330 lines
9.1 KiB
Lua
330 lines
9.1 KiB
Lua
--[[
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MIT License
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Copyright (c) 2022 Ryan Ward
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sub-license, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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]]
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local multi, thread = require("multi"):init()
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if not (GLOBAL and THREAD) then
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GLOBAL, THREAD = multi.integration.GLOBAL,multi.integration.THREAD
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else
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lanes = require("lanes")
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end
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function multi:newSystemThreadedQueue(name)
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local name = name or multi.randomString(16)
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local c = {}
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c.Name = name
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c.linda = lanes.linda()
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function c:push(v)
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self.linda:send("Q", v)
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end
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function c:pop()
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return ({self.linda:receive(0, "Q")})[2]
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end
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function c:peek()
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return self.linda:get("Q")
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end
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function c:init()
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return self
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end
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GLOBAL[name or "_"] = c
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return c
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end
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function multi:newSystemThreadedTable(name)
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local name = name or multi.randomString(16)
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local c = {}
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c.link = lanes.linda()
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c.Name = name
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-- function c:getIndex()
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-- return c.link:dump()
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-- end
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function c:init()
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return self
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end
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setmetatable(c,{
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__index = function(t,k)
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return c.link:get(k)
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end,
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__newindex = function(t,k,v)
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c.link:set(k, v)
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end
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})
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GLOBAL[name or "_"] = c
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return c
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end
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function multi:newSystemThreadedJobQueue(n)
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local c = {}
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c.cores = n or THREAD.getCores()*2
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c.OnJobCompleted = multi:newConnection()
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local funcs = multi:newSystemThreadedTable():init()
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local queueJob = multi:newSystemThreadedQueue():init()
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local queueReturn = multi:newSystemThreadedQueue():init()
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local doAll = multi:newSystemThreadedQueue():init()
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local ID=1
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local jid = 1
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function c:isEmpty()
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return queueJob:peek()==nil
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end
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function c:doToAll(func)
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for i=1,c.cores do
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doAll:push{ID,func}
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end
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ID = ID + 1
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return self
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end
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function c:registerFunction(name,func)
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funcs[name]=func
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return self
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end
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function c:pushJob(name,...)
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queueJob:push{name,jid,{...}}
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jid = jid + 1
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return jid-1
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end
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local nFunc = 0
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function c:newFunction(name, func, holup) -- This registers with the queue
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if type(name)=="function" then
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holup = func
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func = name
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name = "JQ_Function_"..nFunc
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end
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nFunc = nFunc + 1
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c:registerFunction(name,func)
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return thread:newFunction(function(...)
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local id = c:pushJob(name,...)
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local link
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local rets
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link = c.OnJobCompleted(function(jid,...)
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if id==jid then
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rets = {...}
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end
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end)
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return thread.hold(function()
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if rets then
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return multi.unpack(rets) or multi.NIL
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end
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end)
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end, holup), name
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end
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thread:newThread("JobQueueManager",function()
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while true do
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local job = thread.hold(function()
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return queueReturn:pop()
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end)
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if job then
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local id = table.remove(job,1)
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c.OnJobCompleted:Fire(id,multi.unpack(job))
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end
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end
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end)
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for i=1,c.cores do
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multi:newSystemThread("SystemThreadedJobQueue_"..multi.randomString(4),function(queue)
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local multi, thread = require("multi"):init()
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local idle = os.clock()
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local clock = os.clock
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local ref = 0
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setmetatable(_G,{__index = funcs})
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thread:newThread("JobHandler",function()
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while true do
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local dat = thread.hold(function()
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return queueJob:pop()
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end)
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idle = clock()
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thread:newThread("test",function()
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local name = table.remove(dat, 1)
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local jid = table.remove(dat, 1)
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local args = table.remove(dat, 1)
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queueReturn:push{jid, funcs[name](multi.unpack(args)), queue}
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end)
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end
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end).OnError(print)
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thread:newThread("DoAllHandler",function()
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while true do
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local dat = thread.hold(function()
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return doAll:peek()
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end)
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if dat then
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if dat[1]>ref then
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idle = clock()
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ref = dat[1]
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dat[2]()
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doAll:pop()
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end
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end
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end
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end).OnError(print)
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thread:newThread("IdleHandler",function()
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while true do
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thread.hold(function()
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return clock()-idle>3
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end)
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THREAD.sleep(.01)
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end
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end).OnError(print)
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multi:mainloop()
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end,i).OnError(print)
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end
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return c
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end
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function multi:newSystemThreadedConnection(name)
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local name = name or multi.randomString(16)
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local c = {}
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c.CONN = 0x00
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c.TRIG = 0x01
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c.PING = 0x02
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c.PONG = 0x03
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local function remove(a, b)
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local ai = {}
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local r = {}
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for k,v in pairs(a) do ai[v]=true end
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for k,v in pairs(b) do
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if ai[v]==nil then table.insert(r,a[k]) end
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end
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return r
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end
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c.CID = THREAD_ID
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c.subscribe = multi:newSystemThreadedQueue("SUB_STC_"..self.Name):init()
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c.Name = name
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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.
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-- Locals will only live in the thread that creates the original object
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local ping
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local pong = function(link, links)
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local res = thread.hold(function()
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return link:peek()[1] == c.PONG
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end,{sleep=3})
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if not res then
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for i=1,#links do
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if links[i] == link then
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table.remove(links,i,link)
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break
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end
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end
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else
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link:pop()
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end
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end
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ping = thread:newFunction(function(self)
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ping:Pause()
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multi.ForEach(self.links, function(link) -- Sync new connections
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link:push{self.PING}
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multi:newThread("pong Thread", pong, link, self.links)
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end)
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thread.sleep(3)
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ping:Resume()
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end,false)
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local function fire(...)
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for _, link in pairs(c.links) do
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link:push {c.TRIG, {...}}
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end
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end
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thread:newThread("STC_SUB_MAN"..name,function()
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local item
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local sub_func = function() -- This will keep things held up until there is something to process
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return c.subscribe:pop()
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end
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while true do
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thread.yield()
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-- We need to check on broken connections
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ping(c) -- Should return instantlly and process this in another thread
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item = thread.hold(sub_func)
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if item[1] == c.CONN then
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multi.ForEach(c.links, function(link) -- Sync new connections
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item[2]:push{c.CONN, link}
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end)
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c.links[#c.links+1] = item[2]
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elseif item[1] == c.TRIG then
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fire(multi.unpack(item[2]))
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c.proxy_conn:Fire(multi.unpack(item[2]))
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end
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end
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end)
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--- ^^^ This will only exist in the init thread
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function c:Fire(...)
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local args = {...}
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if self.CID == THREAD_ID then -- Host Call
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for _, link in pairs(self.links) do
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link:push {self.TRIG, args}
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end
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self.proxy_conn:Fire(...)
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else
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self.subscribe:push {self.TRIG, args}
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end
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end
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function c:init()
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local multi, thread = require("multi"):init()
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self.links = {}
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self.proxy_conn = multi:newConnection()
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local mt = getmetatable(self.proxy_conn)
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local tempMT = {}
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for i,v in pairs(mt) do
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tempMT[i] = v
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end
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tempMT.__index = self.proxy_conn
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tempMT.__call = function(t,func) self.proxy_conn(func) end
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setmetatable(self, tempMT)
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if self.CID == THREAD_ID then return self end
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thread:newThread("STC_CONN_MAN"..name,function()
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local item
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local link_self_ref = multi:newSystemThreadedQueue()
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self.subscribe:push{self.CONN, link_self_ref}
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while true do
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item = thread.hold(function()
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return link_self_ref:peek()
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end)
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if item[1] == self.PING then
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link_self_ref:push{self.PONG}
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link_self_ref:pop()
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elseif item[1] == self.CONN then
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if item[2].Name ~= link_self_ref.Name then
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table.insert(self.links, item[2])
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end
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link_self_ref:pop()
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elseif item[1] == self.TRIG then
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self.proxy_conn:Fire(multi.unpack(item[2]))
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link_self_ref:pop()
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else
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-- This shouldn't be the case
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end
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end
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end)
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return self
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end
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GLOBAL[name] = c
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return c
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end |