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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
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16 changed files with 571 additions and 1262 deletions
171
src/script/cpp_api/s_async.h
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src/script/cpp_api/s_async.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 L_ASYNC_EVENTS_H_
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#define L_ASYNC_EVENTS_H_
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#include <vector>
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#include <map>
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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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#include "cpp_api/s_base.h"
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// Forward declarations
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class AsyncEngine;
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// Declarations
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// 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 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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bool valid;
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};
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// Asynchronous working environment
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class AsyncWorkerThread : public JThread, public ScriptApiBase {
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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 threadNum);
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virtual ~AsyncWorkerThread();
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void* Thread();
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private:
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AsyncEngine* m_JobDispatcher;
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// Thread number. Used for debug output
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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 class AsyncWorkerThread;
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public:
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AsyncEngine();
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~AsyncEngine();
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/**
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* Register function to be used within engine
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* @param name Function name to be used within Lua environment
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* @param func C function to be called
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*/
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bool registerFunction(const char* name, lua_CFunction func);
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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 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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/**
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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 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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/**
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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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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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// 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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// 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 IDs
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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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// Mutex 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 // L_ASYNC_EVENTS_H_
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