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Remove dependency on marshal and many other async changes

This makes a number of changes:
  * Remove the dependency on marshal by using string.dump and loadstring.
  * Use lua_tolstring rather than having Lua functions pass string lengths to C++.
  * Move lua_api/l_async_events.* to cpp_api/s_async.*, where it belongs.
  * Make AsyncWorkerThread a child of ScriptApiBase, this removes some duplicate functionality.
  * Don't wait for async threads to shut down.  (Is this safe?  Might result in corruption if the thread is writing to a file.)
  * Pop more unused items from the stack
  * Code style fixes
  * Other misc changes
This commit is contained in:
ShadowNinja 2014-04-15 13:41:07 -04:00
parent db4ea4658c
commit 6ab3b4c838
16 changed files with 571 additions and 1262 deletions

View file

@ -9,6 +9,7 @@ set(common_SCRIPT_CPP_API_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/s_nodemeta.cpp
${CMAKE_CURRENT_SOURCE_DIR}/s_player.cpp
${CMAKE_CURRENT_SOURCE_DIR}/s_server.cpp
${CMAKE_CURRENT_SOURCE_DIR}/s_async.cpp
PARENT_SCOPE)
# Used by client only

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@ -0,0 +1,301 @@
/*
Minetest
Copyright (C) 2013 sapier, <sapier AT gmx DOT net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <stdio.h>
#include <stdlib.h>
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
}
#include "s_async.h"
#include "log.h"
#include "filesys.h"
#include "porting.h"
#include "common/c_internal.h"
/******************************************************************************/
AsyncEngine::AsyncEngine() :
m_initDone(false),
m_JobIdCounter(0)
{
}
/******************************************************************************/
AsyncEngine::~AsyncEngine()
{
// Force kill all threads
for (std::vector<AsyncWorkerThread*>::iterator i = m_WorkerThreads.begin();
i != m_WorkerThreads.end(); i++) {
(*i)->Kill();
delete *i;
}
m_JobQueueMutex.Lock();
m_JobQueue.clear();
m_JobQueueMutex.Unlock();
m_WorkerThreads.clear();
}
/******************************************************************************/
bool AsyncEngine::registerFunction(const char* name, lua_CFunction func)
{
if (m_initDone) {
return false;
}
m_FunctionList[name] = func;
return true;
}
/******************************************************************************/
void AsyncEngine::Initialize(unsigned int numEngines)
{
m_initDone = true;
for (unsigned int i = 0; i < numEngines; i++) {
AsyncWorkerThread* toAdd = new AsyncWorkerThread(this, i);
m_WorkerThreads.push_back(toAdd);
toAdd->Start();
}
}
/******************************************************************************/
unsigned int AsyncEngine::doAsyncJob(std::string func, std::string params)
{
m_JobQueueMutex.Lock();
LuaJobInfo toadd;
toadd.JobId = m_JobIdCounter++;
toadd.serializedFunction = func;
toadd.serializedParams = params;
m_JobQueue.push_back(toadd);
m_JobQueueCounter.Post();
m_JobQueueMutex.Unlock();
return toadd.JobId;
}
/******************************************************************************/
LuaJobInfo AsyncEngine::getJob()
{
m_JobQueueCounter.Wait();
m_JobQueueMutex.Lock();
LuaJobInfo retval;
retval.valid = false;
if (m_JobQueue.size() != 0) {
retval = m_JobQueue.front();
retval.valid = true;
m_JobQueue.erase(m_JobQueue.begin());
}
m_JobQueueMutex.Unlock();
return retval;
}
/******************************************************************************/
void AsyncEngine::putJobResult(LuaJobInfo result)
{
m_ResultQueueMutex.Lock();
m_ResultQueue.push_back(result);
m_ResultQueueMutex.Unlock();
}
/******************************************************************************/
void AsyncEngine::Step(lua_State *L, int errorhandler)
{
lua_getglobal(L, "engine");
m_ResultQueueMutex.Lock();
while (!m_ResultQueue.empty()) {
LuaJobInfo jobdone = m_ResultQueue.front();
m_ResultQueue.erase(m_ResultQueue.begin());
lua_getfield(L, -1, "async_event_handler");
if (lua_isnil(L, -1)) {
assert("Async event handler does not exist!" == 0);
}
luaL_checktype(L, -1, LUA_TFUNCTION);
lua_pushinteger(L, jobdone.JobId);
lua_pushlstring(L, jobdone.serializedResult.c_str(),
jobdone.serializedResult.length());
if (lua_pcall(L, 2, 0, errorhandler)) {
script_error(L);
}
}
m_ResultQueueMutex.Unlock();
lua_pop(L, 1); // Pop engine
}
/******************************************************************************/
void AsyncEngine::PushFinishedJobs(lua_State* L) {
// Result Table
m_ResultQueueMutex.Lock();
unsigned int index = 1;
lua_createtable(L, m_ResultQueue.size(), 0);
int top = lua_gettop(L);
while (!m_ResultQueue.empty()) {
LuaJobInfo jobdone = m_ResultQueue.front();
m_ResultQueue.erase(m_ResultQueue.begin());
lua_createtable(L, 0, 2); // Pre-alocate space for two map fields
int top_lvl2 = lua_gettop(L);
lua_pushstring(L, "jobid");
lua_pushnumber(L, jobdone.JobId);
lua_settable(L, top_lvl2);
lua_pushstring(L, "retval");
lua_pushlstring(L, jobdone.serializedResult.data(),
jobdone.serializedResult.size());
lua_settable(L, top_lvl2);
lua_rawseti(L, top, index++);
}
m_ResultQueueMutex.Unlock();
}
/******************************************************************************/
void AsyncEngine::PrepareEnvironment(lua_State* L, int top) {
for (std::map<std::string, lua_CFunction>::iterator it = m_FunctionList.begin();
it != m_FunctionList.end(); it++) {
lua_pushstring(L, it->first.c_str());
lua_pushcfunction(L, it->second);
lua_settable(L, top);
}
}
/******************************************************************************/
AsyncWorkerThread::AsyncWorkerThread(AsyncEngine* jobDispatcher,
unsigned int threadNum) :
ScriptApiBase(),
m_JobDispatcher(jobDispatcher),
m_threadnum(threadNum)
{
lua_State *L = getStack();
luaL_openlibs(L);
// Prepare job lua environment
lua_newtable(L);
lua_setglobal(L, "engine");
lua_getglobal(L, "engine");
int top = lua_gettop(L);
lua_pushstring(L, DIR_DELIM);
lua_setglobal(L, "DIR_DELIM");
lua_pushstring(L,
(porting::path_share + DIR_DELIM + "builtin").c_str());
lua_setglobal(L, "SCRIPTDIR");
m_JobDispatcher->PrepareEnvironment(L, top);
}
/******************************************************************************/
AsyncWorkerThread::~AsyncWorkerThread()
{
assert(IsRunning() == false);
}
/******************************************************************************/
void* AsyncWorkerThread::Thread()
{
ThreadStarted();
// Register thread for error logging
char number[21];
snprintf(number, sizeof(number), "%d", m_threadnum);
log_register_thread(std::string("AsyncWorkerThread_") + number);
porting::setThreadName((std::string("AsyncWorkTh_") + number).c_str());
std::string asyncscript = porting::path_share + DIR_DELIM + "builtin"
+ DIR_DELIM + "async_env.lua";
if (!loadScript(asyncscript)) {
errorstream
<< "AsyncWorkderThread execution of async base environment failed!"
<< std::endl;
abort();
}
lua_State *L = getStack();
// Main loop
while (!StopRequested()) {
// Wait for job
LuaJobInfo toProcess = m_JobDispatcher->getJob();
if (toProcess.valid == false || StopRequested()) {
continue;
}
lua_getglobal(L, "engine");
if (lua_isnil(L, -1)) {
errorstream << "Unable to find engine within async environment!";
abort();
}
lua_getfield(L, -1, "job_processor");
if (lua_isnil(L, -1)) {
errorstream << "Unable to get async job processor!" << std::endl;
abort();
}
luaL_checktype(L, -1, LUA_TFUNCTION);
// Call it
lua_pushlstring(L,
toProcess.serializedFunction.data(),
toProcess.serializedFunction.size());
lua_pushlstring(L,
toProcess.serializedParams.data(),
toProcess.serializedParams.size());
if (lua_pcall(L, 2, 1, m_errorhandler)) {
scriptError();
toProcess.serializedResult = "";
} else {
// Fetch result
size_t length;
const char *retval = lua_tolstring(L, -1, &length);
toProcess.serializedResult = std::string(retval, length);
}
// Pop engine, job_processor, and retval
lua_pop(L, 3);
// Put job result
m_JobDispatcher->putJobResult(toProcess);
}
log_deregister_thread();
return 0;
}

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@ -0,0 +1,171 @@
/*
Minetest
Copyright (C) 2013 sapier, <sapier AT gmx DOT net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef L_ASYNC_EVENTS_H_
#define L_ASYNC_EVENTS_H_
#include <vector>
#include <map>
#include "jthread/jthread.h"
#include "jthread/jmutex.h"
#include "jthread/jsemaphore.h"
#include "debug.h"
#include "lua.h"
#include "cpp_api/s_base.h"
// Forward declarations
class AsyncEngine;
// Declarations
// Data required to queue a job
struct LuaJobInfo {
// Function to be called in async environment
std::string serializedFunction;
// Parameter to be passed to function
std::string serializedParams;
// Result of function call
std::string serializedResult;
// JobID used to identify a job and match it to callback
unsigned int JobId;
bool valid;
};
// Asynchronous working environment
class AsyncWorkerThread : public JThread, public ScriptApiBase {
public:
/**
* default constructor
* @param pointer to job dispatcher
*/
AsyncWorkerThread(AsyncEngine* jobDispatcher, unsigned int threadNum);
virtual ~AsyncWorkerThread();
void* Thread();
private:
AsyncEngine* m_JobDispatcher;
// Thread number. Used for debug output
unsigned int m_threadnum;
};
// Asynchornous thread and job management
class AsyncEngine {
friend class AsyncWorkerThread;
public:
AsyncEngine();
~AsyncEngine();
/**
* Register function to be used within engine
* @param name Function name to be used within Lua environment
* @param func C function to be called
*/
bool registerFunction(const char* name, lua_CFunction func);
/**
* Create async engine tasks and lock function registration
* @param numEngines Number of async threads to be started
*/
void Initialize(unsigned int numEngines);
/**
* queue/run a async job
* @param func Serialized lua function
* @param params Serialized parameters
* @return jobid The job is queued
*/
unsigned int doAsyncJob(std::string func, std::string params);
/**
* Engine step to process finished jobs
* the engine step is one way to pass events back, PushFinishedJobs another
* @param L The Lua stack
* @param errorhandler Stack index of the Lua error handler
*/
void Step(lua_State *L, int errorhandler);
/**
* Push a list of finished jobs onto the stack
* @param L The Lua stack
*/
void PushFinishedJobs(lua_State *L);
protected:
/**
* Get a Job from queue to be processed
* this function blocks until a job is ready
* @return a job to be processed
*/
LuaJobInfo getJob();
/**
* Put a Job result back to result queue
* @param result result of completed job
*/
void putJobResult(LuaJobInfo result);
/**
* Initialize environment with current registred functions
* this function adds all functions registred by registerFunction to the
* passed lua stack
* @param L Lua stack to initialize
* @param top Stack position
*/
void PrepareEnvironment(lua_State* L, int top);
private:
// Stack index of error handler
int m_errorhandler;
// variable locking the engine against further modification
bool m_initDone;
// Internal store for registred functions
std::map<std::string, lua_CFunction> m_FunctionList;
// Internal counter to create job IDs
unsigned int m_JobIdCounter;
// Mutex to protect job queue
JMutex m_JobQueueMutex;
// Job queue
std::vector<LuaJobInfo> m_JobQueue;
// Mutex to protect result queue
JMutex m_ResultQueueMutex;
// Result queue
std::vector<LuaJobInfo> m_ResultQueue;
// List of current worker threads
std::vector<AsyncWorkerThread*> m_WorkerThreads;
// Counter semaphore for job dispatching
JSemaphore m_JobQueueCounter;
};
#endif // L_ASYNC_EVENTS_H_