 +82,8 @@ We already showed alarms in action so lets move on to a Loop object
Throughout these examples I am going to do some strange things in order to show other features of the library!
# LOOPS
LOOPS
-----
```lua
-- Loops: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
@ -110,7 +121,8 @@ With loops out of the way lets go down the line
This library aims to be Async like. In reality everything is still on one thread *unless you are using the lanes intergration module WIP* (More on that later)
# EVENTS
EVENTS
------
```lua
-- Events, these were the first objects introduced into the library. I seldomly use them in their pure form though, but later on you'll see their advance uses!
-- Events on there own don't really do much... We are going to need 2 objects at least to get something going
@ -130,7 +142,8 @@ multi:mainloop()
# Output
Stopped that loop!
# STEPS
STEPS
-----
```lua
require("multi")
-- Steps, are like for loops but non blocking... You can run a loop to infintity and everything will still run I will combine Steps with Ranges in this example.
@ -191,7 +204,8 @@ Stepping... 3</br>
Ok 9.5!</br>
Ok 10!</br>
# TLOOPS
TLOOPS
------
```lua
require("multi")
-- TLoops are loops that run ever n second. We will also look at condition objects as well
@ -211,7 +225,8 @@ multi:mainloop()
# Output
Count is 101!
# Connections
Connections
-----------
These are my favorite objects and you'll see why. They are very useful objects for ASync connections!
```lua
@ -264,13 +279,13 @@ CSE2 1 100 Hello!</br>
CSE1 1 100 Hi Ya Folks!!!</br>
CSE2 1 100 Hi Ya Folks!!!</br>
CSE3 1 100 Hi Ya Folks!!!</br>
------</br>
CSE2 1 100 Hi Ya Folks!!!</br>
CSE3 1 100 Hi Ya Folks!!!</br>
------</br>
</br>
You may think timers should be bundled with alarms, but they are a bit different and have cool features</br>
# TIMERS
TIMERS
------
```lua
-- You see the thing is that all time based objects use timers eg. Alarms, TSteps, and Loops. Timers are more low level!
require("multi")
@ -316,7 +331,8 @@ Note: This will make more sense when you run it for your self</br>
4.002</br>
5.003</br>
# UPDATER
UPDATER
-------
```lua
-- Updaters: Have been moved to the core of the library require("multi") would work as well
require("multi")
@ -369,7 +385,6 @@ multi:mainloop() -- Notice how the past few examples did not need this, well onl
Note: These numbers will vary drastically depending on your compiler and cpu power</br>
Regular Bench: 2094137 Steps in 3 second(s)!</br>
P1</br>
---------------</br>
Below_Normal: 236022 Steps in 3 second(s)!</br>
Normal: 314697 Steps in 3 second(s)!</br>
Above_Normal: 393372 Steps in 3 second(s)!</br>
@ -378,7 +393,6 @@ Core: 550722 Steps in 3 second(s)!</br>
Low: 157348 Steps in 3 second(s)!</br>
Idle: 78674 Steps in 3 second(s)!</br>
P2</br>
---------------</br>
Core: 994664 Steps in 3 second(s)!</br>
High: 248666 Steps in 3 second(s)!</br>
Above_Normal: 62166 Steps in 3 second(s)!</br>
@ -389,7 +403,8 @@ Low: 971 Steps in 3 second(s)!</br>
Notice: Even though I started each bench at the same time the order that they finished differed the order is likely to vary on your machine as well!</br>
# Processes
Processes
---------
A process allows you to group the Actor objects within a controlable interface
```lua
require("multi")
@ -466,7 +481,8 @@ function multi:hold(task)
end
```
# Queuer (WIP)
Queuer (WIP)
------------
A queuer works just like a process however objects are processed in order that they were created...
```lua
require("multi")
@ -514,7 +530,8 @@ Done</br>
10</br>
Ring ring!!!</br>
# Threads
Threads
-------
These fix the hold problem that you get with regular objects, and they work exactly the same! They even have some extra features that make them really useful.</br>
```lua
_require=require -- lets play with the require method a bit
@ -576,14 +593,16 @@ step 3</br>
Hello!</br>
Ring</br>
Count is 100</br>
# Threadable Actors
Threadable Actors
-----------------
- Alarms
- Events
- Loop/TLoop
- Process
- Step/TStep
# Functions
Functions
---------
If you ever wanted to pause a function then great now you can
The uses of the Function object allows one to have a method that can run free in a sense
```lua
@ -602,7 +621,8 @@ Hello</br>
PAUSED</br>
Hello3</br>
# ThreadedUpdater
ThreadedUpdater
---------------
```lua
-- Works the same as a regular updater!
@ -618,7 +638,8 @@ multi:mainloop()
...</br>
.inf</br>
# Triggers
Triggers
--------
Triggers were what I used before connections became a thing, also Function objects are a lot like triggers and can be paused as well, while triggers cannot...</br>
They are simple to use, but in most cases you are better off using a connection</br>
```lua
@ -635,7 +656,8 @@ trig:Fire(1,2,3,"Hello",true)
1 2 3</br>
1 2 3 Hello true</br>
# Tasks
Tasks
-----
Tasks allow you to run a block of code before the multi mainloops does it thing. Tasks still have a use, but depending on how you program they aren't needed.</br>
```lua
require("multi")
@ -658,7 +680,8 @@ Which came first the task or the loop?</br>
As seen in the example above the tasks were done before anything else in the mainloop! This is useful when making libraries around the multitasking features and you need things to happen in a certain order!</br>
# Jobs
Jobs
----
Jobs were a strange feature that was created for throttling connections! When I was building a irc bot around this library I couldn't have messages posting too fast due to restrictions. Jobs allowed functions to be added to a queue that were executed after a certain amount of time has passed
```lua
require("multi") -- jobs use alarms I am pondering if alarms should be added to the core or if jobs should use timers instead...
@ -692,7 +715,8 @@ There are 4 jobs in the queue!</br>
A job!</br></br>
Another job!</br>
# Watchers
Watchers
--------
Watchers allow you to monitor a variable and trigger an event when the variable has changed!
```lua
require("multi")
@ -714,6 +738,7 @@ multi:mainloop()
.inf-1 inf</br>
Timeout management
------------------
```lua
-- Note: I used a tloop so I could control the output of the program a bit.
require("multi")
@ -761,7 +786,128 @@ Looping...</br>
Looping...</br>
We did it! 1 2 3</br>
# Changes
Changes
-------
Updated from 1.7.6 to 1.8.0</br>
Added:</br>
- multi:newSystemThreadedQueue()
- multi:systemThreadedBenchmark()
- More example files
- multi:canSystemThread() -- true if an intergration was added false otherwise (For module creation)
- Fixed a few bugs in the loveManager
# Using multi:systemThreadedBenchmark()
```lua
package.path="?/init.lua;"..package.path
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
multi:systemThreadedBenchmark(3):OnBench(function(self,count)
print("First Bench: "..count)
multi:systemThreadedBenchmark(3,"All Threads: ")
end)
multi:mainloop()
```
# Using multi:newSystemThreadedQueue()
```lua
-- in love2d, this file will be in the same example folder as before, but is named main2.lua
require("core.Library")
GLOBAL,sThread=require("multi.intergration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library
--IMPORTANT
-- Do not make the above local, this is the one difference that the lanesManager does not have
-- If these are local the functions will have the upvalues put into them that do not exist on the threaded side
-- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though
-- Also each thread has a .1 second delay! This is used to generate a random values for each thread!
require("core.GuiManager")
gui.ff.Color=Color.Black
function multi:newSystemThreadedQueue(name) -- in love2d this will spawn a channel on both ends
local c={}
c.name=name
if love then
if love.thread then
function c:init()
self.chan=love.thread.getChannel(self.name)
function self:push(v)
self.chan:push(v)
end
function self:pop()
return self.chan:pop()
end
GLOBAL[self.name]=self
return self
end
return c
else
error("Make sure you required the love.thread module!")
end
else
c.linda=lanes.linda()
function c:push(v)
self.linda:send("Q",v)
end
function c:pop()
return ({self.linda:receive(0,"Q")})[2]
end
function c:init()
return self
end
GLOBAL[name]=c
end
return c
end
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("DONE!")
end)
multi:newThread("test!",function()
thread.hold(function() return queue:pop() end)
t.text="Done!"
end)
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()
```
# In Lanes
```lua
-- The code is compatible with each other, I just wanted to show different things you can do in both examples
-- This file can be found in the examples folder as lanesintergrationtest4.lua
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("This is a test5")
queue:push("This is a test6")
queue:push("This is a test7")
queue:push("This is a test8")
end)
multi:newThread("test!",function() -- this is a lua thread
thread.sleep(.1)
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:mainloop()
```
Updated from 1.7.5 to 1.7.6</br>
Fixed:
Typos like always

11
examples/alarmTest.lua Normal file
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@ -0,0 +1,11 @@
-- Tick Tock Example
require("multi")
alarm=multi:newAlarm(1)
alarm.state=-1 -- set the state to -1
alarm.sounds={[-1]="Tick",[1]="Tock"} -- this makes changing between states easy and fast
alarm:OnRing(function(self)
print(self.sounds[self.state])
self.state=self.state*-1 -- change the state in one line
self:Reset() -- Reset the alarm so it runs again
end)
multi:mainloop()

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@ -0,0 +1,27 @@
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("This is a test5")
queue:push("This is a test6")
queue:push("This is a test7")
queue:push("This is a test8")
end)
multi:newThread("test!",function() -- this is a lua thread
thread.sleep(.1)
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:mainloop()

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@ -0,0 +1,28 @@
package.path="?/init.lua;"..package.path -- slightly different usage of the code
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE")
queue:push(1)
queue:push(2)
queue:push(3)
queue:push(4)
queue:push(5)
queue:push(6)
multi:newSystemThread("STHREAD_1",function()
queue=sThread.waitFor("QUEUE"):init()
GLOBAL["QUEUE"]=nil
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:newThread("THREAD_1",function()
while true do
if GLOBAL["QUEUE"]==nil then
print("Deleted a Global!")
break
end
thread.skip(1)
end
end)
multi:mainloop()

9
examples/loopTest.lua Normal file
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@ -0,0 +1,9 @@
-- like the while loop (kinda)
require("multi")
loop=multi:newLoop(function(self,dt)
if dt>10 then
print("Enough time has passed!")
self:Break() -- lets break this thing
end
end)
multi:mainloop()

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@ -0,0 +1,65 @@
require("core.Library")
GLOBAL,sThread=require("multi.intergration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library
--IMPORTANT
-- Do not make the above local, this is the one difference that the lanesManager does not have
-- If these are local the functions will have the upvalues put into them that do not exist on the threaded side
-- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though
-- Also each thread has a .1 second delay! This is used to generate a random values for each thread!
require("core.GuiManager")
gui.ff.Color=Color.Black
function multi:newSystemThreadedQueue(name) -- in love2d this will spawn a channel on both ends
local c={}
c.name=name
if love then
if love.thread then
function c:init()
self.chan=love.thread.getChannel(self.name)
function self:push(v)
self.chan:push(v)
end
function self:pop()
return self.chan:pop()
end
GLOBAL[self.name]=self
return self
end
return c
else
error("Make sure you required the love.thread module!")
end
else
c.linda=lanes.linda()
function c:push(v)
self.linda:send("Q",v)
end
function c:pop()
return ({self.linda:receive(0,"Q")})[2]
end
function c:init()
return self
end
GLOBAL[name]=c
end
return c
end
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("DONE!")
end)
multi:newThread("test!",function()
thread.hold(function() return queue:pop() end)
t.text="Done!"
end)
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()

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@ -0,0 +1,37 @@
require("core.Library")
GLOBAL,sThread=require("multi.intergration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library
--IMPORTANT
-- Do not make the above local, this is the one difference that the lanesManager does not have
-- If these are local the functions will have the upvalues put into them that do not exist on the threaded side
-- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though
-- Also each thread has a .1 second delay! This is used to generate a random values for each thread!
require("core.GuiManager")
gui.ff.Color=Color.Black
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push(1)
queue:push(2)
queue:push(3)
queue:push(4)
queue:push(5)
queue:push(6)
multi:newSystemThread("STHREAD_1",function()
queue=sThread.waitFor("QUEUE"):init()
GLOBAL["QUEUE"]=nil
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:newThread("THREAD_1",function()
while true do
if GLOBAL["QUEUE"]==nil then
t.text="Deleted a Global!"
break
end
thread.skip() -- give cpu time to other processes
end
end)
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()

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@ -45,7 +45,7 @@ function print(...)
end
end
multi = {}
multi.Version={1,7,6}
multi.Version={1,8,0}
multi.stage='stable'
multi.__index = multi
multi.Mainloop={}
@ -248,6 +248,9 @@ function multi:getPlatform()
return "lanes"
end
end
function multi:canSystemThread()
return false
end
--Processor
function multi:getError()
if self.error then
@ -417,7 +420,7 @@ function multi:protect()
local status, err=pcall(Loop[_D].Act,Loop[_D])
if err and not(Loop[_D].error) then
Loop[_D].error=err
self.OnError:Fire(err,Loop[_D])
self.OnError:Fire(Loop[_D],err)
end
end
end

View File

@ -32,6 +32,9 @@ end
lanes=require("lanes").configure()
package.path="lua/?/init.lua;lua/?.lua;"..package.path
require("multi.all") -- get it all and have it on all lanes
function multi:canSystemThread()
return true
end
local multi=multi
-- Step 2 set up the linda objects
local __GlobalLinda = lanes.linda() -- handles global stuff
@ -103,9 +106,10 @@ function multi:newSystemThread(name,func)
local c={}
local __self=c
c.name=name
c.Type="sthread"
c.thread=lanes.gen("*", func)()
function c:kill()
self.status:Destroy()
--self.status:Destroy()
self.thread:cancel()
print("Thread: '"..self.name.."' has been stopped!")
end
@ -114,7 +118,8 @@ function multi:newSystemThread(name,func)
c.status:OnUpdate(function(self)
local v,err,t=self.link.thread:join(.001)
if err then
print("Error in thread: '"..self.link.name.."' <"..err..">")
multi.OnError:Fire(self.link,err)
print("Error in systemThread: '"..self.link.name.."' <"..err..">")
self:Destroy()
end
end)
@ -124,7 +129,8 @@ print("Intergrated Lanes!")
multi.intergration={} -- for module creators
multi.intergration.GLOBAL=GLOBAL
multi.intergration.THREAD=THREAD
multi.intergration.lanes={} -- for module creators
multi.intergration.lanes={}
multi.intergration.lanes.GLOBAL=GLOBAL -- for module creators
multi.intergration.lanes.THREAD=THREAD -- for module creators
require("multi.intergration.shared.shared")
return {init=function() return GLOBAL,THREAD end}

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@ -1,7 +1,11 @@
require("multi.compat.love2d")
function multi:canSystemThread()
return true
end
multi.intergration={}
multi.intergration.love2d={}
multi.intergration.love2d.ThreadBase=[[
__THREADNAME__=({...})[1]
require("love.filesystem")
require("love.system")
require("love.timer")
@ -43,6 +47,8 @@ function ToStr(val, name, skipnewlines, depth)
tmp = tmp .. string.format("%q", val)
elseif type(val) == "boolean" then
tmp = tmp .. (val and "true" or "false")
elseif type(val) == "function" then
tmp = tmp .. "loadDump([===["..dump(val).."]===])"
else
tmp = tmp .. "\"[inserializeable datatype:" .. type(val) .. "]\""
end
@ -57,6 +63,8 @@ function resolveType(tp,d)
return loadDump(d)
elseif tp=="table" then
return loadstring("return "..d)()
elseif tp=="nil" then
return nil
else
return d
end
@ -67,7 +75,7 @@ function resolveData(v)
data=ToStr(v)
elseif type(v)=="function" then
data=dump(v)
elseif type(v)=="string" or type(v)=="number" or type(v)=="bool" then
elseif type(v)=="string" or type(v)=="number" or type(v)=="bool" or type(v)=="nil" then
data=tostring(v)
end
return data
@ -77,7 +85,7 @@ local function randomString(n)
local c=os.clock()
local a=0
while os.clock()<c+.1 do
a=a+1
a=a+1 -- each cpu has a different load... Doing this allows up to make unique seeds for the random string
end
math.randomseed(a)
local str = ''
@ -119,6 +127,9 @@ function sThread.waitFor(name)
while data do
if type(data)=="string" then
local cmd,tp,name,d=data:match("(%S-) (%S-) (%S-) (.+)")
if name=="__DIEPLZ"..__THREADNAME__.."__" then
error("Thread: "..__THREADNAME__.." has been stopped!")
end
if cmd=="SYNC" then
__proxy__[name]=resolveType(tp,d)
end
@ -143,6 +154,9 @@ function sThread.hold(n)
while data do
if type(data)=="string" then
local cmd,tp,name,d=data:match("(%S-) (%S-) (%S-) (.+)")
if name=="__DIEPLZ"..__THREADNAME__.."__" then
error("Thread: "..__THREADNAME__.." has been stopped!")
end
if cmd=="SYNC" then
__proxy__[name]=resolveType(tp,d)
end
@ -160,6 +174,9 @@ updater:OnUpdate(function(self)
while data do
if type(data)=="string" then
local cmd,tp,name,d=data:match("(%S-) (%S-) (%S-) (.+)")
if name=="__DIEPLZ"..__THREADNAME__.."__" then
error("Thread: "..__THREADNAME__.." has been stopped!")
end
if cmd=="SYNC" then
__proxy__[name]=resolveType(tp,d)
end
@ -214,6 +231,8 @@ function ToStr(val, name, skipnewlines, depth)
tmp = tmp .. string.format("%q", val)
elseif type(val) == "boolean" then
tmp = tmp .. (val and "true" or "false")
elseif type(val) == "function" then
tmp = tmp .. "loadDump([===["..dump(val).."]===])"
else
tmp = tmp .. "\"[inserializeable datatype:" .. type(val) .. "]\""
end
@ -228,6 +247,8 @@ function resolveType(tp,d)
return loadDump(d)
elseif tp=="table" then
return loadstring("return "..d)()
elseif tp=="nil" then
return nil
else
return d
end
@ -238,7 +259,7 @@ function resolveData(v)
data=ToStr(v)
elseif type(v)=="function" then
data=dump(v)
elseif type(v)=="string" or type(v)=="number" or type(v)=="bool" then
elseif type(v)=="string" or type(v)=="number" or type(v)=="bool" or type(v)=="nil" then
data=tostring(v)
end
return data
@ -257,15 +278,28 @@ function dump(func)
end
return table.concat(code)
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 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.intergration.love2d.ThreadBase:gsub("INSERT_USER_CODE",dump(func)))
c.thread:start()
c.thread:start(c.ID)
function c:kill()
multi.intergration.GLOBAL["__DIEPLZ"..self.ID.."__"]="__DIEPLZ"..self.ID.."__"
end
return c
end
function love.threaderror( thread, errorstr )
print("Error in "..tostring(thread)..": "..errorstr)
multi.OnError:Fire(thread,errorstr)
print("Error in systemThread: "..tostring(thread)..": "..errorstr)
end
local THREAD={}
function THREAD.set(name,val)
@ -327,6 +361,7 @@ updater:OnUpdate(function(self)
data=multi.intergration.love2d.mainChannel:pop()
end
end)
require("multi.intergration.shared.shared")
print("Intergrated Love2d!")
return {
init=function(t)

View File

@ -0,0 +1,102 @@
--[[
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.
]]
function multi:newSystemThreadedQueue(name) -- in love2d this will spawn a channel on both ends
local c={} -- where we will store our object
c.name=name -- set the name this is important for the love2d side
if love then -- check love
if love.thread then -- make sure we can use the threading module
function c:init() -- create an init function so we can mimic on bith love2d and lanes
self.chan=love.thread.getChannel(self.name) -- create channel by the name self.name
function self:push(v) -- push to the channel
self.chan:push(v)
end
function self:pop() -- pop from the channel
return self.chan:pop()
end
GLOBAL[self.name]=self -- send the object to the thread through the global interface
return self -- return the object
end
return c
else
error("Make sure you required the love.thread module!") -- tell the user if he/she didn't require said module
end
else
c.linda=lanes.linda() -- lanes is a bit eaiser, create the linda on the main thread
function c:push(v) -- push to the queue
self.linda:send("Q",v)
end
function c:pop() -- pop the queue
return ({self.linda:receive(0,"Q")})[2]
end
function c:init() -- mimic the feature that love2d requires, so code can be consistent
return self
end
multi.intergration.GLOBAL[name]=c -- send the object to the thread through the global interface
end
return c
end
function multi:systemThreadedBenchmark(n,p)
n=n or 1
local cores=multi.intergration.THREAD.getCores()
local queue=multi:newSystemThreadedQueue("QUEUE")
multi.intergration.GLOBAL["__SYSTEMBENCHMARK__"]=n
local sThread=multi.intergration.THREAD
local GLOBAL=multi.intergration.GLOBAL
for i=1,cores do
multi:newSystemThread("STHREAD_BENCH",function()
require("multi")
if multi:getPlatform()=="love2d" then
GLOBAL=_G.GLOBAL
sThread=_G.sThread
end -- we cannot have upvalues... in love2d globals not locals must be used
queue=sThread.waitFor("QUEUE"):init() -- always wait for when looking for a variable at the start of the thread!
multi:benchMark(sThread.waitFor("__SYSTEMBENCHMARK__")):OnBench(function(self,count)
queue:push(count)
multi:Stop()
end)
multi:mainloop()
end)
end
local c={}
c.tt=function() end
c.p=p
function c:OnBench(func)
self.tt=func
end
multi:newThread("THREAD_BENCH",function()
thread.sleep(n+.1)
GLOBAL["QUEUE"]=nil -- time to clean up
local num=0
data=queue:pop()
while data do
num=num+data
data=queue:pop()
end
if p then
print(tostring(p)..num)
end
c.tt(c,num)
end)
return c
end

View File

@ -30,13 +30,13 @@ else
thread.__CORES=tonumber(io.popen("nproc --all"):read("*n"))
end
function thread.sleep(n)
coroutine.yield({"_sleep_",n})
coroutine.yield({"_sleep_",n or 0})
end
function thread.hold(n)
coroutine.yield({"_hold_",n})
coroutine.yield({"_hold_",n or function() return true end})
end
function thread.skip(n)
coroutine.yield({"_skip_",n})
coroutine.yield({"_skip_",n or 0})
end
function thread.kill()
coroutine.yield({"_kill_",":)"})
@ -79,6 +79,7 @@ function multi:newThread(name,func)
c.Name=name
c.thread=coroutine.create(func)
c.sleep=1
c.Type="thread"
c.firstRunDone=false
c.timer=multi.scheduler:newTimer()
c.ref.Globals=self:linkDomain("Globals")
@ -141,6 +142,10 @@ multi.scheduler:OnUpdate(function(self)
else
_,ret=coroutine.resume(self.Threads[i].thread,self.Globals)
end
if _==false then
self.Parent.OnError:Fire(self.Threads[i],ret)
print("Error in thread: <"..self.Threads[i].Name.."> "..ret)
end
if ret==true or ret==false then
print("Thread Ended!!!")
ret={}