multi/README.md
Ryan Ward a07fe49880 Updated to 1.10.0!
Check changes.md for what was done
2018-05-31 22:48:14 -04:00

36 KiB

multi Version: 1.10.0 (Changelog has its own dedicated file now, also bug fixes and a new object)

NOTE: I have been studying a lot about threading for the past few months and have some awesome additions in store! They will take a while to come out though. The goal of the library is still to provide a simple and efficient way to multi task in lua

In Changes you'll find documentation for(In Order):

  • Sterilizing Objects
  • System Threaded Job Queues
  • New mainloop functions
  • System Threaded Tables
  • System Threaded Benchmark
  • System Threaded Queues
  • Threading related features
  • And backwards compat stuff

My multitasking library for lua. It is a pure lua binding if you ingore the integrations and the love2d compat. If you find any bugs or have any issues please let me know :). If you don't see a table of contents try using the ReadMe.html file. It is eaiser to navigate the readme

[TOC]

INSTALLING

Note: The latest version of lualanes is required if you want to make use of system threads on lua 5.1+. I will update the dependencies for luarocks since this library should work fine on lua 5.1+

To install copy the multi folder into your enviroment and you are good to go
If you want to use the system threads then you'll need to install lanes! or use luarocks

luarocks install bin -- Inorder to use the new save state stuff
luarocks install multi

Note: In the near future you may be able to run multitasking code on multiple machines, network paralisim. This however will have to wait until I hammer out some bugs within the core of system threading itself.

See the rambling section to get an idea of how this will work.

Discord

For real-time assistance with my libraries! A place where you can ask questions and get help with any of my libraries. Also you can request features and stuff there as well.
https://discord.gg/U8UspuA

Upcoming Plans: Adding network support for threading. Kinda like your own lua cloud. This will require the bin, net, and multi library. Once that happens I will include those libraries as a set. This also means that you can expect both a stand alone and joined versions of the libraries.

Planned features/TODO

  • Add system threads for love2d that works like the lanesManager (loveManager, slight differences).
  • Improve performance of the library
  • Improve coroutine based threading scheduling
  • Improve love2d Idle thread cpu usage/Fix the performance when using system threads in love2d... Tricky Look at the rambling section for insight.
  • Add more control to coroutine based threading
  • Add more control to system based threading
  • Make practical examples that show how you can solve real problems
  • Add more features to support module creators
  • Make a framework for eaiser thread task distributing
  • 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!
  • Add multi:OnError(function(obj,err))
  • sThread.wrap(obj) May or may not be completed Theory: Allows interaction in one thread to affect it in another. The addition to threaded tables may make this possible!
  • 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 integrations
  • Fix SystemThreadedTables
  • Finish the wiki stuff. (11% done)
  • Test for unknown bugs

Known Bugs/Issues

In regards to integrations, 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 THREAD.kill() should do the trick from within the thread. A listener could be made to detect when thread kill has been requested and sent to the running thread.

Another bug concerns the SystemThreadedJobQueue, Only 1 can be used for now. Going to change in a future update

And systemThreadedTables only supports 1 table between the main and worker thread! They do not work when shared between 2 or more threads. If you need that much flexiblity ust the GLOBAL table that all threads have. FIXED

For module creators using this library. I suggest using SystemThreadedQueues for data transfer instead of SystemThreadedTables for rapid data transfer, If you plan on having Constants that will always be the same then a table is a good idea! They support up to n threads and can be messed with and abused as much as you want :D FIXED Use what you want!

Love2D SystemThreadedTAbles do not send love2d userdata, use queues instead for that! FIXED

Usage:

-- Basic usage Alarms: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
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
end)
multi:mainloop() -- the main loop of the program, multi:umanager() exists as well to allow integration in other loops Ex: love2d love.update function. More on this binding in the wiki!

The library is modular so you only need to require what you need to. Because of this, the global enviroment is altered

There are many useful objects that you can use
Check out the wiki for detailed usage, but here are the objects:

  • Process#
  • QueueQueuer#
  • Alarm
  • Loop
  • Event
  • Step
  • Range
  • TStep
  • TLoop
  • Condition
  • Connection
  • Timer
  • Updater
  • Thread*
  • Trigger
  • Task
  • Job
  • Function
  • Watcher
    Note: Both a process and queue act like the multi namespace, but allows for some cool things. Because they use the other objects an example on them will be done last
    *Uses the built in coroutine features of lua, these have an interesting interaction with the other means of multi-tasking
    Triggers are kind of useless after the creation of the Connection
    Watchers have no real purpose as well I made it just because.

Examples of each object being used

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: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
count=0
loop=multi:newLoop(function(self,dt) -- dt is delta time and self is a reference to itself
  count=count+1
  if count > 10 then
    self:Break() -- All methods on the multi objects are upper camel case, where as methods on the multi or process/queuer namespace are lower camel case
    -- self:Break() will stop the loop and trigger the OnBreak(func) method
    -- Stopping is the act of Pausing and deactivating the object! All objects can have the multiobj:Break() command on it!
  else
    print("Loop #"..count.."!")
  end
end)
loop:OnBreak(function(self)
  print("You broke me :(")
end)
multi:mainloop()

Output

Loop #1!
Loop #2!
Loop #3!
Loop #4!
Loop #5!
Loop #6!
Loop #7!
Loop #8!
Loop #9!
Loop #10!
You broke me :(

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 integration module WIP (More on that later)

EVENTS

-- 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
require("multi") -- gets the entire library
count=0
-- lets use the loop again to add to count!
loop=multi:newLoop(function(self,dt)
  count=count+1
end)
event=multi:newEvent(function() return count==100 end) -- set the event
event:OnEvent(function(self) -- connect to the event object
  loop:Pause() -- pauses the loop from running!
  print("Stopped that loop!")
end) -- events like alarms need to be reset the Reset() command works here as well
multi:mainloop()

Output

Stopped that loop!

STEPS

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.
step1=multi:newStep(1,10,1,0) -- Some explaining is due. Argument 1 is the Start # Argument 2 is the ResetAt # (inclusive) Argument 3 is the count # (in our case we are counting by +1, this can be -1 but you need to adjust your start and resetAt numbers)
-- The 4th Argument is for skipping. This is useful for timing and for basic priority management. A priority management system is included!
step2=multi:newStep(10,1,-1,1) -- a second step, notice the slight changes!
step1:OnStart(function(self)
  print("Step Started!")
end)
step1:OnStep(function(self,pos)
  if pos<=10 then -- what what is this? the step only goes to 10!!!
    print("Stepping... "..pos)
   else
    print("How did I get here?")
   end
end)
step1:OnEnd(function(self)
  print("Done!")
  -- We finished here, but I feel like we could have reused this step in some way... Yeah I soule Reset() it, but what if i wanted to change it...
  if self.endAt==10 then -- lets only loop once
	self:Update(1,11,1,0) -- oh now we can reach that else condition!
  end
  -- Note Update() will restart the step!
end)

-- step2 is bored lets give it some love :P
step2.range=step2:newRange() -- Set up a range object to have a nested step in a sense! Each nest requires a new range
-- it is in your interest not to share ranges between objects! You can however do it if it suits your needs though
step2:OnStep(function(self,pos)
  -- for 1=1,math.huge do
    --  print("Haha I am holding the code up because I can!!!")
  --end
  -- We dont want to hold things up, but we want to nest.
  -- Note a range is not nessary if the nested for loop has a small range, if however the range is rather large you may want to allow other objects to do some work
  for i in self.range(1,100) do
    print(pos,i) -- Now our nested for loop is using a range object which allows for other objects to get some cpu time while this one is running
  end
end)
-- TSteps are just like alarms and steps mixed together, the only difference in construction is the 4th Argument. On a TStep that argument controls time. The defualt is 1
-- The Reset(n) works just like you would figure!
step3=multi:newTStep(1,10,.5,2) -- lets go from 1 to 10 counting by .5 every 2 seconds
step3:OnStep(function(self,pos)
  print("Ok "..pos.."!")
end)
multi:mainloop()

Output

Note: the output on this one is huge!!! So I had to ... some parts! You need to run this for your self to see what is going on!
Step Started!
Stepping... 1
10 1
Stepping... 2
10 2
Stepping... 3
10 3
...
Ok 9.5!
Ok 10!

TLOOPS

require("multi")
-- TLoops are loops that run ever n second. We will also look at condition objects as well
-- Here we are going to modify the old loop to be a little different
count=0
loop=multi:newTLoop(function(self) -- We are only going to coult with this loop, but doing so using a condition!
  while self:condition(self.cond) do
    count=count+1
  end
  print("Count is "..count.."!")
  self:Destroy() -- Lets destroy this object, casting it to the dark abyss MUHAHAHA!!!
  -- the reference to this object will be a phantom object that does nothing!
end,1) -- Notice the ',1' after the function! This is where you put your time value!
loop.cond=multi:newCondition(function() return count<=100 end) -- conditions need a bit of work before i am happy with them
multi:mainloop()

Output

Count is 101!

Connections

These are my favorite objects and you'll see why. They are very useful objects for ASync connections!

require("multi")
-- Lets create the events
yawn={} -- ill just leave that there
OnCustomSafeEvent=multi:newConnection(true) -- lets pcall the calls incase something goes wrong defualt
OnCustomEvent=multi:newConnection(false) -- lets not pcall the calls and let errors happen... We are good at coding though so lets get a speed advantage by not pcalling. Pcalling is useful for plugins and stuff that may have been coded badly and you can ingore those connections if need be.
OnCustomEvent:Bind(yawn) -- create the connection lookup data in yawn

-- Lets connect to them, a recent update adds a nice syntax to connect to these
cd1=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
  print("CSE1",arg1,arg2,...)
end,"bob") -- lets give this connection a name
cd2=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
  print("CSE2",arg1,arg2,...)
end,"joe") -- lets give this connection a name
cd3=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
  print("CSE3",arg1,arg2,...)
end) -- lets not give this connection a name

-- no need for connect, but I kept that function because of backwards compatibility.
OnCustomEvent(function(arg1,arg2,...)
  print(arg1,arg2,...)
end)

-- Now within some loop/other object you trigger the connection like
OnCustomEvent:Fire(1,2,"Hello!!!") -- fire all conections

-- You may have noticed that some events have names! See the following example!
OnCustomSafeEvent:getConnection("bob"):Fire(1,100,"Bye!") -- fire only bob!
OnCustomSafeEvent:getConnection("joe"):Fire(1,100,"Hello!") -- fire only joe!!
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all!!!

-- Connections have more to them than that though!
-- As seen above cd1-cd3 these are hooks to the connection object. This allows you to remove a connection
-- For Example:
cd1:Remove() -- remove this connection from the master connection object
print("------")
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!
-- To remove all connections use:
OnCustomSafeEvent:Remove()
print("------")
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!

Output

1 2 Hello!!!
CSE1 1 100 Bye!
CSE2 1 100 Hello!
CSE1 1 100 Hi Ya Folks!!!
CSE2 1 100 Hi Ya Folks!!!
CSE3 1 100 Hi Ya Folks!!!
CSE2 1 100 Hi Ya Folks!!!
CSE3 1 100 Hi Ya Folks!!!

You may think timers should be bundled with alarms, but they are a bit different and have cool features
TIMERS

-- You see the thing is that all time based objects use timers eg. Alarms, TSteps, and Loops. Timers are more low level!
require("multi")
local clock = os.clock
function sleep(n)  -- seconds
  local t0 = clock()
  while clock() - t0 <= n do end
end -- we will use this later!

timer=multi:newTimer()
timer:Start()
-- lets do a mock alarm
set=3 -- 3 seconds
a=0
while timer:Get()<=set do
  -- waiting...
  a=a+1
end
print(set.." second(s) have passed!")
-- Timers can do one more thing that is interesting and that is pausing them!
timer:Pause()
print(timer:Get()) -- should be really close to 'set'
sleep(3)
print(timer:Get()) -- should be really close to 'set'
timer:Resume()
sleep(1)
print(timer:Get()) -- should be really close to the value of set + 1
timer:Pause()
print(timer:Get()) -- should be really close to 'set'
sleep(3)
print(timer:Get()) -- should be really close to 'set'
timer:Resume()
sleep(1)
print(timer:Get()) -- should be really close to the value of set + 2

Output

Note: This will make more sense when you run it for your self
3 second(s) have passed!
3.001
3.001
4.002
4.002
4.002
5.003

UPDATER

-- Updaters: Have been moved to the core of the library require("multi") would work as well
require("multi")
updater=multi:newUpdater(5) -- really simple, think of a look with the skip feature of a step
updater:OnUpdate(function(self)
  --print("updating...")
end)
-- Here every 5 steps the updater will do stuff!
-- But I feel it is now time to touch into priority management, so lets get into basic priority stuff and get into a more advance version of it
--[[
multi.Priority_Core -- Highest form of priority
multi.Priority_High
multi.Priority_Above_Normal
multi.Priority_Normal -- The defualt form of priority
multi.Priority_Below_Normal
multi.Priority_Low
multi.Priority_Idle -- Lowest form of priority

Note: These only take effect when you enable priority, otherwise everything is at a core like level!
We aren't going to use regular objects to test priority, but rather benchmarks!
to set priority on an object though you would do
multiobj:setPriority(one of the above)
]]
-- lets bench for 3 seconds using the 3 forms of priority! First no Priority
multi:benchMark(3,nil,"Regular Bench: "):OnBench(function() -- the onbench() allows us to do each bench after each other!
  print("P1\n---------------")
  multi:enablePriority()
  multi:benchMark(3,multi.Priority_Core,"Core:")
  multi:benchMark(3,multi.Priority_High,"High:")
  multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:")
  multi:benchMark(3,multi.Priority_Normal,"Normal:")
  multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:")
  multi:benchMark(3,multi.Priority_Low,"Low:")
  multi:benchMark(3,multi.Priority_Idle,"Idle:"):OnBench(function()
    print("P2\n---------------")
	-- Finally the 3rd form
    multi:enablePriority2()
    multi:benchMark(3,multi.Priority_Core,"Core:")
    multi:benchMark(3,multi.Priority_High,"High:")
    multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:")
    multi:benchMark(3,multi.Priority_Normal,"Normal:")
    multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:")
    multi:benchMark(3,multi.Priority_Low,"Low:")
    multi:benchMark(3,multi.Priority_Idle,"Idle:")
  end)
end)
multi:mainloop() -- Notice how the past few examples did not need this, well only actors need to be in a loop! More on this in the wiki.

Output

Note: These numbers will vary drastically depending on your compiler and cpu power
Regular Bench: 2094137 Steps in 3 second(s)!
P1
Below_Normal: 236022 Steps in 3 second(s)!
Normal: 314697 Steps in 3 second(s)!
Above_Normal: 393372 Steps in 3 second(s)!
High: 472047 Steps in 3 second(s)!
Core: 550722 Steps in 3 second(s)!
Low: 157348 Steps in 3 second(s)!
Idle: 78674 Steps in 3 second(s)!
P2
Core: 994664 Steps in 3 second(s)!
High: 248666 Steps in 3 second(s)!
Above_Normal: 62166 Steps in 3 second(s)!
Normal: 15541 Steps in 3 second(s)!
Below_Normal: 3885 Steps in 3 second(s)!
Idle: 242 Steps in 3 second(s)!
Low: 971 Steps in 3 second(s)!

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!

Processes

A process allows you to group the Actor objects within a controlable interface

require("multi")
proc=multi:newProcess() -- takes an optional file as an argument, but for this example we aren't going to use that
-- a process works just like the multi object!
b=0
loop=proc:newTLoop(function(self)
	a=a+1
	proc:Pause() -- pauses the cpu cycler for this processor! Individual objects are not paused, however because they aren't getting cpu time they act as if they were paused
end,.1)
updater=proc:newUpdater(multi.Priority_Idle) -- priority can be used in skip arguments as well to manage priority without enabling it!
updater:OnUpdate(function(self)
	b=b+1
end)
a=0 -- a counter
loop2=proc:newLoop(function(self,dt)
	print("Lets Go!")
	self:hold(3) -- this will keep this object from doing anything! Note: You can only have one hold active at a time! Multiple are possible, but results may not be as they seem see * for how hold works
	-- Within a process using hold will keep it alive until the hold is satisified!
	print("Done being held for 1 second")
	self:hold(function() return a>10 end)
	print("A is now: "..a.." b is also: "..b)
	self:Destroy()
	self.Parent:Pause() -- lets say you don't have the reference to the process!
	os.exit()
end)
-- Notice this is now being created on the multi namespace
event=multi:newEvent(function() return os.clock()>=1 end)
event:OnEvent(function(self)
	proc:Resume()
	self:Destroy()
end)
proc:Start()
multi:mainloop()

Output

Lets Go!
Done being held for 1 second
A is now: 29 b is also: 479

Hold: This method works as follows

function multi:hold(task)
	self:Pause() -- pause the current object
	self.held=true -- set held
	if type(task)=='number' then -- a sleep cmd
		local timer=multi:newTimer()
		timer:Start()
		while timer:Get()<task do -- This while loop is what makes using multiple holds tricky... If the outer while is good before the nested one then the outter one will have to wait! There is a way around this though!
			if love then
				self.Parent:lManager()
			else
				self.Parent:Do_Order()
			end
		end
		self:Resume()
		self.held=false
	elseif type(task)=='function' then
		local env=self.Parent:newEvent(task)
		env:OnEvent(function(envt) envt:Pause() envt.Active=false end)
		while env.Active do
			if love then
				self.Parent:lManager()
			else
				self.Parent:Do_Order()
			end
		end
		env:Destroy()
		self:Resume()
		self.held=false
	else
		print('Error Data Type!!!')
	end
end

Queuer (WIP)

A queuer works just like a process however objects are processed in order that they were created...

require("multi")
queue = multi:newQueuer()
queue:newAlarm(3):OnRing(function()
	print("Ring ring!!!")
end)
queue:newStep(1,10):OnStep(function(self,pos)
	print(pos)
end)
queue:newLoop(function(self,dt)
	if dt==3 then
		self:Break()
		print("Done")
	end
end)
queue:Start()
multi:mainloop()

Expected Output

Note: the queuer still does not work as expected!
Ring ring!!!
1
2
3
4
5
6
7
8
9
10
Done

Actual Output

Done
1
2
3
4
5
6
7
8
9
10
Ring ring!!!

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.

require("multi")
test=multi:newThreadedProcess("main") -- you can thread processors and all Actors see note for a list of actors you can thread!
test2=multi:newThreadedProcess("main2")
count=0
test:newLoop(function(self,dt)
	count=count+1
	thread.sleep(.01)
end)
test2:newLoop(function(self,dt)
	print("Hello!")
	thread.sleep(1) -- sleep for some time
end)
-- threads take a name object then the rest as normal
step=multi:newThreadedTStep("step",1,10)
step:OnStep(function(self,p)
	print("step",p)
	thread.skip(21) -- skip n cycles
end)
step:OnEnd(function()
	print("Killing thread!")
	thread.kill() -- kill the thread
end)
loop=multi:newThreadedLoop("loop",function(self,dt)
	print(dt)
	thread.sleep(1.1)
end)
loop2=multi:newThreadedLoop("loop",function(self,dt)
	print(dt)
	thread.hold(function() return count>=100 end)
	print("Count is "..count)
	os.exit()
end)
alarm=multi:newThreadedAlarm("alarm",1)
alarm:OnRing(function(self)
	print("Ring")
	self:Reset()
end)
multi:mainloop()

Output

Ring
0.992
0.992
Hello!
step 1
step 2
Hello!
Ring
2.092
step 3
Hello!
Ring
Count is 100
Threadable Actors

  • Alarms
  • Events
  • Loop/TLoop
  • Process
  • Step/TStep

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

require("multi")
func=multi:newFunction(function(self,arg1,arg2,...)
	self:Pause()
	return arg1
end)
print(func("Hello"))
print(func("Hello2")) -- returns PAUSED allows for the calling of functions that should only be called once. returns PAUSED instantly if paused
func:Resume()
print(func("Hello3"))

Output

Hello
PAUSED
Hello3

ThreadedUpdater

-- Works the same as a regular updater!
require("multi")
multi:newThreadedUpdater("Test",10000):OnUpdate(function(self)
	print(self.pos)
end)
multi:mainloop()

Output

1
2
...
.inf

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...
They are simple to use, but in most cases you are better off using a connection

require("multi")
-- They work like connections but can only have one event binded to them
trig=multi:newTrigger(function(self,a,b,c,...)
	print(a,b,c,...)
end)
trig:Fire(1,2,3)
trig:Fire(1,2,3,"Hello",true)

Output

1 2 3
1 2 3 Hello true

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.

require("multi")
multi:newTask(function()
	print("Hi!")
end)
multi:newLoop(function(self,dt)
	print("Which came first the task or the loop?")
	self:Break()
end)
multi:newTask(function()
	print("Hello there!")
end)
multi:mainloop()

Output

Hi!
Hello there!
Which came first the task or the loop?

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!

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

require("multi") -- jobs use alarms I am pondering if alarms should be added to the core or if jobs should use timers instead...
-- jobs are built into the core of the library so no need to require them
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()

Output

false 0
true 4
There are 4 jobs in the queue!
A job!

Another job!

Watchers

Watchers allow you to monitor a variable and trigger an event when the variable has changed!

require("multi")
a=0
watcher=multi:newWatcher(_G,"a") -- watch a in the global enviroment
watcher:OnValueChanged(function(self,old,new)
	print(old,new)
end)
tloop=multi:newTLoop(function(self)
	a=a+1
end,1)
multi:mainloop()

Output

0 1
1 2
2 3
...
.inf-1 inf

Timeout management

-- Note: I used a tloop so I could control the output of the program a bit.
require("multi")
a=0
inc=1 -- change to 0 to see it not met at all, 1 if you want to see the first condition not met but the second and 2 if you want to see it meet the condition on the first go.
loop=multi:newTLoop(function(self)
	print("Looping...")
	a=a+inc
	if a==14 then
		self:ResolveTimer("1","2","3") -- ... any number of arguments can be passed to the resolve handler
		-- this will also automatically pause the object that it is binded to
	end
end,.1)
loop:SetTime(1)
loop:OnTimerResolved(function(self,a,b,c) -- the handler will return the self and the passed arguments
	print("We did it!",a,b,c)
end)
loop:OnTimedOut(function(self)
	if not TheSecondTry then
		print("Loop timed out!",self.Type,"Trying again...")
		self:ResetTime(2)
		self:Resume()
		TheSecondTry=true
	else
		print("We just couldn't do it!") -- print if we don't get anything working
	end
end)
multi:mainloop()

Output (Change the value inc as indicated in the comment to see the outcomes!)

Looping...
Looping...
Looping...
Looping...
Looping...
Looping...
Looping...
Looping...
Looping...
Loop timed out! tloop Trying again...
Looping...
Looping...
Looping...
Looping...
Looping...
We did it! 1 2 3

Rambling

5/23/18: When it comes to running code across different systems we run into a problem. It takes time to send objects from one maching to another. In the beginning only local networks will be supported. I may add support to send commands to another network to do computing. Like having your own lus cloud. userdata will never be allowed to run on other machines. It is not possible unless the library you are using allows userdata to be turned into a string and back into an object. With this feature you want to send a command that will take time or needs tons of them done millions+, reason being networks are not that "fast" and only simple objects can be sent. If you mirror your enviroment then you can do some cool things.

The planned structure will be something like this: multi-Single Threaded Multitasking multi-Threads multi-System Threads multi-Network threads

where netThreads can contain systemThreads which can intern contain both Threads and single threaded multitasking

Nothing has been built yet, but the system will work something like this: #host:

sGLOBAL, nGlobal,sThread=require("multi.integration.networkManager").init() -- This will determine if one is using lanes,love2d, or luvit
multi:Host("MainSystem") -- tell the network that this is the main system. Uses broadcast so that nodes know how to find the host!
nThread = multi:newNetworkThread("NetThread_1",function(...)
	-- basic usage
    nGLOBAL["RemoteVaraible"] = true -- will sync data to all nodes and the host
    sGLOBAL["LocalMachineVaraible"] = true -- will sync data to all system threads on the local machine
    return "Hello Network!" -- send "Hello Network" back to the host node
end)
multi:mainloop()

#node

GLOBAL,sThread=require("multi.integration.networkManager").init() -- This will determine if one is using lanes,love2d, or luvit
node = multi:newNode("NodeName","MainSystem") -- Search the network for the host, connect to it and be ready for requests!
-- On the main thread, a simple multi:newNetworkThread thread and also non system threads, you can access global data without an issue. When dealing with system threads is when you have a problem.
node:setLog{
	maxLines = 10000,
    cleanOnInterval = true,
    cleanInterval = "day", -- every day Supports(day, week, month, year)
    noLog = false -- default is false, make true if you do not need a log
}
node:settings{
	maxJobs = 100, -- Job queues will respect this as well as the host when it is figuting out which node is under the least load. Default: 0 or infinite
    sendLoadInterval = 60 -- every 60 seconds update the host of the nodes load
    sendLoad = true -- default is true, tells the server how stressed the system is
}
multi:mainloop()
-- Note: the node will contain a log of all the commands that it gets. A file called "NodeName.log" will contain the info. You can set the limit by lines or file size. Also you can set it to clear the log every interval of time if an error does not exist. All errors are both logged and sent to the host as well. You can have more than one host and more than one node(duh :P).

The goal of the node is to set up a simple and easy way to run commands on a remote machine.

There are 2 main ways you can use this feature. 1. One node per machine with system threads being able to use the full processing power of the machine. 2. Multiple nodes on one machine where each node is acting like its own thread. And of course a mix of the two is indeed possible.

Love2d Sleeping reduces the cpu time making my load detection think the system is under more load, thus preventing it from sleeping... I will look into other means. As of right now it will not eat all of your cpu if threads are active. For now I suggest killing threads that aren't needed anymore. On lanes threads at idle use 0% cpu and it is amazing. A state machine may solve what I need though. One state being idle state that sleeps and only goes into the active state if a job request or data is sent to it... after some time of not being under load it wil switch back into the idle state... We'll see what happens.

Love2d doesn't like to send functions through channels. By defualt it does not support this. I achieve this by dumping the function and loadstring it on the thread. This however is slow. For the System Threaded Job Queue I had to change my original idea of sending functions as jobs. The current way you do it now is register a job functions once and then call that job across the thread through a queue. Each worker thread pops from the queue and returns the job. The Job ID is automatically updated and allows you to keep track of the order that the data comes in. A table with # indexes can be used to originze the data...

In regards to benchmarking. If you see my bench marks and are wondering they are 10x better its because I am using luajit for my tests. I highly recommend using luajit for my library, but lua 5.1 will work just as well, but not as fast.

So while working on the jobQueue:doToAll() method I figured out why love2d's threaded tables were acting up when more than 1 thread was sharing the table. It turns out 1 thread was eating all of the pops from the queue and starved all of the other queues... Ill need to use the same trick I did with GLOBAL to fix the problem... However at the rate I am going threading in love will become way slower. I might use the regualr GLOBAL to manage data internally for threadedtables...

It has been awhile since I had to bring out the Multi Functions... Syncing within threads are a pain! I had no idea what a task it would be to get something as simple as syncing data was going to be... I will probably add a SystemThreadedSyncer in the future because it will make life eaiser for you guys as well. SystemThreadedTables are still not going to work on love2d, but will work fine on lanes... I have a solution and it is being worked on... Depending on when I pust the next update to this library the second half of this ramble won't apply anymore

I have been using this (EventManager --> MultiManager --> now multi) for my own purposes and started making this when I first started learning lua. You are able to see how the code changed and evolved throughout the years. I tried to include all the versions that still existed on my HDD.

I added my old versions to this library... It started out as the EventManager and was kinda crappy but it was the start to this library. It kept getting better and better until it became what it is today. There are some features that nolonger exist in the latest version, but they were remove because they were useless... I added these files to the github so for those interested can see into my mind in a sense and see how I developed the library before I used github.

The first version of the EventManager was function based not object based and benched at about 2000 steps per second... Yeah that was bad... I used loadstring and it was a mess... Take a look and see how it grew throughout the years I think it may intrest some of you guys!