--[[ MIT License Copyright (c) 2017 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, sublicense, 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. ]] function multi:newSystemThreadedQueue(name) -- in love2d this will spawn a channel on both ends local c={} -- where we will store our object c.name=name -- set the name this is important for the love2d side if love then -- check love if love.thread then -- make sure we can use the threading module function c:init() -- create an init function so we can mimic on bith love2d and lanes self.chan=love.thread.getChannel(self.name) -- create channel by the name self.name function self:push(v) -- push to the channel self.chan:push(v) end function self:pop() -- pop from the channel return self.chan:pop() end GLOBAL[self.name]=self -- send the object to the thread through the global interface return self -- return the object end return c else error("Make sure you required the love.thread module!") -- tell the user if he/she didn't require said module end else c.linda=lanes.linda() -- lanes is a bit eaiser, create the linda on the main thread function c:push(v) -- push to the queue self.linda:send("Q",v) end function c:pop() -- pop the queue return ({self.linda:receive(0,"Q")})[2] end function c:init() -- mimic the feature that love2d requires, so code can be consistent return self end multi.intergration.GLOBAL[name]=c -- send the object to the thread through the global interface end return c end function multi:systemThreadedBenchmark(n,p) n=n or 1 local cores=multi.intergration.THREAD.getCores() local queue=multi:newSystemThreadedQueue("QUEUE") multi.intergration.GLOBAL["__SYSTEMBENCHMARK__"]=n local sThread=multi.intergration.THREAD local GLOBAL=multi.intergration.GLOBAL for i=1,cores do multi:newSystemThread("STHREAD_BENCH",function() require("multi") if multi:getPlatform()=="love2d" then GLOBAL=_G.GLOBAL sThread=_G.sThread end -- we cannot have upvalues... in love2d globals not locals must be used queue=sThread.waitFor("QUEUE"):init() -- always wait for when looking for a variable at the start of the thread! multi:benchMark(sThread.waitFor("__SYSTEMBENCHMARK__")):OnBench(function(self,count) queue:push(count) multi:Stop() end) multi:mainloop() end) end local c={} c.tt=function() end c.p=p function c:OnBench(func) self.tt=func end multi:newThread("THREAD_BENCH",function() thread.sleep(n+.1) GLOBAL["QUEUE"]=nil -- time to clean up local num=0 data=queue:pop() while data do num=num+data data=queue:pop() end if p then print(tostring(p)..num) end c.tt(c,num) end) return c end function multi:newSystemThreadedTable(name) local c={} -- where we will store our object c.name=name -- set the name this is important for the love2d side if love then -- check love if love.thread then -- make sure we can use the threading module function c:init() -- create an init function so we can mimic on bith love2d and lanes self.tab={} self.chan=love.thread.getChannel(self.name) -- create channel by the name self.name function self:waitFor(name) -- pop from the channel repeat self:sync() until self[name] return self[name] end function self:sync() local data=self.chan:pop() while data do if type(data)=="string" then local cmd,tp,name,d=data:match("(%S-) (%S-) (%S-) (.+)") if cmd=="SYNC" then self.tab[name]=resolveType(tp,d) -- this is defined in the loveManager.lua file end else self.tab[name]=data end data=self.chan:pop() end end setmetatable(self,{ __index=function(t,k) self:sync() return self.tab[k] end, __newindex=function(t,k,v) self:sync() self.tab[k]=v if type(v)=="userdata" then self.chan:push(v) else self.chan:push("SYNC "..type(v).." "..k.." "..resolveData(v)) -- this is defined in the loveManager.lua file end end, }) GLOBAL[self.name]=self -- send the object to the thread through the global interface return self -- return the object end return c else error("Make sure you required the love.thread module!") -- tell the user if he/she didn't require said module end else c.linda=lanes.linda() -- lanes is a bit eaiser, create the linda on the main thread function c:waitFor(name) while self[name]==nil do -- Waiting end return self[name] end function c:sync() return -- just so we match the love2d side end function c:init() -- set the metatable setmetatable(self,{ __index=function(t,k) return self.linda:get(k) end, __newindex=function(t,k,v) self.linda:set(k,v) end, }) return self end multi.intergration.GLOBAL[name]=c -- send the object to the thread through the global interface end return c end