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Improve Async Module
This commit is contained in:
@@ -1,42 +1,55 @@
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--[[-- Util Module - Async
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- Provides a method of spreading work across multiple ticks and running functions at a later time
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@core Async
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@alias Async
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--[[-- ExpUtil - Async
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Provides a method of spreading work across multiple ticks and running functions at a later time
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@usage-- Bypass permission groups
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--- Bypass permission groups
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-- This is a simple example, you should have some kind of validation to prevent security flaws
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local function setAdmin(player, state)
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player.admin = state
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end
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local setAdminAsync = Async.register(setAdmin)
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setAdminAsync(game.players[1], true)
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local set_admin_async = Async.register(setAdmin)
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set_admin_async(game.players[1], true)
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@usage-- Functions stored in storage table
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-- This can be used to create run time configurable callbacks, although this is not recommended
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storage.myCallback = Async.register(function()
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game.print("I got called!")
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end)
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--- Functions stored in storage table
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-- Async functions and return values are safe to store in storage
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-- However they must be registered during the control stage
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local function say_hello(name)
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game.print("Hello " .. name)
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end
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storage.say_hello_async = Async.register(say_hello)
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-- The function can be called just like any other function
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storage.myCallback()
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storage.say_hello_async("John")
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@usage-- Creating singleton tasks (best used with storage data)
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-- Run the function this tick rather than the default of next tick
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storage.say_hello_async:start_now("Dave")
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-- Call the function after 60 ticks
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storage.say_hello_async:start_after(60, "Steve")
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-- You can cancel any task or function call that hasn't returned
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-- You can store this task in storage to cancel at any time, or poll if it returned
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local task = storage.say_hello_async:start_after(30, "Kevin")
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task:cancel()
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--- Creating multi tick tasks (best used with storage data)
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-- This allows you to split large tasks across multiple ticks to prevent lag
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local myTask = Async.register(function(remainingWork)
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game.print("Working... " .. remainingWork)
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if remainingWork > 0 then
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return Async.status.continue(remainingWork - 1)
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local my_task = Async.register(function(words)
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game.print(table.remove(words))
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if #words > 0 then
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return Async.status.continue(words)
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end
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end)
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myTask:start_task(10) -- Queues the task
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myTask:start_task(10) -- Does nothing, task is already running
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myTask:start_now(10) -- Ignores the already running instance and starts a second one
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my_task:start_task{ "foo", "bar", "baz" } -- Queues the task
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my_task:start_task{ "A", "B", "C" } -- Does nothing, task is already running
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my_task:start_soon{ "1", "2", "3" } -- Ignores the already running instance and starts a second one
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my_task:start_now{ "X", "Y", "Z" } -- Same as start_soon but will run once this tick then queues the remainder
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@usage-- Actions with variable delays
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--- Actions with variable delays
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-- on_nth_tick is great for consistent delays, but tasks allow for variable delays
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local linearBackoff = Async.register(function(startingDelay, remainingWork)
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local linear_backoff = Async.register(function(startingDelay, remainingWork)
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game.print("Working... " .. remainingWork)
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if remainingWork > 0 then
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local newDelay = startingDelay + 1
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@@ -44,11 +57,12 @@ local linearBackoff = Async.register(function(startingDelay, remainingWork)
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end
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end)
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linearBackoff(1, 10)
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linear_backoff(1, 10)
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@usage-- Getting return values
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-- you can capture the return values of an async function using the event
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local fillTableAsync = Async.register(function(tbl, val, remainingWork)
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--- Getting return values
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-- You can capture the return values of an async function using another async function
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-- Note that you can not chain calls to return_to only one return capture is allowed
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local fill_table_async = Async.register(function(tbl, val, remainingWork)
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table.insert(tbl, val)
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if remainingWork > 0 then
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return Async.status.continue(tbl, val, remainingWork - 1)
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@@ -57,67 +71,108 @@ local fillTableAsync = Async.register(function(tbl, val, remainingWork)
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end
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end)
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local function on_function_complete(event)
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if event.async_id ~= fillTableAsync.id then return end
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local filledTable = table.unpack(event.return_values)
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game.print("Table has length of " .. #filledTable)
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local function print_table_size(tbl)
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game.print("Table has length of " .. #tbl)
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end
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fillTableAsync({}, "foo", 10) -- Puts 10 lots of foo into the table
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local print_table_size_async = Async.register(print_table_size)
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fill_table_async({}, "foo", 10):return_to(print_table_size_async)
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]]
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local ExpUtil = require("modules/exp_util")
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local Clustorio = require("modules/clusterio/api")
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local ExpUtil = require("modules/exp_util/common")
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local Async = {
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status = {}, -- Stores the allowed return types from a async function
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events = {}, -- Stores all event handlers for this module
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_prototype = {}, -- Prototype of the async function type
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_queue_pressure = {}, -- Stores the count of each function in the queue to avoid queue iteration during start_task
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_functions = {}, -- Stores a reference to all registered functions
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--- Raised when any async function has finished execution
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-- @event on_function_complete
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-- @tparam AsyncFunction async_id The function which finished execution, comparable to the return of register
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-- @tparam table return_values An array representing the values returned by the completed function
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on_function_complete = script.generate_event_name(),
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}
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Async._metatable = {
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__call = function(self, ...) Async._prototype.start_soon(self, ...) end,
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__index = Async._prototype,
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--- @class Async.AsyncFunction
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--- @field id number The id of this async function
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--- @operator call: function
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Async._function_prototype = {}
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Async._function_metatable = {
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__call = nil, -- Async._function_prototype.start_soon,
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__index = Async._function_prototype,
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__class = "AsyncFunction",
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}
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script.register_metatable("AsyncFunction", Async._metatable)
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--- @class Async.AsyncReturn<F>
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--- @field func_id number The id of the async function to be called
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--- @field args any[] The arguments to call the function with
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--- @field tick number? If present, the function will be called on this game tick
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--- @field next_id number? The id of the async function to be called with the return value
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--- @field canceled boolean? True if the call has been canceled
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--- @field returned any[]? The return values of the function call
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Async._return_prototype = {} -- Prototype of the async return type
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--- Globals
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local async_next -- Stores a queue of async functions to be executed on the next tick
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local async_queue -- Stores a queue of async functions to be executed on a later tick
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local on_tick_mutex = false -- It is not safe to modify the globals while this value is true
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Async._return_metatable = {
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__index = Async._return_prototype,
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__class = "AsyncReturn",
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}
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script.register_metatable("AsyncFunction", Async._function_metatable)
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script.register_metatable("AsyncReturn", Async._return_metatable)
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--- Storage Variables
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local resolve_next --- @type Async.AsyncReturn[] Stores a queue of async functions to be executed on the next tick
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local resolve_queue --- @type Async.AsyncReturn[] Stores a queue of async functions to be executed on a later tick
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--- Insert an item into the priority queue
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local function add_to_queue(pending)
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--- @param pending Async.AsyncReturn
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--- @return Async.AsyncReturn
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local function add_to_next_tick(pending)
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resolve_next[#resolve_next + 1] = pending
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return pending
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end
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--- Insert an item into the priority queue
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--- @param pending Async.AsyncReturn
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--- @return Async.AsyncReturn
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local function add_to_resolve_queue(pending)
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local tick = pending.tick
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for index = #async_queue, 1, -1 do
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if async_queue[index].tick >= tick then
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async_queue[index + 1] = pending
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return
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for index = #resolve_queue, 1, -1 do
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if resolve_queue[index].tick >= tick then
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resolve_queue[index + 1] = pending
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return pending
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else
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async_queue[index + 1] = async_queue[index]
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resolve_queue[index + 1] = resolve_queue[index]
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end
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end
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async_queue[1] = pending
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resolve_queue[1] = pending
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return pending
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end
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--- Static Methods.
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-- Static methods of the class
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-- @section async-static
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--- Async Return.
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-- Similar to a JS promise, it is returned after starting a task and allows awaiting and cancellation
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-- Because it would result inefficient code, it is not possible to chain calls to after
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--- Cancel an async function from being called
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function Async._return_prototype:cancel()
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self.canceled = true
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end
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--- Assign an async function to be called on completion of this function
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--- @param async_func Async.AsyncFunction The function which will be called using start_soon
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function Async._return_prototype:return_to(async_func)
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self.next_id = async_func.id
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if self.returned then
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async_func(table.unpack(self.returned))
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end
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end
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--- Async Function.
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-- Functions which can be put in storage and used as tasks to be completed over multiple ticks
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--- Register a new async function
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-- @tparam function func The function which becomes the async function
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-- @treturn AsyncFunction The newly registered async function
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--- @param func function The function which becomes the async function
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--- @return Async.AsyncFunction # The newly registered async function
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function Async.register(func)
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ExpUtil.assert_not_runtime()
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ExpUtil.assert_argument_type(func, "function", 1, "func")
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@@ -126,69 +181,62 @@ function Async.register(func)
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Async._functions[id] = func
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Async._queue_pressure[id] = 0
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return setmetatable({ id = id }, Async._metatable)
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return setmetatable({ id = id }, Async._function_metatable)
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end
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--- Prototype Methods.
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-- Prototype methods of the class instances
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-- @section async-prototype
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--- Run an async function on the next tick, this is the default and can be used to bypass permission groups
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-- @param ... The arguments to call the function with
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function Async._prototype:start_soon(...)
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assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
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--- @param ... any The arguments to call the function with
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--- @return Async.AsyncReturn
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function Async._function_prototype:start_soon(...)
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assert(Async._functions[self.id], "Async function is not registered")
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Async._queue_pressure[self.id] = Async._queue_pressure[self.id] + 1
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async_next[#async_next + 1] = {
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id = self.id,
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return add_to_next_tick(setmetatable({
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func_id = self.id,
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args = { ... },
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}
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}, Async._return_metatable))
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end
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--- Run an async function after the given number of ticks
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-- @tparam number ticks The number of ticks to call the function after
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-- @param ... The arguments to call the function with
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function Async._prototype:start_after(ticks, ...)
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--- @param ticks number The number of ticks to call the function after
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--- @param ... any The arguments to call the function with
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--- @return Async.AsyncReturn
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function Async._function_prototype:start_after(ticks, ...)
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ExpUtil.assert_argument_type(ticks, "number", 1, "ticks")
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assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
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assert(ticks > 0, "Ticks must be a positive number")
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assert(Async._functions[self.id], "Async function is not registered")
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Async._queue_pressure[self.id] = Async._queue_pressure[self.id] + 1
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add_to_queue{
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id = self.id,
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return add_to_resolve_queue(setmetatable({
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func_id = self.id,
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args = { ... },
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tick = game.tick + ticks,
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}
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}, Async._return_metatable))
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end
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--- Run an async function on the next tick if the function is not already queued, allows singleton task/thread behaviour
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-- @param ... The arguments to call the function with
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function Async._prototype:start_task(...)
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assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
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--- @param ... any The arguments to call the function with
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--- @return Async.AsyncReturn | nil
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function Async._function_prototype:start_task(...)
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assert(Async._functions[self.id], "Async function is not registered")
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if Async._queue_pressure[self.id] > 0 then return end
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self:start_soon(...)
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return self:start_soon(...)
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end
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--- Run an async function on this tick, then queue it based on its return value
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-- @param ... The arguments to call the function with
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function Async._prototype:start_now(...)
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assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
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--- @param ... any The arguments to call the function with
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--- @return Async.AsyncReturn
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function Async._function_prototype:start_now(...)
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assert(Async._functions[self.id], "Async function is not registered")
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local status, rtn1, rtn2 = Async._functions[self.id](...)
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if status == Async.status.continue then
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self:start_soon(table.unpack(rtn1))
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return self:start_soon(table.unpack(rtn1))
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elseif status == Async.status.delay then
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self:start_after(rtn1, table.unpack(rtn2))
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return self:start_after(rtn1, table.unpack(rtn2))
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elseif status == Async.status.complete or status == nil then
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-- The function has finished execution, raise the custom event
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script.raise_event(Async.on_function_complete, {
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event = Async.on_function_complete,
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tick = game.tick,
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async_id = self.id,
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return setmetatable({
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func_id = self.id,
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args = { ... },
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returned = rtn1,
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})
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}, Async._return_metatable)
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else
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error("Async function " .. self.id .. " returned an invalid status: " .. table.inspect(status))
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end
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@@ -196,11 +244,11 @@ end
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--- Status Returns.
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-- Return values used by async functions
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-- @section async-status
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local empty_table = setmetatable({}, {
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__index = function() error("Field 'Returned' is Immutable") end,
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}) -- File scope to allow for reuse
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__newindex = function() error("Field 'Returned' is Immutable") end,
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})
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--- Default status, will raise on_function_complete
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-- @param ... The return value of the async call
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@@ -224,97 +272,113 @@ end
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-- @param ... The arguments to call the function with
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function Async.status.delay(ticks, ...)
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ExpUtil.assert_argument_type(ticks, "number", 1, "ticks")
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assert(ticks > 0, "Ticks must be a positive number")
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if ... == nil then
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return Async.status.continue, ticks, empty_table
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end
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return Async.status.delay, ticks, { ... }
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end
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--- Status Returns.
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--- @type Async.AsyncReturn[], Async.AsyncReturn[]
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local new_next, new_queue = {}, {} -- File scope to allow for reuse
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--- Executes an async function and processes the return value
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local function exec(pending, tick, new_next, new_queue)
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local function exec(pending, tick)
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if pending.cancelled then return end
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local status, rtn1, rtn2 = Async._functions[pending.id](table.unpack(pending.args))
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if status == Async.status.continue then
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new_next[#new_next + 1] = pending
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resolve_next[#resolve_next + 1] = pending
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pending.tick = nil
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pending.args = rtn1
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elseif status == Async.status.delay then
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new_queue[#new_queue + 1] = pending
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resolve_queue[#resolve_queue + 1] = pending
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pending.tick = tick + rtn1
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pending.args = rtn2
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elseif status == Async.status.complete or status == nil then
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-- The function has finished execution, raise the custom event
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Async._queue_pressure[pending.id] = Async._queue_pressure[pending.id] - 1
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script.raise_event(Async.on_function_complete, {
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event = Async.on_function_complete,
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tick = tick,
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async_id = pending.id,
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returned = rtn1,
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})
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pending.returned = rtn1
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if pending.next_id then
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resolve_next[#resolve_next + 1] = setmetatable({
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func_id = pending.next_id,
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args = rtn1,
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}, Async._return_metatable)
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end
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else
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error("Async function " .. pending.id .. " returned an invalid status: " .. table.inspect(status))
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end
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end
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local new_next, new_queue = {}, {} -- File scope to allow for reuse
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--- Each tick, run all next tick functions, then check if any in the queue need to be executed
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local function on_tick()
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if async_next == nil then return end
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if resolve_next == nil then return end
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local tick = game.tick
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-- Execute all pending functions
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for index = 1, #async_next, 1 do
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exec(async_next[index], tick, new_next, new_queue)
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async_next[index] = nil
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-- Swap the references around so it is safe to iterate the arrays
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local real_next, real_queue = resolve_next, resolve_queue
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resolve_next, resolve_queue = new_next, new_queue
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-- Execute all pending async functions
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for index = 1, #real_next, 1 do
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exec(real_next[index], tick)
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real_next[index] = nil
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end
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for index = #async_queue, 1, -1 do
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local pending = async_queue[index]
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if pending.tick > tick then
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for index = #real_queue, 1, -1 do
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local pending = real_queue[index]
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if pending.tick > tick and not pending.canceled then
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break
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end
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exec(pending, tick, new_next, new_queue)
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async_queue[index] = nil
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exec(pending, tick)
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real_queue[index] = nil
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end
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-- Queue any functions that did not complete
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-- Swap the references back to normal
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resolve_next, resolve_queue = real_next, real_queue
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-- Queue any functions that were added during the execution of the others
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for index = 1, #new_next, 1 do
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async_next[index] = new_next[index]
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resolve_next[index] = new_next[index]
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new_next[index] = nil
|
||||
end
|
||||
|
||||
for index = 1, #new_queue, 1 do
|
||||
add_to_queue(new_next[index])
|
||||
new_next[index] = nil
|
||||
add_to_resolve_queue(new_queue[index])
|
||||
new_queue[index] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- On load, check the queue status and update the pressure values
|
||||
function Async.on_load()
|
||||
if storage.exp_async_next == nil then return end
|
||||
async_next = storage.exp_async_next
|
||||
async_queue = storage.exp_async_queue
|
||||
for _, pending in ipairs(async_next) do
|
||||
resolve_next = storage.exp_async_next
|
||||
resolve_queue = storage.exp_async_queue
|
||||
|
||||
-- Rebuild the queue pressure table
|
||||
for _, pending in ipairs(resolve_next) do
|
||||
local count = Async._queue_pressure[pending.id]
|
||||
if count == nil then
|
||||
if count then
|
||||
Async._queue_pressure[pending.id] = count + 1
|
||||
else
|
||||
log("Warning: Pending async function missing after load: " .. pending.id)
|
||||
Async._functions[pending.id] = function() end -- NOP
|
||||
count = 0
|
||||
pending.canceled = true
|
||||
end
|
||||
Async._queue_pressure[pending.id] = count + 1
|
||||
end
|
||||
|
||||
for _, pending in ipairs(async_queue) do
|
||||
for _, pending in ipairs(resolve_queue) do
|
||||
local count = Async._queue_pressure[pending.id]
|
||||
if count == nil then
|
||||
if count then
|
||||
Async._queue_pressure[pending.id] = count + 1
|
||||
else
|
||||
log("Warning: Pending async function missing after load: " .. pending.id)
|
||||
Async._functions[pending.id] = function() end -- NOP
|
||||
count = 0
|
||||
pending.canceled = true
|
||||
end
|
||||
Async._queue_pressure[pending.id] = count + 1
|
||||
end
|
||||
end
|
||||
|
||||
--- On server startup initialise the storage data
|
||||
--- On init and server startup initialise the storage data
|
||||
function Async.on_init()
|
||||
if storage.exp_async_next == nil then
|
||||
storage.exp_async_next = {}
|
||||
@@ -325,4 +389,5 @@ end
|
||||
|
||||
Async.events[defines.events.on_tick] = on_tick
|
||||
Async.events[Clustorio.events.on_server_startup] = Async.on_init
|
||||
Async._function_metatable.__call = Async._function_prototype.start_soon
|
||||
return Async
|
||||
|
||||
@@ -122,8 +122,9 @@ end
|
||||
--- @param level number? The level of the stack to get the file of, a value of 1 is the caller of this function
|
||||
--- @return string # The relative filepath of the given stack frame
|
||||
function Common.safe_file_path(level)
|
||||
level = level or 1
|
||||
return getinfo(level + 1, "S").short_src:sub(10, -5)
|
||||
local debug_info = getinfo((level or 1) + 1, "Sn")
|
||||
local safe_source = debug_info.source:find("__level__")
|
||||
return safe_source == 1 and debug_info.short_src:sub(10, -5) or debug_info.source
|
||||
end
|
||||
|
||||
--- Returns the name of your module, this assumes your module is stored within /modules (which it is for clustorio)
|
||||
@@ -141,7 +142,7 @@ end
|
||||
|
||||
--- Returns the name of a function in a safe and consistent format
|
||||
--- @param func number | function The level of the stack to get the name of, a value of 1 is the caller of this function
|
||||
--- @param raw boolean When true there will not be any < > around the name
|
||||
--- @param raw boolean? When true there will not be any < > around the name
|
||||
--- @return string # The name of the function at the given stack frame or provided as an argument
|
||||
function Common.get_function_name(func, raw)
|
||||
local debug_info = getinfo(func, "Sn")
|
||||
|
||||
Reference in New Issue
Block a user