Back and making progress

This commit is contained in:
Ryan Ward 2022-09-18 09:33:13 -04:00
parent 7b70838567
commit 9050e65d93
5 changed files with 111 additions and 46 deletions

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@ -1,4 +1,4 @@
# Multi Version: 15.3.0
# Multi Version: 15.3.0 Connecting the dots
**Key Changes**
-
@ -16,8 +16,9 @@ Progress is being made in [v15.3.0](https://github.com/rayaman/multi/tree/v15.3.
INSTALLING
----------
Link to optional dependencies:
[lanes](https://github.com/LuaLanes/lanes)
[love2d](https://love2d.org/)
- [lanes](https://github.com/LuaLanes/lanes)
- [love2d](https://love2d.org/)
To install copy the multi folder into your environment and you are good to go</br>
If you want to use the system threads, then you'll need to install lanes or love2d game engine!

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@ -3,6 +3,37 @@ Table of contents
---
[Update 15.2.0 - Upgrade Complete](#update-1520---upgrade-complete)</br>[Update 15.1.0 - Hold the thread!](#update-1510---hold-the-thread)</br>[Update 15.0.0 - The art of faking it](#update-1500---the-art-of-faking-it)</br>[Update 14.2.0 - Bloatware Removed](#update-1420---bloatware-removed)</br>[Update 14.1.0 - A whole new world of possibilities](#update-1410---a-whole-new-world-of-possibilities)</br>[Update 14.0.0 - Consistency, Additions and Stability](#update-1400---consistency-additions-and-stability)</br>[Update 13.1.0 - Bug fixes and features added](#update-1310---bug-fixes-and-features-added)</br>[Update 13.0.0 - Added some documentation, and some new features too check it out!](#update-1300---added-some-documentation-and-some-new-features-too-check-it-out)</br>[Update 12.2.2 - Time for some more bug fixes!](#update-1222---time-for-some-more-bug-fixes)</br>[Update 12.2.1 - Time for some bug fixes!](#update-1221---time-for-some-bug-fixes)</br>[Update 12.2.0 - The chains of binding](#update-1220---the-chains-of-binding)</br>[Update 12.1.0 - Threads just can't hold on anymore](#update-1210---threads-just-cant-hold-on-anymore)</br>[Update: 12.0.0 - Big update (Lots of additions some changes)](#update-1200---big-update-lots-of-additions-some-changes)</br>[Update: 1.11.1 - Small Clarification on Love](#update-1111---small-clarification-on-love)</br>[Update: 1.11.0](#update-1110)</br>[Update: 1.10.0](#update-1100)</br>[Update: 1.9.2](#update-192)</br>[Update: 1.9.1 - Threads can now argue](#update-191---threads-can-now-argue)</br>[Update: 1.9.0](#update-190)</br>[Update: 1.8.7](#update-187)</br>[Update: 1.8.6](#update-186)</br>[Update: 1.8.5](#update-185)</br>[Update: 1.8.4](#update-184)</br>[Update: 1.8.3 - Mainloop recieves some needed overhauling](#update-183---mainloop-recieves-some-needed-overhauling)</br>[Update: 1.8.2](#update-182)</br>[Update: 1.8.1](#update-181)</br>[Update: 1.7.6](#update-176)</br>[Update: 1.7.5](#update-175)</br>[Update: 1.7.4](#update-174)</br>[Update: 1.7.3](#update-173)</br>[Update: 1.7.2](#update-172)</br>[Update: 1.7.1 - Bug Fixes Only](#update-171---bug-fixes-only)</br>[Update: 1.7.0 - Threading the systems](#update-170---threading-the-systems)</br>[Update: 1.6.0](#update-160)</br>[Update: 1.5.0](#update-150)</br>[Update: 1.4.1 (4/10/2017) - First Public release of the library](#update-141-4102017---first-public-release-of-the-library)</br>[Update: 1.4.0 (3/20/2017)](#update-140-3202017)</br>[Update: 1.3.0 (1/29/2017)](#update-130-1292017)</br>[Update: 1.2.0 (12.31.2016)](#update-120-12312016)</br>[Update: 1.1.0](#update-110)</br>[Update: 1.0.0](#update-100)</br>[Update: 0.6.3](#update-063)</br>[Update: 0.6.2](#update-062)</br>[Update: 0.6.1-6](#update-061-6)</br>[Update: 0.5.1-6](#update-051-6)</br>[Update: 0.4.1](#update-041)</br>[Update: 0.3.0 - The update that started it all](#update-030---the-update-that-started-it-all)</br>[Update: EventManager 2.0.0](#update-eventmanager-200)</br>[Update: EventManager 1.2.0](#update-eventmanager-120)</br>[Update: EventManager 1.1.0](#update-eventmanager-110)</br>[Update: EventManager 1.0.0 - Error checking](#update-eventmanager-100---error-checking)</br>[Version: EventManager 0.0.1 - In The Beginning things were very different](#version-eventmanager-001---in-the-beginning-things-were-very-different)
# Update 15.3.0 - A world of connection
Full Update Showcase
Added
---
- `multi:newSystemThreadedConnection()`
Allows one to trigger connection events across threads.
- `multi:newConnection():SetHelper(func)`
Sets the helper function that the connection object uses when creating connection links.
Changed
---
- `Connection:[connect, hasConnections, getConnection]` changed to be `Connection:[Connect, HasConnections, getConnections]`. This was done in an attempt to follow a consistent naming scheme. The old methods still will work to prevent old code breaking.
Removed
---
- Connection objects methods removed:
- holdUT(), HoldUT() -- With the way `thread.hold(conn)` interacts with connections this method was no longer needed. To emulate this use `multi.hold(conn)`. `multi.hold()` is able to emulate what `thread.hold()` outside of a thread, albeit with some drawbacks.
Fixed
---
-
ToDo
---
- Work on network parallelism (I am really excited to start working on this. Not because it will have much use, but because it seems like a cool addition/project to work on. I just need time to actually do work on stuff)
# Update 15.2.0 - Upgrade Complete
Full Update Showcase

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@ -58,15 +58,15 @@ multi.Priority_Very_Low = 16384
multi.Priority_Idle = 65536
multi.PriorityResolve = {
[1]="Core",
[4]="Very High",
[16]="High",
[64]="Above Normal",
[256]="Normal",
[1024]="Below Normal",
[4096]="Low",
[16384]="Very Low",
[65536]="Idle",
[1] = "Core",
[4] = "Very High",
[16] = "High",
[64] = "Above Normal",
[256] = "Normal",
[1024] = "Below Normal",
[4096] = "Low",
[16384] = "Very Low",
[65536] = "Idle",
}
local PList = {multi.Priority_Core,multi.Priority_Very_High,multi.Priority_High,multi.Priority_Above_Normal,multi.Priority_Normal,multi.Priority_Below_Normal,multi.Priority_Low,multi.Priority_Very_Low,multi.Priority_Idle}
@ -116,19 +116,20 @@ function multi:newConnection(protect,func,kill)
local lock = false
c.callback = func
c.Parent=self
setmetatable(c,{__call=function(self,...)
local t = ...
if type(t)=="table" then
for i,v in pairs(t) do
if v==self then
local ref = self:connect(select(2,...))
local ref = self:Connect(select(2,...))
ref.root_link = select(1,...)
return ref
end
end
return self:connect(...)
return self:Connect(...)
else
return self:connect(...)
return self:Connect(...)
end
end,
__add = function(c1,c2)
@ -154,32 +155,18 @@ function multi:newConnection(protect,func,kill)
end)
return cn
end})
c.Type='connector'
c.func={}
c.ID=0
local protect=protect or false
local connections={}
c.FC=0
function c:hasConnections()
return #call_funcs~=0
end
function c:holdUT(n)
local n=n or 0
self.waiting=true
local count=0
local id=self:connect(function()
count = count + 1
if n<=count then
self.waiting=false
end
end)
repeat
self.Parent:uManager()
until self.waiting==false
id:Destroy()
return self
end
c.HoldUT=c.holdUT
function c:getConnection(name,ignore)
if ignore then
return connections[name] or CRef
@ -187,14 +174,17 @@ function multi:newConnection(protect,func,kill)
return connections[name] or self
end
end
function c:Lock()
lock = true
return self
end
function c:Unlock()
lock = false
return self
end
if protect then
function c:Fire(...)
if lock then return end
@ -216,48 +206,56 @@ function multi:newConnection(protect,func,kill)
end
end
end
local fast = {}
function c:getConnections()
return call_funcs
end
function c:fastMode()
function self:Fire(...)
for i=1,#fast do
fast[i](...)
end
end
function self:connect(func)
function self:Connect(func)
table.insert(fast,func)
end
end
function c:Bind(t)
local temp = call_funcs
call_funcs=t
return temp
end
function c:Remove()
local temp = call_funcs
call_funcs={}
return temp
end
local function conn_helper(self,func,name,num)
self.ID=self.ID+1
if num then
table.insert(call_funcs,num,func)
else
table.insert(call_funcs,1,func)
end
local temp = {
func=func,
Type="connector_link",
Parent=self,
connect = function(s,...)
return self:connect(...)
return self:Connect(...)
end
}
setmetatable(temp,{
__call=function(s,...)
return self:connect(...)
return self:Connect(...)
end,
__index = function(t,k)
if rawget(t,"root_link") then
@ -272,6 +270,7 @@ function multi:newConnection(protect,func,kill)
rawset(t,k,v)
end,
})
function temp:Fire(...)
if lock then return end
if protect then
@ -283,6 +282,7 @@ function multi:newConnection(protect,func,kill)
return call_funcs(...)
end
end
function temp:Destroy()
for i=#call_funcs,1,-1 do
if call_funcs[i]~=nil then
@ -294,6 +294,7 @@ function multi:newConnection(protect,func,kill)
end
end
end
if name then
connections[name]=temp
end
@ -302,7 +303,8 @@ function multi:newConnection(protect,func,kill)
end
return temp
end
function c:connect(...)--func,name,num
function c:Connect(...)--func,name,num
local tab = {...}
local funcs={}
for i=1,#tab do
@ -320,8 +322,15 @@ function multi:newConnection(protect,func,kill)
return conn_helper(self,tab[1],tab[2],tab[3])
end
end
function c:SetHelper(func)
conn_helper = func
end
c.Connect=c.connect
c.GetConnection=c.getConnection
c.HasConnections = c.hasConnections
c.GetConnection = c.getConnection
if not(ignoreconn) then
multi:create(c)
end
@ -2043,14 +2052,14 @@ function multi.print(...)
end
end
multi.GetType=multi.getType
multi.IsPaused=multi.isPaused
multi.IsActive=multi.isActive
multi.Reallocate=multi.Reallocate
multi.ConnectFinal=multi.connectFinal
multi.ResetTime=multi.SetTime
multi.IsDone=multi.isDone
multi.SetName = multi.setName
multi.GetType = multi.getType
multi.IsPaused = multi.isPaused
multi.IsActive = multi.isActive
multi.Reallocate = multi.Reallocate
multi.ConnectFinal = multi.connectFinal
multi.ResetTime = multi.SetTime
multi.IsDone = multi.isDone
multi.SetName = multi.setName
-- Special Events
local _os = os.exit

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@ -41,6 +41,7 @@ function multi:newSystemThreadedQueue(name)
GLOBAL[name or "_"] = c
return c
end
function multi:newSystemThreadedTable(name)
local c = {}
c.link = lanes.linda()
@ -58,6 +59,7 @@ function multi:newSystemThreadedTable(name)
GLOBAL[name or "_"] = c
return c
end
function multi:newSystemThreadedJobQueue(n)
local c = {}
c.cores = n or THREAD.getCores()*2

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@ -2,8 +2,30 @@ package.path = "./?/init.lua;"..package.path
multi, thread = require("multi"):init{print=true}
GLOBAL, THREAD = require("multi.integration.threading"):init()
function multi:newSystemThreadedConnection()
--
function multi:newSystemThreadedConnection(name,...)
local master_conn = multi:newConnection(...)
local c = {}
local name = name or multi.randomString(16)
local connections = {} -- All triggers sent from main connection. When a connection is triggered on another thread, they speak to the main then send stuff out.
setmetatable(c,master_conn) -- A different approach will be taken for the non main connection objects
c.subscribe = multi:newSystemThreadedQueue("Subscribe_"..name)
multi:newThread("STC_"..name,function()
while true do
thread.yield()
local item = c.subscribe:pop()
if item ~= nil then
connections[#connections+1] = item
thread.skip(multi.Priority_Normal) -- Usually a bunch of threads subscribe close to the same time. Process those by ensuring that they come alive around the same time
else -- I'm using these "Constant" values since they may change with other releases and this should allow these functions to adjust with them.
thread.skip(multi.Priority_Idle)
end
end
end)
function c:init()
return self
end
GLOBAL[name or "_"] = c
return c
end
multi:mainloop()