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1c1c97cbd1
* Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes
157 lines
3.9 KiB
C++
157 lines
3.9 KiB
C++
/*
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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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#pragma once
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#include <vector>
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#include <deque>
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#include <map>
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#include "threading/semaphore.h"
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#include "threading/thread.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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{
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LuaJobInfo() = default;
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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 id = 0;
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bool valid = false;
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};
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// Asynchronous working environment
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class AsyncWorkerThread : public Thread, public ScriptApiBase {
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public:
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AsyncWorkerThread(AsyncEngine* jobDispatcher, const std::string &name);
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virtual ~AsyncWorkerThread();
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void *run();
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private:
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AsyncEngine *jobDispatcher = nullptr;
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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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typedef void (*StateInitializer)(lua_State *L, int top);
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public:
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AsyncEngine() = default;
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~AsyncEngine();
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/**
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* Register function to be called on new states
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* @param func C function to be called
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*/
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void registerStateInitializer(StateInitializer 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 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 queueAsyncJob(const std::string &func, const std::string ¶ms);
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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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*/
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void step(lua_State *L);
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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(const 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 initDone = false;
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// Internal store for registred state initializers
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std::vector<StateInitializer> stateInitializers;
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// Internal counter to create job IDs
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unsigned int jobIdCounter = 0;
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// Mutex to protect job queue
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std::mutex jobQueueMutex;
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// Job queue
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std::deque<LuaJobInfo> jobQueue;
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// Mutex to protect result queue
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std::mutex resultQueueMutex;
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// Result queue
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std::deque<LuaJobInfo> resultQueue;
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// List of current worker threads
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std::vector<AsyncWorkerThread*> workerThreads;
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// Counter semaphore for job dispatching
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Semaphore jobQueueCounter;
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};
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