--[[ MIT License Copyright (c) 2022 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, sub-license, 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. ]] local multi, thread = require("multi"):init() if not (GLOBAL and THREAD) then local GLOBAL, THREAD = multi.integration.GLOBAL,multi.integration.THREAD else lanes = require("lanes") end function multi:newSystemThreadedQueue(name) local name = name or multi.randomString(16) local c = {} c.Name = name 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:peek() return self.linda:get("Q") end function c:init() return self end GLOBAL[name or "_"] = c return c end function multi:newSystemThreadedTable(name) local name = name or multi.randomString(16) local c = {} c.link = lanes.linda() c.Name = name setmetatable(c,{ __index = function(t,k) return c.link:get(k) end, __newindex = function(t,k,v) c.link:set(k,v) end }) function c:init() return self end GLOBAL[name or "_"] = c return c end function multi:newSystemThreadedJobQueue(n) local c = {} c.cores = n or THREAD.getCores()*2 c.OnJobCompleted = multi:newConnection() local funcs = multi:newSystemThreadedTable():init() local queueJob = multi:newSystemThreadedQueue():init() local queueReturn = multi:newSystemThreadedQueue():init() local doAll = multi:newSystemThreadedQueue():init() local ID=1 local jid = 1 function c:isEmpty() return queueJob:peek()==nil end function c:doToAll(func) for i=1,c.cores do doAll:push{ID,func} end ID = ID + 1 return self end function c:registerFunction(name,func) funcs[name]=func return self end function c:pushJob(name,...) queueJob:push{name,jid,{...}} jid = jid + 1 return jid-1 end local nFunc = 0 function c:newFunction(name,func,holup) -- This registers with the queue if type(name)=="function" then holup = func func = name name = "JQ_Function_"..nFunc end nFunc = nFunc + 1 c:registerFunction(name,func) return thread:newFunction(function(...) local id = c:pushJob(name,...) local link local rets link = c.OnJobCompleted(function(jid,...) if id==jid then rets = {...} end end) return thread.hold(function() if rets then return unpack(rets) or multi.NIL end end) end,holup),name end thread:newThread("JobQueueManager",function() while true do local job = thread.hold(function() return queueReturn:pop() end) local id = table.remove(job,1) c.OnJobCompleted:Fire(id,unpack(job)) end end) for i=1,c.cores do multi:newSystemThread("SystemThreadedJobQueue",function(queue) local multi,thread = require("multi"):init() local idle = os.clock() local clock = os.clock local ref = 0 setmetatable(_G,{__index = funcs}) thread:newThread("JobHandler",function() while true do local dat = thread.hold(function() return queueJob:pop() end) idle = clock() local name = table.remove(dat,1) local jid = table.remove(dat,1) local args = table.remove(dat,1) queueReturn:push{jid, funcs[name](unpack(args)),queue} end end) thread:newThread("DoAllHandler",function() while true do local dat = thread.hold(function() return doAll:peek() end) if dat then if dat[1]>ref then idle = clock() ref = dat[1] dat[2]() doAll:pop() end end end end) thread:newThread("IdleHandler",function() while true do thread.hold(function() return clock()-idle>3 end) THREAD.sleep(.01) end end) multi:mainloop() end,i).priority = thread.Priority_Core end return c end function multi:newSystemThreadedConnection(name) local name = name or multi.randomString(16) local c = {} c.CONN = 0x00 c.TRIG = 0x01 c.PING = 0x02 c.PONG = 0x03 local function remove(a, b) local ai = {} local r = {} for k,v in pairs(a) do ai[v]=true end for k,v in pairs(b) do if ai[v]==nil then table.insert(r,a[k]) end end return r end c.CID = THREAD_ID c.subscribe = multi:newSystemThreadedQueue("SUB_STC_"..self.Name):init() c.Name = name c.links = {} -- All triggers sent from main connection. When a connection is triggered on another thread, they speak to the main then send stuff out. -- Locals will only live in the thread that creates the original object local ping local pong = function(link, links) local res = thread.hold(function() return link:peek()[1] == c.PONG end,{sleep=3}) if not res then for i=1,#links do if links[i] == link then table.remove(links,i,link) break end end else link:pop() end end ping = thread:newFunction(function(self) ping:Pause() multi.ForEach(self.links, function(link) -- Sync new connections link:push{self.PING} multi:newThread("pong Thread", pong, link, self.links) end) thread.sleep(3) ping:Resume() end,false) local function fire(...) for _, link in pairs(c.links) do link:push {c.TRIG, {...}} end end thread:newThread("STC_SUB_MAN"..name,function() local item local sub_func = function() -- This will keep things held up until there is something to process return c.subscribe:pop() end while true do thread.yield() -- We need to check on broken connections ping(c) -- Should return instantlly and process this in another thread item = thread.hold(sub_func) if item[1] == c.CONN then multi.ForEach(c.links, function(link) -- Sync new connections item[2]:push{c.CONN, link} end) c.links[#c.links+1] = item[2] elseif item[1] == c.TRIG then fire(unpack(item[2])) c.proxy_conn:Fire(unpack(item[2])) end end end) --- ^^^ This will only exist in the init thread function c:Fire(...) local args = {...} if self.CID == THREAD_ID then -- Host Call for _, link in pairs(self.links) do link:push {self.TRIG, args} end self.proxy_conn:Fire(...) else self.subscribe:push {self.TRIG, args} end end function c:init() local multi, thread = require("multi"):init() self.links = {} self.proxy_conn = multi:newConnection() local mt = getmetatable(self.proxy_conn) local tempMT = {} for i,v in pairs(mt) do tempMT[i] = v end tempMT.__index = self.proxy_conn tempMT.__call = function(t,func) self.proxy_conn(func) end setmetatable(self, tempMT) if self.CID == THREAD_ID then return self end thread:newThread("STC_CONN_MAN"..name,function() local item local link_self_ref = multi:newSystemThreadedQueue() self.subscribe:push{self.CONN, link_self_ref} while true do item = thread.hold(function() return link_self_ref:peek() end) if item[1] == self.PING then link_self_ref:push{self.PONG} link_self_ref:pop() elseif item[1] == self.CONN then if item[2].Name ~= link_self_ref.Name then table.insert(self.links, item[2]) end link_self_ref:pop() elseif item[1] == self.TRIG then self.proxy_conn:Fire(unpack(item[2])) link_self_ref:pop() else -- This shouldn't be the case end end end) return self end GLOBAL[name] = c return c end