Fix code style of async API
parent
6ab3b4c838
commit
f2b93b7bae
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@ -291,7 +291,7 @@ void GUIEngine::run()
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else
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sleep_ms(25);
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m_script->Step();
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m_script->step();
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}
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}
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@ -563,7 +563,8 @@ void GUIEngine::stopSound(s32 handle)
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}
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/******************************************************************************/
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unsigned int GUIEngine::DoAsync(std::string serialized_fct,
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unsigned int GUIEngine::queueAsync(std::string serialized_func,
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std::string serialized_params) {
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return m_script->DoAsync(serialized_fct,serialized_params);
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return m_script->queueAsync(serialized_func, serialized_params);
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}
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@ -167,7 +167,7 @@ public:
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}
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/** pass async callback to scriptengine **/
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unsigned int DoAsync(std::string serialized_fct,std::string serialized_params);
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unsigned int queueAsync(std::string serialized_fct,std::string serialized_params);
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private:
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@ -34,82 +34,102 @@ extern "C" {
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/******************************************************************************/
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AsyncEngine::AsyncEngine() :
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m_initDone(false),
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m_JobIdCounter(0)
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initDone(false),
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jobIdCounter(0)
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{
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}
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/******************************************************************************/
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AsyncEngine::~AsyncEngine()
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{
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// Force kill all threads
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for (std::vector<AsyncWorkerThread*>::iterator i = m_WorkerThreads.begin();
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i != m_WorkerThreads.end(); i++) {
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(*i)->Kill();
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delete *i;
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// Request all threads to stop
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for (std::vector<AsyncWorkerThread *>::iterator it = workerThreads.begin();
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it != workerThreads.end(); it++) {
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(*it)->Stop();
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}
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m_JobQueueMutex.Lock();
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m_JobQueue.clear();
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m_JobQueueMutex.Unlock();
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m_WorkerThreads.clear();
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// Wake up all threads
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for (std::vector<AsyncWorkerThread *>::iterator it = workerThreads.begin();
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it != workerThreads.end(); it++) {
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jobQueueCounter.Post();
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}
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// Wait for threads to finish
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for (std::vector<AsyncWorkerThread *>::iterator it = workerThreads.begin();
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it != workerThreads.end(); it++) {
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(*it)->Wait();
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}
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// Force kill all threads
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for (std::vector<AsyncWorkerThread *>::iterator it = workerThreads.begin();
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it != workerThreads.end(); it++) {
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(*it)->Kill();
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delete *it;
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}
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jobQueueMutex.Lock();
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jobQueue.clear();
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jobQueueMutex.Unlock();
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workerThreads.clear();
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}
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/******************************************************************************/
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bool AsyncEngine::registerFunction(const char* name, lua_CFunction func)
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{
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if (m_initDone) {
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if (initDone) {
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return false;
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}
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m_FunctionList[name] = func;
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functionList[name] = func;
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return true;
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}
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/******************************************************************************/
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void AsyncEngine::Initialize(unsigned int numEngines)
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void AsyncEngine::initialize(unsigned int numEngines)
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{
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m_initDone = true;
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initDone = true;
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for (unsigned int i = 0; i < numEngines; i++) {
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AsyncWorkerThread* toAdd = new AsyncWorkerThread(this, i);
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m_WorkerThreads.push_back(toAdd);
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AsyncWorkerThread *toAdd = new AsyncWorkerThread(this, i);
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workerThreads.push_back(toAdd);
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toAdd->Start();
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}
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}
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/******************************************************************************/
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unsigned int AsyncEngine::doAsyncJob(std::string func, std::string params)
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unsigned int AsyncEngine::queueAsyncJob(std::string func, std::string params)
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{
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m_JobQueueMutex.Lock();
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LuaJobInfo toadd;
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toadd.JobId = m_JobIdCounter++;
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toadd.serializedFunction = func;
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toadd.serializedParams = params;
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jobQueueMutex.Lock();
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LuaJobInfo toAdd;
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toAdd.id = jobIdCounter++;
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toAdd.serializedFunction = func;
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toAdd.serializedParams = params;
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m_JobQueue.push_back(toadd);
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jobQueue.push_back(toAdd);
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m_JobQueueCounter.Post();
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jobQueueCounter.Post();
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m_JobQueueMutex.Unlock();
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jobQueueMutex.Unlock();
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return toadd.JobId;
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return toAdd.id;
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}
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/******************************************************************************/
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LuaJobInfo AsyncEngine::getJob()
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{
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m_JobQueueCounter.Wait();
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m_JobQueueMutex.Lock();
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jobQueueCounter.Wait();
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jobQueueMutex.Lock();
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LuaJobInfo retval;
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retval.valid = false;
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if (m_JobQueue.size() != 0) {
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retval = m_JobQueue.front();
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if (!jobQueue.empty()) {
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retval = jobQueue.front();
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jobQueue.pop_front();
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retval.valid = true;
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m_JobQueue.erase(m_JobQueue.begin());
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}
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m_JobQueueMutex.Unlock();
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jobQueueMutex.Unlock();
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return retval;
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}
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@ -117,19 +137,19 @@ LuaJobInfo AsyncEngine::getJob()
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/******************************************************************************/
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void AsyncEngine::putJobResult(LuaJobInfo result)
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{
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m_ResultQueueMutex.Lock();
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m_ResultQueue.push_back(result);
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m_ResultQueueMutex.Unlock();
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resultQueueMutex.Lock();
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resultQueue.push_back(result);
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resultQueueMutex.Unlock();
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}
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/******************************************************************************/
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void AsyncEngine::Step(lua_State *L, int errorhandler)
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void AsyncEngine::step(lua_State *L, int errorhandler)
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{
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lua_getglobal(L, "engine");
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m_ResultQueueMutex.Lock();
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while (!m_ResultQueue.empty()) {
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LuaJobInfo jobdone = m_ResultQueue.front();
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m_ResultQueue.erase(m_ResultQueue.begin());
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resultQueueMutex.Lock();
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while (!resultQueue.empty()) {
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LuaJobInfo jobDone = resultQueue.front();
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resultQueue.pop_front();
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lua_getfield(L, -1, "async_event_handler");
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@ -139,53 +159,54 @@ void AsyncEngine::Step(lua_State *L, int errorhandler)
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luaL_checktype(L, -1, LUA_TFUNCTION);
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lua_pushinteger(L, jobdone.JobId);
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lua_pushlstring(L, jobdone.serializedResult.c_str(),
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jobdone.serializedResult.length());
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lua_pushinteger(L, jobDone.id);
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lua_pushlstring(L, jobDone.serializedResult.data(),
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jobDone.serializedResult.size());
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if (lua_pcall(L, 2, 0, errorhandler)) {
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script_error(L);
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}
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}
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m_ResultQueueMutex.Unlock();
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resultQueueMutex.Unlock();
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lua_pop(L, 1); // Pop engine
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}
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/******************************************************************************/
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void AsyncEngine::PushFinishedJobs(lua_State* L) {
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void AsyncEngine::pushFinishedJobs(lua_State* L) {
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// Result Table
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m_ResultQueueMutex.Lock();
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resultQueueMutex.Lock();
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unsigned int index = 1;
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lua_createtable(L, m_ResultQueue.size(), 0);
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lua_createtable(L, resultQueue.size(), 0);
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int top = lua_gettop(L);
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while (!m_ResultQueue.empty()) {
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LuaJobInfo jobdone = m_ResultQueue.front();
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m_ResultQueue.erase(m_ResultQueue.begin());
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while (!resultQueue.empty()) {
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LuaJobInfo jobDone = resultQueue.front();
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resultQueue.pop_front();
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lua_createtable(L, 0, 2); // Pre-alocate space for two map fields
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lua_createtable(L, 0, 2); // Pre-allocate space for two map fields
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int top_lvl2 = lua_gettop(L);
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lua_pushstring(L, "jobid");
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lua_pushnumber(L, jobdone.JobId);
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lua_pushnumber(L, jobDone.id);
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lua_settable(L, top_lvl2);
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lua_pushstring(L, "retval");
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lua_pushlstring(L, jobdone.serializedResult.data(),
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jobdone.serializedResult.size());
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lua_pushlstring(L, jobDone.serializedResult.data(),
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jobDone.serializedResult.size());
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lua_settable(L, top_lvl2);
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lua_rawseti(L, top, index++);
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}
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m_ResultQueueMutex.Unlock();
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resultQueueMutex.Unlock();
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}
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/******************************************************************************/
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void AsyncEngine::PrepareEnvironment(lua_State* L, int top) {
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for (std::map<std::string, lua_CFunction>::iterator it = m_FunctionList.begin();
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it != m_FunctionList.end(); it++) {
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void AsyncEngine::prepareEnvironment(lua_State* L, int top)
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{
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for (std::map<std::string, lua_CFunction>::iterator it = functionList.begin();
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it != functionList.end(); it++) {
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lua_pushstring(L, it->first.c_str());
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lua_pushcfunction(L, it->second);
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lua_settable(L, top);
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@ -196,8 +217,8 @@ void AsyncEngine::PrepareEnvironment(lua_State* L, int top) {
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AsyncWorkerThread::AsyncWorkerThread(AsyncEngine* jobDispatcher,
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unsigned int threadNum) :
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ScriptApiBase(),
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m_JobDispatcher(jobDispatcher),
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m_threadnum(threadNum)
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jobDispatcher(jobDispatcher),
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threadnum(threadNum)
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{
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lua_State *L = getStack();
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@ -216,7 +237,7 @@ AsyncWorkerThread::AsyncWorkerThread(AsyncEngine* jobDispatcher,
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(porting::path_share + DIR_DELIM + "builtin").c_str());
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lua_setglobal(L, "SCRIPTDIR");
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m_JobDispatcher->PrepareEnvironment(L, top);
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jobDispatcher->prepareEnvironment(L, top);
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}
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/******************************************************************************/
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@ -232,7 +253,7 @@ void* AsyncWorkerThread::Thread()
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// Register thread for error logging
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char number[21];
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snprintf(number, sizeof(number), "%d", m_threadnum);
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snprintf(number, sizeof(number), "%d", threadnum);
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log_register_thread(std::string("AsyncWorkerThread_") + number);
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porting::setThreadName((std::string("AsyncWorkTh_") + number).c_str());
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@ -251,7 +272,7 @@ void* AsyncWorkerThread::Thread()
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// Main loop
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while (!StopRequested()) {
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// Wait for job
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LuaJobInfo toProcess = m_JobDispatcher->getJob();
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LuaJobInfo toProcess = jobDispatcher->getJob();
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if (toProcess.valid == false || StopRequested()) {
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continue;
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@ -293,7 +314,7 @@ void* AsyncWorkerThread::Thread()
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lua_pop(L, 3);
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// Put job result
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m_JobDispatcher->putJobResult(toProcess);
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jobDispatcher->putJobResult(toProcess);
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}
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log_deregister_thread();
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return 0;
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@ -17,10 +17,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef L_ASYNC_EVENTS_H_
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#define L_ASYNC_EVENTS_H_
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#ifndef CPP_API_ASYNC_EVENTS_HEADER
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#define CPP_API_ASYNC_EVENTS_HEADER
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#include <vector>
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#include <deque>
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#include <map>
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#include "jthread/jthread.h"
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@ -45,7 +46,7 @@ struct LuaJobInfo {
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// Result of function call
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std::string serializedResult;
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// JobID used to identify a job and match it to callback
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unsigned int JobId;
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unsigned int id;
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bool valid;
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};
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@ -61,13 +62,13 @@ public:
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virtual ~AsyncWorkerThread();
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void* Thread();
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void *Thread();
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private:
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AsyncEngine* m_JobDispatcher;
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AsyncEngine *jobDispatcher;
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// Thread number. Used for debug output
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unsigned int m_threadnum;
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unsigned int threadnum;
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};
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@ -89,15 +90,15 @@ public:
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* Create async engine tasks and lock function registration
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* @param numEngines Number of async threads to be started
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*/
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void Initialize(unsigned int numEngines);
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void initialize(unsigned int numEngines);
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/**
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* queue/run a async job
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* Queue an async job
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* @param func Serialized lua function
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* @param params Serialized parameters
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* @return jobid The job is queued
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*/
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unsigned int doAsyncJob(std::string func, std::string params);
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unsigned int queueAsyncJob(std::string func, std::string params);
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/**
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* Engine step to process finished jobs
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@ -105,13 +106,13 @@ public:
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* @param L The Lua stack
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* @param errorhandler Stack index of the Lua error handler
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*/
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void Step(lua_State *L, int errorhandler);
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void step(lua_State *L, int errorhandler);
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/**
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* Push a list of finished jobs onto the stack
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* @param L The Lua stack
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*/
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void PushFinishedJobs(lua_State *L);
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void pushFinishedJobs(lua_State *L);
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protected:
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/**
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@ -134,38 +135,34 @@ protected:
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* @param L Lua stack to initialize
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* @param top Stack position
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*/
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void PrepareEnvironment(lua_State* L, int top);
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void prepareEnvironment(lua_State* L, int top);
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private:
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// Stack index of error handler
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int m_errorhandler;
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// variable locking the engine against further modification
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bool m_initDone;
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// Variable locking the engine against further modification
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bool initDone;
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// Internal store for registred functions
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std::map<std::string, lua_CFunction> m_FunctionList;
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std::map<std::string, lua_CFunction> functionList;
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// Internal counter to create job IDs
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unsigned int m_JobIdCounter;
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unsigned int jobIdCounter;
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// Mutex to protect job queue
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JMutex m_JobQueueMutex;
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JMutex jobQueueMutex;
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// Job queue
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std::vector<LuaJobInfo> m_JobQueue;
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std::deque<LuaJobInfo> jobQueue;
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// Mutex to protect result queue
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JMutex m_ResultQueueMutex;
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JMutex resultQueueMutex;
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// Result queue
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std::vector<LuaJobInfo> m_ResultQueue;
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std::deque<LuaJobInfo> resultQueue;
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// List of current worker threads
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std::vector<AsyncWorkerThread*> m_WorkerThreads;
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std::vector<AsyncWorkerThread*> workerThreads;
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// Counter semaphore for job dispatching
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JSemaphore m_JobQueueCounter;
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JSemaphore jobQueueCounter;
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};
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#endif // L_ASYNC_EVENTS_H_
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#endif // CPP_API_ASYNC_EVENTS_HEADER
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@ -1045,7 +1045,7 @@ int ModApiMainMenu::l_do_async_callback(lua_State *L)
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std::string serialized_func = std::string(serialized_func_raw, func_length);
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std::string serialized_param = std::string(serialized_param_raw, param_length);
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lua_pushinteger(L, engine->DoAsync(serialized_func, serialized_param));
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lua_pushinteger(L, engine->queueAsync(serialized_func, serialized_param));
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return 1;
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}
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@ -30,7 +30,7 @@ extern "C" {
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#include "lualib.h"
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}
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#define MAINMENU_ASYNC_THREADS 4
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#define MAINMENU_NUM_ASYNC_THREADS 4
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MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
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@ -55,14 +55,14 @@ MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
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lua_setglobal(L, "gamedata");
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// Initialize our lua_api modules
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InitializeModApi(L, top);
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initializeModApi(L, top);
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lua_pop(L, 1);
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infostream << "SCRIPTAPI: Initialized main menu modules" << std::endl;
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}
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/******************************************************************************/
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void MainMenuScripting::InitializeModApi(lua_State *L, int top)
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void MainMenuScripting::initializeModApi(lua_State *L, int top)
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{
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// Initialize mod API modules
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ModApiMainMenu::Initialize(L, top);
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@ -72,22 +72,22 @@ void MainMenuScripting::InitializeModApi(lua_State *L, int top)
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LuaSettings::Register(L);
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// Register functions to async environment
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ModApiMainMenu::InitializeAsync(m_AsyncEngine);
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ModApiUtil::InitializeAsync(m_AsyncEngine);
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ModApiMainMenu::InitializeAsync(asyncEngine);
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ModApiUtil::InitializeAsync(asyncEngine);
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// Initialize async environment
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//TODO possibly make number of async threads configurable
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m_AsyncEngine.Initialize(MAINMENU_ASYNC_THREADS);
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asyncEngine.initialize(MAINMENU_NUM_ASYNC_THREADS);
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}
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/******************************************************************************/
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void MainMenuScripting::Step() {
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m_AsyncEngine.Step(getStack(), m_errorhandler);
|
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void MainMenuScripting::step() {
|
||||
asyncEngine.step(getStack(), m_errorhandler);
|
||||
}
|
||||
|
||||
/******************************************************************************/
|
||||
unsigned int MainMenuScripting::DoAsync(std::string serialized_func,
|
||||
unsigned int MainMenuScripting::queueAsync(std::string serialized_func,
|
||||
std::string serialized_param) {
|
||||
return m_AsyncEngine.doAsyncJob(serialized_func, serialized_param);
|
||||
return asyncEngine.queueAsyncJob(serialized_func, serialized_param);
|
||||
}
|
||||
|
||||
|
|
|
@ -36,15 +36,15 @@ public:
|
|||
MainMenuScripting(GUIEngine* guiengine);
|
||||
|
||||
// Global step handler to pass back async events
|
||||
void Step();
|
||||
void step();
|
||||
|
||||
// Pass async events from engine to async threads
|
||||
unsigned int DoAsync(std::string serialized_func,
|
||||
unsigned int queueAsync(std::string serialized_func,
|
||||
std::string serialized_params);
|
||||
private:
|
||||
void InitializeModApi(lua_State *L, int top);
|
||||
void initializeModApi(lua_State *L, int top);
|
||||
|
||||
AsyncEngine m_AsyncEngine;
|
||||
AsyncEngine asyncEngine;
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue