Ryan a414def307 Updated to version (1.8.2)
Added more example files
Added SystemThreadedTables
Some bug fixes
2017-06-30 11:04:27 -04:00

177 lines
5.7 KiB
Lua

--[[
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