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- /*
- 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.
- */
- #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;
- // 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();
- protected:
- AsyncWorkerThread(AsyncEngine* jobDispatcher, const std::string &name);
- 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 &¶ms,
- 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 = "");
- /**
- * Engine step to process finished jobs
- * @param L The Lua stack
- */
- void step(lua_State *L);
- 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);
- /**
- * 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();
- /**
- * 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:
- // 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;
- // 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;
- };
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