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Fix modstore/favourites hang by adding asynchronous lua job support
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27 changed files with 2271 additions and 559 deletions
228
src/script/lua_api/l_async_events.h
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228
src/script/lua_api/l_async_events.h
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/*
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Minetest
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Copyright (C) 2013 sapier, <sapier AT gmx DOT net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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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 C_ASYNC_EVENTS_H_
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#define C_ASYNC_EVENTS_H_
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#include <vector>
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#include <map>
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#include <unistd.h>
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/******************************************************************************/
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/* Includes */
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/******************************************************************************/
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#include "jthread/jthread.h"
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#include "jthread/jmutex.h"
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#include "jthread/jsemaphore.h"
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#include "debug.h"
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#include "lua.h"
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/******************************************************************************/
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/* Typedefs and macros */
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/******************************************************************************/
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#define MAINMENU_NUMBER_OF_ASYNC_THREADS 4
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/******************************************************************************/
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/* forward declarations */
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/******************************************************************************/
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class AsyncEngine;
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/******************************************************************************/
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/* declarations */
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/******************************************************************************/
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/** a struct to encapsulate data required to queue a job **/
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struct LuaJobInfo {
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/** function to be called in async environment **/
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std::string serializedFunction;
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/** parameter table to be passed to function **/
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std::string serializedParams;
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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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};
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/** class encapsulating a asynchronous working environment **/
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class AsyncWorkerThread : public JThread {
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public:
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/**
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* default constructor
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* @param pointer to job dispatcher
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*/
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AsyncWorkerThread(AsyncEngine* jobdispatcher, unsigned int threadnumber);
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/**
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* default destructor
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*/
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virtual ~AsyncWorkerThread();
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/**
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* thread function
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*/
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void* Thread() {
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ThreadStarted();
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return worker_thread_wrapper(this);
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}
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/**
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* wait for thread to stop
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*/
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void Wait() {
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while(IsRunning()) {
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sleep(1);
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}
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}
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private:
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/**
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* helper function to run a lua script
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* @param path of script
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*/
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bool runScript(std::string script);
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/**
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* main function of thread
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*/
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void* worker_thread_main();
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/**
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* static wrapper for thread creation
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* @param this pointer to the thread to be created
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*/
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static void* worker_thread_wrapper(void* thread);
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/**
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* pointer to job dispatcher
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*/
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AsyncEngine* m_JobDispatcher;
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/**
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* the lua stack to run at
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*/
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lua_State* m_LuaStack;
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/**
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* lua internal stack number of error handler
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*/
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int m_luaerrorhandler;
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/**
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* thread number used for debug output
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*/
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unsigned int m_threadnum;
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};
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/** asynchornous thread and job management **/
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class AsyncEngine {
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friend AsyncWorkerThread;
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public:
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/**
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* default constructor
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*/
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AsyncEngine();
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/**
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* default destructor
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*/
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~AsyncEngine();
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/**
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* register function to be used within engines
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* @param name function name to be used within lua environment
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* @param fct c-function to be called
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*/
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bool registerFunction(const char* name, lua_CFunction fct);
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/**
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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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/**
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* queue/run a async job
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* @param fct 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 fct, std::string params);
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/**
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* engine step to process finished jobs
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* the engine step is one way to pass events back, PushFinishedJobs another
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* @param L the lua environment to do the step in
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*/
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void Step(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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* Get a Job from queue to be processed
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* this function blocks until a job is ready
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* @return a job to be processed
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*/
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LuaJobInfo getJob();
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/**
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* put a Job result back to result queue
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* @param result result of completed job
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*/
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void putJobResult(LuaJobInfo result);
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/**
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* initialize environment with current registred functions
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* this function adds all functions registred by registerFunction to the
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* passed lua stack
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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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private:
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/** variable locking the engine against further modification **/
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bool m_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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/** internal counter to create job id's **/
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unsigned int m_JobIdCounter;
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/** mutex to protect job queue **/
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JMutex m_JobQueueMutex;
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/** job queue **/
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std::vector<LuaJobInfo> m_JobQueue;
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/** mutext to protect result queue **/
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JMutex m_ResultQueueMutex;
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/** result queue **/
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std::vector<LuaJobInfo> m_ResultQueue;
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/** list of current worker threads **/
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std::vector<AsyncWorkerThread*> m_WorkerThreads;
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/** counter semaphore for job dispatching **/
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JSemaphore m_JobQueueCounter;
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};
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#endif /* C_ASYNC_EVENTS_H_ */
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