62 lines
2.0 KiB
Lua
62 lines
2.0 KiB
Lua
package.path = "./?/init.lua;?.lua;lua5.4/share/lua/?/init.lua;lua5.4/share/lua/?.lua;"..package.path
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package.cpath = "lua5.4/lib/lua/?/core.dll;"..package.cpath
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multi, thread = require("multi"):init{print=true}
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GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
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function multi:newSystemThreadedConnection(name,...)
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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 proxy_conn = multi:newConnection(...)
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local name = name or multi.randomString(16)
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local connections = {} -- All triggers sent from main connection. When a connection is triggered on another thread, they speak to the main then send stuff out.
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local funcs = {}
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setmetatable(c,master_conn) -- A different approach will be taken for the non main connection objects
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c.subscribe = multi:newSystemThreadedQueue("Subscribe_"..name):init() -- Incoming subscriptions
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multi:newThread("STC_"..name,function()
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while true do
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thread.yield()
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local item = c.subscribe:pop()
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-- We need to check on broken connections
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-- c:Ping()
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--
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if item ~= nil then
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connections[#connections+1] = item
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multi.ForEach(funcs, function(link) -- Sync new connections
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item:push{c.CONN, link}
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end)
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thread.skip(multi.Priority_Normal) -- Usually a bunch of threads subscribe close to the same time. Process those by ensuring that they come alive around the same time
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-- I'm using these "Constants" since they may change with other releases and this should allow these functions to adjust with them.
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end
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end
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end)
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function c:Ping() -- Threaded Function call, can use thread.*
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--
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end
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function c:Fire(...)
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--
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end
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function c:Sync(link)
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--
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end
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function c:Connect(func)
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local conn_func = func
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proxy_conn(function()
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funcs[#funcs+1] = func -- Used for syncing new connections to this connection later on
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multi.ForEach(c.connections, function(link)
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link:push{CONN, func}
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end)
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end)
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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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multi:mainloop() |