Files
factorio-scenario-ExpCluster/exp_util/module/async.lua
2024-11-19 22:33:47 +00:00

394 lines
14 KiB
Lua

--[[-- ExpUtil - Async
Provides a method of spreading work across multiple ticks and running functions at a later time
--- Bypass permission groups
-- This is a simple example, you should have some kind of validation to prevent security flaws
local function setAdmin(player, state)
player.admin = state
end
local set_admin_async = Async.register(setAdmin)
set_admin_async(game.players[1], true)
--- Functions stored in storage table
-- Async functions and return values are safe to store in storage
-- However they must be registered during the control stage
local function say_hello(name)
game.print("Hello " .. name)
end
storage.say_hello_async = Async.register(say_hello)
-- The function can be called just like any other function
storage.say_hello_async("John")
-- Run the function this tick rather than the default of next tick
storage.say_hello_async:start_now("Dave")
-- Call the function after 60 ticks
storage.say_hello_async:start_after(60, "Steve")
-- You can cancel any task or function call that hasn't returned
-- You can store this task in storage to cancel at any time, or poll if it returned
local task = storage.say_hello_async:start_after(30, "Kevin")
task:cancel()
--- Creating multi tick tasks (best used with storage data)
-- This allows you to split large tasks across multiple ticks to prevent lag
local my_task = Async.register(function(words)
game.print(table.remove(words))
if #words > 0 then
return Async.status.continue(words)
end
end)
my_task:start_task{ "foo", "bar", "baz" } -- Queues the task
my_task:start_task{ "A", "B", "C" } -- Does nothing, task is already running
my_task:start_soon{ "1", "2", "3" } -- Ignores the already running instance and starts a second one
my_task:start_now{ "X", "Y", "Z" } -- Same as start_soon but will run once this tick then queues the remainder
--- Actions with variable delays
-- on_nth_tick is great for consistent delays, but tasks allow for variable delays
local linear_backoff = Async.register(function(startingDelay, remainingWork)
game.print("Working... " .. remainingWork)
if remainingWork > 0 then
local newDelay = startingDelay + 1
return Async.status.delay(newDelay, newDelay, remainingWork - 1)
end
end)
linear_backoff(1, 10)
--- Getting return values
-- You can capture the return values of an async function using another async function
-- Note that you can not chain calls to return_to only one return capture is allowed
local fill_table_async = Async.register(function(tbl, val, remainingWork)
table.insert(tbl, val)
if remainingWork > 0 then
return Async.status.continue(tbl, val, remainingWork - 1)
else
return Async.status.complete(tbl)
end
end)
local function print_table_size(tbl)
game.print("Table has length of " .. #tbl)
end
local print_table_size_async = Async.register(print_table_size)
fill_table_async({}, "foo", 10):return_to(print_table_size_async)
]]
local ExpUtil = require("modules/exp_util")
local Clustorio = require("modules/clusterio/api")
local Async = {
status = {}, -- Stores the allowed return types from a async function
events = {}, -- Stores all event handlers for this module
_queue_pressure = {}, -- Stores the count of each function in the queue to avoid queue iteration during start_task
_functions = {}, -- Stores a reference to all registered functions
}
--- @class Async.AsyncFunction
--- @field id number The id of this async function
--- @operator call: function
Async._function_prototype = {}
Async._function_metatable = {
__call = nil, -- Async._function_prototype.start_soon,
__index = Async._function_prototype,
__class = "AsyncFunction",
}
--- @class Async.AsyncReturn<F>
--- @field func_id number The id of the async function to be called
--- @field args any[] The arguments to call the function with
--- @field tick number? If present, the function will be called on this game tick
--- @field next_id number? The id of the async function to be called with the return value
--- @field canceled boolean? True if the call has been canceled
--- @field returned any[]? The return values of the function call
Async._return_prototype = {} -- Prototype of the async return type
Async._return_metatable = {
__index = Async._return_prototype,
__class = "AsyncReturn",
}
script.register_metatable("AsyncFunction", Async._function_metatable)
script.register_metatable("AsyncReturn", Async._return_metatable)
--- Storage Variables
local resolve_next --- @type Async.AsyncReturn[] Stores a queue of async functions to be executed on the next tick
local resolve_queue --- @type Async.AsyncReturn[] Stores a queue of async functions to be executed on a later tick
--- Insert an item into the priority queue
--- @param pending Async.AsyncReturn
--- @return Async.AsyncReturn
local function add_to_next_tick(pending)
resolve_next[#resolve_next + 1] = pending
return pending
end
--- Insert an item into the priority queue
--- @param pending Async.AsyncReturn
--- @return Async.AsyncReturn
local function add_to_resolve_queue(pending)
local tick = pending.tick
for index = #resolve_queue, 1, -1 do
if resolve_queue[index].tick >= tick then
resolve_queue[index + 1] = pending
return pending
else
resolve_queue[index + 1] = resolve_queue[index]
end
end
resolve_queue[1] = pending
return pending
end
--- Async Return.
-- Similar to a JS promise, it is returned after starting a task and allows awaiting and cancellation
-- Because it would result inefficient code, it is not possible to chain calls to after
--- Cancel an async function from being called
function Async._return_prototype:cancel()
self.canceled = true
end
--- Assign an async function to be called on completion of this function
--- @param async_func Async.AsyncFunction The function which will be called using start_soon
function Async._return_prototype:return_to(async_func)
self.next_id = async_func.id
if self.returned then
async_func(table.unpack(self.returned))
end
end
--- Async Function.
-- Functions which can be put in storage and used as tasks to be completed over multiple ticks
--- Register a new async function
--- @param func function The function which becomes the async function
--- @return Async.AsyncFunction # The newly registered async function
function Async.register(func)
ExpUtil.assert_not_runtime()
ExpUtil.assert_argument_type(func, "function", 1, "func")
local id = ExpUtil.get_function_name(func)
Async._functions[id] = func
Async._queue_pressure[id] = 0
return setmetatable({ id = id }, Async._function_metatable)
end
--- Run an async function on the next tick, this is the default and can be used to bypass permission groups
--- @param ... any The arguments to call the function with
--- @return Async.AsyncReturn
function Async._function_prototype:start_soon(...)
assert(Async._functions[self.id], "Async function is not registered")
Async._queue_pressure[self.id] = Async._queue_pressure[self.id] + 1
return add_to_next_tick(setmetatable({
func_id = self.id,
args = { ... },
}, Async._return_metatable))
end
--- Run an async function after the given number of ticks
--- @param ticks number The number of ticks to call the function after
--- @param ... any The arguments to call the function with
--- @return Async.AsyncReturn
function Async._function_prototype:start_after(ticks, ...)
ExpUtil.assert_argument_type(ticks, "number", 1, "ticks")
assert(ticks > 0, "Ticks must be a positive number")
assert(Async._functions[self.id], "Async function is not registered")
Async._queue_pressure[self.id] = Async._queue_pressure[self.id] + 1
return add_to_resolve_queue(setmetatable({
func_id = self.id,
args = { ... },
tick = game.tick + ticks,
}, Async._return_metatable))
end
--- Run an async function on the next tick if the function is not already queued, allows singleton task/thread behaviour
--- @param ... any The arguments to call the function with
--- @return Async.AsyncReturn | nil
function Async._function_prototype:start_task(...)
assert(Async._functions[self.id], "Async function is not registered")
if Async._queue_pressure[self.id] > 0 then return end
return self:start_soon(...)
end
--- Run an async function on this tick, then queue it based on its return value
--- @param ... any The arguments to call the function with
--- @return Async.AsyncReturn
function Async._function_prototype:start_now(...)
assert(Async._functions[self.id], "Async function is not registered")
local status, rtn1, rtn2 = Async._functions[self.id](...)
if status == Async.status.continue then
return self:start_soon(table.unpack(rtn1))
elseif status == Async.status.delay then
return self:start_after(rtn1, table.unpack(rtn2))
elseif status == Async.status.complete or status == nil then
return setmetatable({
func_id = self.id,
args = { ... },
returned = rtn1,
}, Async._return_metatable)
else
error("Async function " .. self.id .. " returned an invalid status: " .. table.inspect(status))
end
end
--- Status Returns.
-- Return values used by async functions
local empty_table = setmetatable({}, {
__index = function() error("Field 'Returned' is Immutable") end,
__newindex = function() error("Field 'Returned' is Immutable") end,
})
--- Default status, will raise on_function_complete
-- @param ... The return value of the async call
function Async.status.complete(...)
if ... == nil then
return Async.status.complete, empty_table
end
return Async.status.complete, { ... }
end
--- Will queue the function to be called again on the next tick using the new arguments
-- @param ... The arguments to call the function with
function Async.status.continue(...)
if ... == nil then
return Async.status.continue, empty_table
end
return Async.status.continue, { ... }
end
--- Will queue the function to be called again on a later tick using the new arguments
-- @param ... The arguments to call the function with
function Async.status.delay(ticks, ...)
ExpUtil.assert_argument_type(ticks, "number", 1, "ticks")
assert(ticks > 0, "Ticks must be a positive number")
if ... == nil then
return Async.status.continue, ticks, empty_table
end
return Async.status.delay, ticks, { ... }
end
--- Status Returns.
--- @type Async.AsyncReturn[], Async.AsyncReturn[]
local new_next, new_queue = {}, {} -- File scope to allow for reuse
--- Executes an async function and processes the return value
local function exec(pending, tick)
if pending.cancelled then return end
local status, rtn1, rtn2 = Async._functions[pending.id](table.unpack(pending.args))
if status == Async.status.continue then
resolve_next[#resolve_next + 1] = pending
pending.tick = nil
pending.args = rtn1
elseif status == Async.status.delay then
resolve_queue[#resolve_queue + 1] = pending
pending.tick = tick + rtn1
pending.args = rtn2
elseif status == Async.status.complete or status == nil then
-- The function has finished execution, raise the custom event
Async._queue_pressure[pending.id] = Async._queue_pressure[pending.id] - 1
pending.returned = rtn1
if pending.next_id then
resolve_next[#resolve_next + 1] = setmetatable({
func_id = pending.next_id,
args = rtn1,
}, Async._return_metatable)
end
else
error("Async function " .. pending.id .. " returned an invalid status: " .. table.inspect(status))
end
end
--- Each tick, run all next tick functions, then check if any in the queue need to be executed
local function on_tick()
if resolve_next == nil then return end
local tick = game.tick
-- Swap the references around so it is safe to iterate the arrays
local real_next, real_queue = resolve_next, resolve_queue
resolve_next, resolve_queue = new_next, new_queue
-- Execute all pending async functions
for index = 1, #real_next, 1 do
exec(real_next[index], tick)
real_next[index] = nil
end
for index = #real_queue, 1, -1 do
local pending = real_queue[index]
if pending.tick > tick and not pending.canceled then
break
end
exec(pending, tick)
real_queue[index] = nil
end
-- Swap the references back to normal
resolve_next, resolve_queue = real_next, real_queue
-- Queue any functions that were added during the execution of the others
for index = 1, #new_next, 1 do
resolve_next[index] = new_next[index]
new_next[index] = nil
end
for index = 1, #new_queue, 1 do
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
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 then
Async._queue_pressure[pending.id] = count + 1
else
log("Warning: Pending async function missing after load: " .. pending.id)
pending.canceled = true
end
end
for _, pending in ipairs(resolve_queue) do
local count = Async._queue_pressure[pending.id]
if count then
Async._queue_pressure[pending.id] = count + 1
else
log("Warning: Pending async function missing after load: " .. pending.id)
pending.canceled = true
end
end
end
--- On init and server startup initialise the storage data
function Async.on_init()
if storage.exp_async_next == nil then
storage.exp_async_next = {}
storage.exp_async_queue = {}
end
Async.on_load()
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