v13.0.0 #11

Merged
rayaman merged 20 commits from v13.0.0 into master 2019-03-22 21:21:37 -04:00
8 changed files with 492 additions and 96 deletions
Showing only changes of commit 040d8842a2 - Show all commits

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@ -1,4 +1,4 @@
Mulit Version: 12.3.0
Current Multi Version: 13.0.0
Table of contents
-----------------
@ -57,7 +57,7 @@ P1 follows a forumla that resembles this: ~n=I*PRank where n is the amount of st
P2 follows a formula that resembles this: ~n=n*4 where n starts as the initial idle time, see chart below. The goal of this one was to make core process higher while keeping idle process low.
| Priority: n |
|-|-|
|-|
| Core: 6700821|
| High: 1675205|
| Above_Normal: 418801|
@ -114,6 +114,7 @@ Multi constructors - Multi-Objs
`conn = multi:newConnection([BOOLEAN protect true])`
`nil = multi:newJob(FUNCTION func, STRING name)`
`func = multi:newFunction(FUNCTION func)`
`trigger = multi:newTrigger(FUNCTION: func)`
**Actors**
`event = multi:newEvent(FUNCTION task)`
@ -156,7 +157,7 @@ proc:Start() -- let's start the processor
multi:mainloop() -- the main runner that drives everything
```
Timers
Non-Actor: Timers
------
timer = multi:newTimer()
Creates a timer object that can keep track of time
@ -170,7 +171,7 @@ boolean = timer:isPaused() -- Returns if the timer is paused or not
**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.
Connections
Non-Actor: Connections
-----------
Arguable my favorite object in this library, next to threads
@ -236,7 +237,7 @@ print("------")
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!
```
Jobs
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.
`nil = multi:setJobSpeed(NUMBER n)` -- seconds between when each job should be done.
@ -272,7 +273,7 @@ print("There are "..multi:getJobs().." jobs in the queue!")
multi:mainloop()
```
Functions
Non-Actor: Functions
---------
`func = multi:newFunction(FUNCTION func)`
These objects used to have more of a *function* before corutine based threads came around, but the main purpose now is the ablity to have pausable function calls
@ -295,6 +296,13 @@ a=printOnce("Hello World!")
b,c=printOnce("Hello World!")
print(a,b,c)
```
Non-Actor: Triggers
--------
`trigger = multi:newTrigger(FUNCTION: func(...))` -- A trigger is the precursor of connection objects. The main difference is that only one function can be binded to the trigger.
`self = trigger:Fire(...)` -- Fires the function that was connected to the trigger and passes the arguments supplied in Fire to the function given.
Universal Actor functions
-------------------------
All of these functions are found on actors
@ -309,7 +317,7 @@ All of these functions are found on actors
`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:Reset(n)` -- In the cases where it isn't obvious what it does, it acts as Resume()
Events
Actor: Events
------
`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.
@ -333,7 +341,7 @@ end) -- events like alarms need to be reset the Reset() command works here as we
multi:mainloop()
```
Updates
Actor: Updates
-------
`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.
@ -351,7 +359,7 @@ end)
multi:mainloop()
```
Alarms
Actor: Alarms
------
`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.
@ -359,6 +367,7 @@ Alarms ring after a certain amount of time, but you need to reset the alarm ever
`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:OnRing(FUNCTION func` -- Allows one to connect to the alarm event which is triggerd after a certain amount of time has passed.
Example:
```lua
local multi = require("multi")
alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock()
@ -369,45 +378,360 @@ end)
multi:mainloop()
```
Loops
Actor: Loops
-----
`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.
`self = OnLoop(FUNCTION func)` -- func the main connection that you can connect to. Alllows multiple connections to one loop if need be.
TLoops
------
`tloop = multi:newTLoop(FUNCTION func ,NUMBER: [set 1])`
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
local a = 0
loop = multi:newLoop(function()
a = a + 1
if a == 1000 then
print("a = 1000")
loop:Pause()
end
end)
multi:mainloop()
```
Steps
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.
`self = OnLoop(FUNCTION func)` -- func the main connection that you can connect to. Alllows multiple connections to one TLoop if need be.
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
local a = 0
loop = multi:newTLoop(function()
a = a + 1
if a == 10 then
print("a = 10")
loop:Pause()
end
end,1)
multi:mainloop()
```
Actor: Steps
-----
`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])` -- 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.
TSteps
`self = step:OnStart(FUNCTION func(self))` -- This connects a function to an event that is triggered everytime a step starts.
`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:OnEnd(FUNCTION func(self))` -- This connects a function to an event that is triggered when a step reaches its goal
`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.
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi:newStep(1,10,1,0):OnStep(function(step,pos)
print(step,pos)
end):OnEnd(fucntion(step)
step:Destroy()
end)
multi:mainloop()
```
Actor: TSteps
------
`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])` -- 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.
Triggers
`self = tstep:OnStart(FUNCTION func(self))` -- This connects a function to an event that is triggered everytime a step starts.
`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:OnEnd(FUNCTION func(self))` -- This connects a function to an event that is triggered when a step reaches its goal
`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:Reset([NUMBER n set])` -- Allows you to reset a tstep that has ended, but also can change the time between each trigger.
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi:newTStep(1,10,1,1):OnStep(function(step,pos)
print(step,pos)
end):OnEnd(fucntion(step)
step:Destroy()
end)
multi:mainloop()
```
Actor: Time Stampers
-------------
`stamper = multi:newTimeStamper()` -- This allows for long time spans as well as short time spans.
`stamper = stamper:OhSecond(NUMBER second, FUNCTION func)` -- This takes a value between 0 and 59. This event is called once every second! Not once every second! If you want seconds then use alarms*****! 0 is the start of every minute and 59 is the end of every minute.
`stamper = stamper:OhMinute(NUMBER minute, FUNCTION func)` -- This takes a value between 0 and 59. This event is called once every hour*****! Same concept as OnSecond()
`stamper = stamper:OhHour(NUMBER hour, FUNCTION func)` -- This takes a value between 0 and 23. This event is called once every day*****! 0 is midnight and 23 is 11pm if you use 12 hour based time.
`stamper = stamper:OnDay(STRING/NUMBER day, FUNCTION func)` -- So the days work like this 'Sun', 'Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat'. When in string form this is called every week. When in number form this is called every month*****!
There is a gotcha though with this. Months can have 28,29,30, and 31 days to it, which means that something needs to be done when dealing with the last few days of a month. I am aware of this issue and am looking into a solution that is simple and readable. I thought about allowing negitive numbers to allow one to eaisly use the last day of a month. -1 is the last day of the month where -2 is the second to last day of the month. You can go as low as -28 if you want, but this provides a nice way to do something near the end of the month that is lua like.
`stamper = stamper:OnMonth(NUMBER month,FUNCTION func)` -- This takes a value between 1 and 12. 1 being January and 12 being December. Called once per year*****.
`stamper = stamper:OnYear(NUMBER year,FUNCTION func)` -- This takes a number yy. for example 18 do not use yyyy format! Odds are you will not see this method triggered more than once, unless science figures out the whole life extension thing. But every century this event is triggered*****! I am going to be honest though, the odds of a system never reseting for 100 years is very unlikely, so if I used 18 (every 18th year in each century every time i load my program this event will be triggered). Does it actually work? I have no idea tbh it should, but can i prove that without actually testing it? Yes by using fake data thats how.
`stamper = stamper:OnTime(NUMBER hour,NUMBER minute,NUMBER second,FUNCTION func)` -- This takes in a time to trigger, hour, minute, second. This triggeres once a day at a certain time! Sort of like setting an alarm! You can combine events to get other effects like this!
`stamper = stamper:OnTime(STRING time,FUNCTION func)` -- This takes a string time that should be formatted like this: "hh:mm:ss" hours minutes and seconds must be given as parameters! Otherwise functions as above!
*****If your program crashes or is rebooted than the data in RAM letting the code know that the function was already called will be reset! This means that if an event set to be triggered on Monday then you reboot the code it will retrigger that event on the same day if the code restarts. In a future update I am planning of writing to the disk for OnHour/Day/Week/Year events. This will be an option that can be set on the object.
Examples:
**OnSecond**
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
local a = 0
ts:OnSecond(0,function()
a=a+1
print("New Minute: "..a.." <"..os.date("%M")..">")
end)
multi:mainloop()
```
**OnMinute**
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
local a = 0
ts:OnSecond(0,function()
a=a+1
print("New Hour: "..a.." <"..os.date("%I")..">")
end)
multi:mainloop()
```
**OnHour**
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
ts:OnHour(0,function()
print("New Day")
end)
multi:mainloop()
```
**OnDay**
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
ts:OnDay("Thu",function()
print("It's thursday!")
end)
multi:mainloop()
```
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
ts:OnDay(2,function()
print("Second day of the month!")
end)
multi:mainloop()
```
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
ts:OnDay(-1,function()
print("Last day of the month!")
end)
multi:mainloop()
```
**OnYear**
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
ts:OnYear(19,function() -- They gonna wonder if they run this in 2018 why it no work :P
print("We did it!")
end)
multi:mainloop()
```
**OnTime**
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
ts:OnTime(12,1,0,function()
print("Whooooo")
end)
multi:mainloop()
```
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
ts = multi:newTimeStamper()
ts:OnTime("12:04:00",function()
print("Whooooo")
end)
multi:mainloop()
```
Actor: Watchers
--------
`trigger = multi:newTrigger(FUNCTION: func)`
**Deprecated: ** This object was removed due to its uselessness. Metatables will work much better for what is being done. Perhaps in the future i will remake this method to use metamethods instead of basic watching every step. This will most likely be removed in the next version of the library or changed to use metatables and metamethods.
`watcher = multi:newWatcher(STRING name)` -- Watches a variable on the global namespace
`watcher = multi:newWatcher(TABLE namespace, STRING name)` -- Watches a variable inside of a table
`watcher = watcher::OnValueChanged(Function func(self, old_value, current_value))`
Time Stampers WIP
-----------------
`stamper = multi:newTimeStamper()`
Watchers
--------
`watcher = multi:newWatcher(STRING name)`
`watcher = multi:newWatcher(TABLE namespace, STRING name)`
Custom Objects
Example
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
test = {a=0}
watcher = multi:newWatcher(test,"a")
watcher:OnValueChanged(function(self, old_value, current_value)
print(old_value,current_value)
end)
multi:newTLoop(function()
test.a=test.a + 1
end,.5)
multi:mainloop()
```
Actor: Custom Object
--------------
`cobj = multi:newCustomObject(TABLE objRef, BOOLEAN isActor)`
`cobj = multi:newCustomObject(TABLE objRef, BOOLEAN isActor [false])` -- Allows you to create your own multiobject that runs each allotted step. This allows you to create your own object that works with all the features that each built in multi object does. If isActor is set to true you must have an `Act` method in your table. See example below. If an object is not an actor than the `Act` method will not be automatically called for you.
Coroutine based Threading
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
local work = false
ticktock = multi:newCustomObject({
timer = multi:newTimer(),
Act = function(self)
if self.timer:Get()>=1 then
work = not work
if work then
self.OnTick:Fire()
else
self.OnTock:Fire()
end
self.timer:Reset()
end
end,
OnTick = multi:newConnection(),
OnTock = multi:newConnection(),
},true)
ticktock.OnTick(function()
print("Tick")
end)
ticktock.OnTock(function()
print("Tock")
end)
multi:mainloop()
```
Coroutine based Threading (CBT)
-------------------------
This was made due to the limitations of multiObj:hold(), which no longer exists. When this library was in its infancy and before I knew about coroutines, I actually tried to emulate what coroutines did in pure lua. (Was ok, but only allowed for one pause of code ececution) Many objects were given threaded variants though, none are really needed since the base thread objects ant thread.* can be used to emulate those.
This was made due to the limitations of multiObj:hold(), which no longer exists. When this library was in its infancy and before I knew about coroutines, I actually tried to emulate what coroutines did in pure lua.
The threaded bariants of the non threaded objects do exist, but there isn't too much of a need to use them.
The main benefits of using the coroutine based threads it the thread.* namespace which gives you the ability to easily run code side by side.
A quick not on how threads are managed in the library. The library contains a scheduler which keeps track of coroutines and manages them. Coroutines take some time then give off processing to another coroutine. Which means there are some methods that you need to use in order to hand off cpu time to other coroutines or the main thread.
threads.*
---------
`thread.sleep(NUMBER n)` -- Holds execution of the thread until a certain amount of time has passed
`thread.hold(FUNCTION func)` -- Hold execttion until the function returns true
`thread.skip(NUMBER n)` -- How many cycles should be skipped until I execute again
`thread.kill()` -- Kills the thread
`thread.yeild()` -- Is the same as using thread.skip(0) or thread.sleep(0), hands off control until the next cycle
`thread.isThread()` -- Returns true if the current running code is inside of a coroutine based thread
`thread.getCores()` -- Returns the number of cores that the current system has. (used for system threads)
`thread.set(STRING name, VARIABLE val)` -- A global interface where threads can talk with eachother. sets a variable with name and its value
`thread.get(STRING name)` -- Gets the data stored in name
`thread.waitFor(STRING name)` -- Holds executon of a thread until variable name exists
`thread.testFor(STRING name,VARIABLE val,STRING sym)` -- holds execution untile variable name exists and is compared to val
sym can be equal to: "=", "==", "<", ">", "<=", or ">=" the way comparisan works is: "`return val sym valTested`"
CBT: Thread
-----------
`multi:newThread(STRING name,FUNCTION func)` -- Creates a new thread with name and function.
Note: newThread() returns nothing. Threads are opperated hands off everything that happens, does so inside of its functions.
Threads simplify many things that you would use non CBT objects for. I almost solely use CBT for my current programming. I will slso show the above custom object using threads instead. Yes its cool and can be done.
Examples:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi:newThread("Example of basic usage",function()
while true do
thread.sleep(1)
print("We just made an alarm!")
end
end)
multi:mainloop()
```
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
function multi:newTickTock()
local work = false
local _alive = true
local OnTick = multi:newConnection()
local OnTock = multi:newConnection()
local c =multi:newCustomObject{
OnTick = OnTick,
OnTock = OnTock,
Destroy = function()
_alive = false -- Threads at least how they work here now need a bit of data management for cleaning up objects. When a thread either finishes its execution of thread.kill() is called everything is removed from the scheduler letting lua know that it can garbage collect
end
}
multi:newThread("TickTocker",function()
while _alive do
thread.sleep(1)
work = not work
if work then
OnTick:Fire()
else
OnTock:Fire()
end
end
thread.kill() -- When a thread gets to the end of it's ececution it will automatically be ended, but having this method is good to show what is going on with your code.
end)
return c
end
ticktock = multi:newTickTock()
ticktock.OnTick(function()
print("Tick")
-- The thread.* namespace works in all events that
end)
ticktock.OnTock(function()
print("Tock")
end)
multi:mainloop()
```
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi:newThread("TickTocker",function()
print("Waiting for variable a to exist...")
ret,ret2 = thread.hold(function()
return a~=nil, "test!"
end)
print(ret,ret2) -- The hold method returns the arguments when the first argument is true. This methods return feature is rather new and took more work then you think to get working. Since threads
end)
multi:newAlarm(3):OnRing(function() a = true end) -- allows a to exist
multi:mainloop()
```
CBT: Process
-----------
`process = multi:newThreadedProcess(STRING name)` -- Creates a process object that is able allows all processes created on it to use the thread.* namespace
System Threads - Multi-core
---------------------------

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@ -4,14 +4,28 @@ Update 13.0.0 So you documented it, finally, but it's sad to see some things go
-------------
Fixed: Tons of bugs, I actually went through the entire library and did a full test of everything while writing the documentation.
Changed:
- A few things to make things more clear when using the library
- A few things, to make concepts in the library more clear
- The way functions returned paused status. Before it would return "PAUSED" now it returns nil, true if paused
- Modified the connection object to allow for some more syntaxial suger!
Connection Example:
```lua
loop = multi:newTLoop(function(self)
self:OnLoops() -- new way to Fire a connection! Only works when used on a multi object, bin objects, or any object that contains a Type parameter
end,1)
loop.OnLoops = multi:newConnection()
loop.OnLoops(function()
print("Looping")
end)
multi:mainloop()
```
Removed:
- Ranges and conditions -- corutine based threads can dmulate what these objects did and much better!
-
Fixed:
- There were some bugs in the networkmanager.lua file. Desrtoy -> Destroy some misspellings.
Added: ...

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@ -5,30 +5,13 @@ nGLOBAL = require("multi.integration.networkManager").init()
node = multi:newNode{
crossTalk = false, -- default value, allows nodes to talk to eachother. WIP NOT READY YET!
allowRemoteRegistering = true, -- allows you to register functions from the master on the node, default is false
name = nil, --"TESTNODE", -- default value is nil, if nil a random name is generated. Naming nodes are important if you assign each node on a network with a different task
name = "MASTERPC", -- default value is nil, if nil a random name is generated. Naming nodes are important if you assign each node on a network with a different task
--noBroadCast = true, -- if using the node manager, set this to true to save on some cpu cycles
--managerDetails = {"localhost",12345}, -- connects to the node manager if one exists
}
function RemoteTest(a,b,c) -- a function that we will be executing remotely
--print("Yes I work!",a,b,c)
multi:newThread("waiter",function()
print("Hello!")
while true do
thread.sleep(2)
node:pushTo("Main","This is a test")
end
end)
print("Yes I work!",a,b,c)
end
multi:newThread("some-test",function()
local dat = node:pop()
while true do
thread.skip(10)
if dat then
print(dat)
end
dat = node:pop()
end
end,"NODE_TESTNODE")
settings = {
priority = 0, -- 1 or 2
stopOnError = true,

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@ -37,6 +37,7 @@ multi.OnMouseMoved = multi:newConnection()
multi.OnDraw = multi:newConnection()
multi.OnTextInput = multi:newConnection()
multi.OnUpdate = multi:newConnection()
multi.OnQuit = multi:newConnection()
multi.OnPreLoad(function()
local function Hook(func,conn)
if love[func]~=nil then
@ -51,6 +52,7 @@ multi.OnPreLoad(function()
end
end
end
Hook("quit",multi.OnQuit)
Hook("keypressed",multi.OnKeyPressed)
Hook("keyreleased",multi.OnKeyReleased)
Hook("mousepressed",multi.OnMousePressed)
@ -67,4 +69,8 @@ multi.OnPreLoad(function()
end
end)
end)
multi.OnQuit(function()
multi.Stop()
love.event.quit()
end)
return multi

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@ -551,10 +551,18 @@ function multi:newTimer()
self:create(c)
return c
end
function multi:newConnection(protect)
function multi:newConnection(protect,func)
local c={}
c.callback = func
c.Parent=self
setmetatable(c,{__call=function(self,...) return self:connect(...) end})
setmetatable(c,{__call=function(self,...)
local t = ...
if type(t)=="table" and t.Type ~= nil then
return self:Fire(args,select(2,...))
else
return self:connect(...)
end
end})
c.Type='connector'
c.func={}
c.ID=0
@ -661,6 +669,9 @@ function multi:newConnection(protect)
if name then
self.connections[name]=temp
end
if self.callback then
self.callback(temp)
end
return temp
end
c.Connect=c.connect
@ -1057,7 +1068,29 @@ function multi:newTStep(start,reset,count,set)
return c
end
function multi:newTimeStamper()
local c=self:newBase()
local c=self:newUpdater(self.Priority_Idle)
c:OnUpdate(function()
c:Run()
end)
local feb = 28
local leap = tonumber(os.date("%Y"))%4==0 and (tonumber(os.date("%Y"))%100~=0 or tonumber(os.date("%Y"))%400==0)
if leap then
feb = 29
end
local dInM = {
["01"] = 31,
["02"] = feb,
["03"] = 31,
["04"] = 30,
["05"] = 31,
["06"] = 30,
["07"] = 31, -- This is dumb, why do we still follow this double 31 days!?
["08"] = 31,
["09"] = 30,
["10"] = 31,
["11"] = 30,
["12"] = 31,
}
c.Type='timestamper'
c.Priority=self.Priority_Idle
c.hour = {}
@ -1067,7 +1100,7 @@ function multi:newTimeStamper()
c.day = {}
c.month = {}
c.year = {}
function c:Act()
function c:Run()
for i=1,#self.hour do
if self.hour[i][1]==os.date("%H") and self.hour[i][3] then
self.hour[i][2](self)
@ -1101,10 +1134,14 @@ function multi:newTimeStamper()
self.day[i][3]=true
end
else
if string.format("%02d",self.day[i][1])==os.date("%d") and self.day[i][3] then
local dday = self.day[i][1]
if dday < 0 then
dday = dInM[os.date("%m")]+(dday+1)
end
if string.format("%02d",dday)==os.date("%d") and self.day[i][3] then
self.day[i][2](self)
self.day[i][3]=false
elseif string.format("%02d",self.day[i][1])~=os.date("%d") and not self.day[i][3] then
elseif string.format("%02d",dday)~=os.date("%d") and not self.day[i][3] then
self.day[i][3]=true
end
end
@ -1243,8 +1280,23 @@ function thread.waitFor(name)
thread.hold(function() return thread.get(name)~=nil end)
return thread.get(name)
end
function thread.testFor(name,val,sym)
thread.hold(function() return thread.get(name)~=nil 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:newTBase(name)
@ -1676,7 +1728,6 @@ function multi:newThreadedProcess(name)
setmetatable(c, multi)
function c:newBase(ins)
local ct = {}
setmetatable(ct, self.Parent)
ct.Active=true
ct.func={}
ct.ender={}

View File

@ -23,7 +23,7 @@ SOFTWARE.
]]
local multi = require("multi")
local net = require("net")
require("bin")
local bin = require("bin")
bin.setBitsInterface(infinabits) -- the bits interface does not work so well, another bug to fix
-- Commands that the master and node will respect, max of 256 commands
@ -142,17 +142,20 @@ function multi:nodeManager(port)
server.OnDataRecieved(function(server,data,cid,ip,port)
local cmd = data:sub(1,1)
if cmd == "R" then
multi:newTLoop(function(loop)
if server.timeouts[cid]==true then
server.OnNodeRemoved:Fire(server.nodes[cid])
server.nodes[cid] = nil
server.timeouts[cid] = nil
loop:Destroy()
return
multi:newThread("Test",function(loop)
while true do
if server.timeouts[cid]==true then
server.OnNodeRemoved:Fire(server.nodes[cid])
server.nodes[cid] = nil
server.timeouts[cid] = nil
thread.kill()
else
server.timeouts[cid] = true
server:send(cid,"ping")
end
thread.sleep(1)
end
server.timeouts[cid] = true
server:send(cid,"ping")
end,1)
end)
server.nodes[cid]=data:sub(2,-1)
server.OnNodeAdded:Fire(server.nodes[cid])
elseif cmd == "G" then
@ -436,12 +439,15 @@ function multi:newMaster(settings) -- You will be able to have more than one mas
name = self:getRandomNode()
end
if name==nil then
multi:newTLoop(function(loop)
if name~=nil then
self:sendTo(name,char(CMD_TASK)..len..aData..len2..fData)
loop:Desrtoy()
multi:newThread("Test",function(loop)
while true do
if name~=nil then
self:sendTo(name,char(CMD_TASK)..len..aData..len2..fData)
thread.kill()
end
thread.sleep(.1)
end
end,.1)
end)
else
self:sendTo(name,char(CMD_TASK)..len..aData..len2..fData)
end
@ -455,12 +461,15 @@ function multi:newMaster(settings) -- You will be able to have more than one mas
name = "NODE_"..name
end
if self.connections[name]==nil then
multi:newTLoop(function(loop)
if self.connections[name]~=nil then
self.connections[name]:send(data)
loop:Destroy()
multi:newThread("Test",function(loop)
while true do
if self.connections[name]~=nil then
self.connections[name]:send(data)
thread.kill()
end
thread.sleep(.1)
end
end,.1)
end)
else
self.connections[name]:send(data)
end
@ -495,16 +504,19 @@ function multi:newMaster(settings) -- You will be able to have more than one mas
client.OnClientReady(function()
client:send(char(CMD_INITMASTER)..master.name) -- Tell the node that you are a master trying to connect
if not settings.managerDetails then
multi:newTLoop(function(loop)
if master.timeouts[name]==true then
master.timeouts[name] = nil
master.connections[name] = nil
loop:Destroy()
return
multi:newThread("Test",function(loop)
while true do
if master.timeouts[name]==true then
master.timeouts[name] = nil
master.connections[name] = nil
thread.kill()
else
master.timeouts[name] = true
master:sendTo(name,char(CMD_PING))
end
thread.sleep(1)
end
master.timeouts[name] = true
master:sendTo(name,char(CMD_PING))
end,1)
end)
end
client.name = name
client.OnDataRecieved(function(client,data)

View File

@ -1,8 +1,14 @@
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock()
alarm:OnRing(function(a)
print("3 Seconds have passed!")
a:Reset(n) -- if n were nil it will reset back to 3, or it would reset to n seconds
multi:newThread("TickTocker",function()
print("Waiting for variable a to exist...")
ret,ret2 = thread.hold(function()
return a~=nil, "test!"
end)
print(ret,ret2) -- The hold method returns the arguments when the first argument is true. This methods return feature is rather new and took more work then you think to get working. Since threads
end)
multi:newAlarm(3):OnRing(function() a = true end) -- allows a to exist
multi:mainloop()