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luanti/src/script/cpp_api/s_async.h
y5nw 660151972f Implement API to cancel async jobs
Co-authored-by: sfan5 <sfan5@live.de>
2025-05-31 21:38:10 +02:00

255 lines
6.1 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 sapier, <sapier AT gmx DOT net>
#pragma once
#include <vector>
#include <deque>
#include <unordered_set>
#include <memory>
#include <lua.h>
#include "threading/semaphore.h"
#include "threading/thread.h"
#include "common/c_packer.h"
#include "cpp_api/s_base.h"
#include "cpp_api/s_security.h"
// Forward declarations
class AsyncEngine;
// Declarations
// Data required to queue a job
struct LuaJobInfo
{
LuaJobInfo() = default;
LuaJobInfo(std::string &&func, std::string &&params, const std::string &mod_origin = "") :
function(func), params(params), mod_origin(mod_origin) {}
LuaJobInfo(std::string &&func, PackedValue *params, const std::string &mod_origin = "") :
function(func), mod_origin(mod_origin) {
params_ext.reset(params);
}
// Function to be called in async environment (from string.dump)
std::string function;
// Parameter to be passed to function (serialized)
std::string params;
// Alternative parameters
std::unique_ptr<PackedValue> params_ext;
// Result of function call (serialized)
std::string result;
// Alternative result
std::unique_ptr<PackedValue> result_ext;
// Name of the mod who invoked this call
std::string mod_origin;
// JobID used to identify a job and match it to callback
u32 id;
};
// Asynchronous working environment
class AsyncWorkerThread : public Thread,
virtual public ScriptApiBase, public ScriptApiSecurity {
friend class AsyncEngine;
public:
virtual ~AsyncWorkerThread();
void *run() override;
protected:
AsyncWorkerThread(AsyncEngine* jobDispatcher, const std::string &name);
bool checkPathInternal(const std::string &abs_path, bool write_required,
bool *write_allowed) override;
private:
AsyncEngine *jobDispatcher = nullptr;
bool isErrored = false;
};
// Asynchornous thread and job management
class AsyncEngine {
friend class AsyncWorkerThread;
typedef void (*StateInitializer)(lua_State *L, int top);
public:
AsyncEngine() = default;
AsyncEngine(Server *server) : server(server) {};
~AsyncEngine();
/**
* Register function to be called on new states
* @param func C function to be called
*/
void registerStateInitializer(StateInitializer func);
/**
* Create async engine tasks and lock function registration
* @param numEngines Number of worker threads, 0 for automatic scaling
*/
void initialize(unsigned int numEngines);
/**
* Queue an async job
* @param func Serialized lua function
* @param params Serialized parameters
* @return jobid The job is queued
*/
u32 queueAsyncJob(std::string &&func, std::string &&params,
const std::string &mod_origin = "");
/**
* Queue an async job
* @param func Serialized lua function
* @param params Serialized parameters (takes ownership!)
* @return ID of queued job
*/
u32 queueAsyncJob(std::string &&func, PackedValue *params,
const std::string &mod_origin = "");
/**
* Try to cancel an async job
* @param id The ID of the job
* @return Whether the job was cancelled
*/
bool cancelAsyncJob(u32 id);
/**
* Engine step to process finished jobs
* @param L The Lua stack
*/
void step(lua_State *L);
/**
* Get the maximum number of threads that can be used by the async environment
*/
unsigned int getThreadingCapacity() const {
return MYMAX(workerThreads.size(), autoscaleMaxWorkers);
}
protected:
/**
* Get a Job from queue to be processed
* this function blocks until a job is ready
* @param job a job to be processed
* @return whether a job was available
*/
bool getJob(LuaJobInfo *job);
/**
* Queue an async job
* @param job The job to queue (takes ownership!)
* @return Id of the queued job
*/
u32 queueAsyncJob(LuaJobInfo &&job);
/**
* Put a Job result back to result queue
* @param result result of completed job
*/
void putJobResult(LuaJobInfo &&result);
/**
* Start an additional worker thread
*/
void addWorkerThread();
/**
* Process finished jobs callbacks
*/
void stepJobResults(lua_State *L);
/**
* Handle automatic scaling of worker threads
*/
void stepAutoscale();
/**
* Print warning message if too many jobs are stuck
*/
void stepStuckWarning();
/**
* 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
* @return false if a mod error ocurred
*/
bool prepareEnvironment(lua_State* L, int top);
private:
template <typename T>
inline void snapshotJobs(T &to)
{
for (const auto &it : jobQueue)
to.emplace(it.id);
}
template <typename T>
inline size_t compareJobs(const T &from)
{
size_t overlap = 0;
for (const auto &it : jobQueue)
overlap += from.count(it.id);
return overlap;
}
// Variable locking the engine against further modification
bool initDone = false;
// Maximum number of worker threads for automatic scaling
// 0 if disabled
unsigned int autoscaleMaxWorkers = 0;
u64 autoscaleTimer = 0;
std::unordered_set<u32> autoscaleSeenJobs;
u64 stuckTimer = 0;
std::unordered_set<u32> stuckSeenJobs;
// Only set for the server async environment (duh)
Server *server = nullptr;
// Internal store for registred state initializers
std::vector<StateInitializer> stateInitializers;
// Internal counter to create job IDs
u32 jobIdCounter = 0;
// Mutex to protect job queue
std::mutex jobQueueMutex;
// Job queue
std::deque<LuaJobInfo> jobQueue;
// Mutex to protect result queue
std::mutex resultQueueMutex;
// Result queue
std::deque<LuaJobInfo> resultQueue;
// List of current worker threads
std::vector<AsyncWorkerThread*> workerThreads;
// Counter semaphore for job dispatching
Semaphore jobQueueCounter;
};
class ScriptApiAsync:
virtual public ScriptApiBase
{
public:
ScriptApiAsync(Server *server): asyncEngine(server) {}
virtual void initAsync() = 0;
void stepAsync();
u32 queueAsync(std::string &&serialized_func,
PackedValue *param, const std::string &mod_origin);
bool cancelAsync(u32 id);
unsigned int getThreadingCapacity() const {
return asyncEngine.getThreadingCapacity();
}
protected:
AsyncEngine asyncEngine;
};