util/async.lua
author Matthew Wild <mwild1@gmail.com>
Tue, 13 Aug 2013 23:38:50 +0100
changeset 5797 a493b79cfad0
parent 5796 0b66cb959161
child 7362 a5a080c12c96
permissions -rw-r--r--
util.async: Make guarder() local
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local log = require "util.logger".init("util.async");
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local function runner_continue(thread)
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	-- ASSUMPTION: runner is in 'waiting' state (but we don't have the runner to know for sure)
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	if coroutine.status(thread) ~= "suspended" then -- This should suffice
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		return false;
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	end
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	local ok, state, runner = coroutine.resume(thread);
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	if not ok then
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		local level = 0;
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		while debug.getinfo(thread, level, "") do level = level + 1; end
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		ok, runner = debug.getlocal(thread, level-1, 1);
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		local error_handler = runner.watchers.error;
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		if error_handler then error_handler(runner, debug.traceback(thread, state)); end
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	elseif state == "ready" then
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		-- If state is 'ready', it is our responsibility to update runner.state from 'waiting'.
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		-- We also have to :run(), because the queue might have further items that will not be
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		-- processed otherwise. FIXME: It's probably best to do this in a nexttick (0 timer).
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		runner.state = "ready";
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		runner:run();
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	end
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	return true;
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end
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local function waiter(num)
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	local thread = coroutine.running();
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	if not thread then
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		error("Not running in an async context, see http://prosody.im/doc/developers/async");
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	end
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	num = num or 1;
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	local waiting;
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	return function ()
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		if num == 0 then return; end -- already done
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		waiting = true;
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		coroutine.yield("wait");
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	end, function ()
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		num = num - 1;
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		if num == 0 and waiting then
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			runner_continue(thread);
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		elseif num < 0 then
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			error("done() called too many times");
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		end
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	end;
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end
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local function guarder()
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	local guards = {};
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	return function (id, func)
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		local thread = coroutine.running();
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		if not thread then
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			error("Not running in an async context, see http://prosody.im/doc/developers/async");
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		end
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		local guard = guards[id];
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		if not guard then
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			guard = {};
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			guards[id] = guard;
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			log("debug", "New guard!");
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		else
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			table.insert(guard, thread);
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			log("debug", "Guarded. %d threads waiting.", #guard)
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			coroutine.yield("wait");
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		end
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		local function exit()
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			local next_waiting = table.remove(guard, 1);
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			if next_waiting then
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				log("debug", "guard: Executing next waiting thread (%d left)", #guard)
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				runner_continue(next_waiting);
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			else
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				log("debug", "Guard off duty.")
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				guards[id] = nil;
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			end
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		end
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		if func then
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			func();
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			exit();
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			return;
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		end
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		return exit;
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	end;
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end
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local runner_mt = {};
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runner_mt.__index = runner_mt;
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local function runner_create_thread(func, self)
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	local thread = coroutine.create(function (self)
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		while true do
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			func(coroutine.yield("ready", self));
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		end
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	end);
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	assert(coroutine.resume(thread, self)); -- Start it up, it will return instantly to wait for the first input
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	return thread;
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end
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local empty_watchers = {};
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local function runner(func, watchers, data)
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	return setmetatable({ func = func, thread = false, state = "ready", notified_state = "ready",
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		queue = {}, watchers = watchers or empty_watchers, data = data }
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	, runner_mt);
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end
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function runner_mt:run(input)
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	if input ~= nil then
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		table.insert(self.queue, input);
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	end
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	if self.state ~= "ready" then
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		return true, self.state, #self.queue;
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	end
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	local q, thread = self.queue, self.thread;
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	if not thread or coroutine.status(thread) == "dead" then
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		thread = runner_create_thread(self.func, self);
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		self.thread = thread;
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	end
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	local n, state, err = #q, self.state, nil;
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	self.state = "running";
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	while n > 0 and state == "ready" do
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		local consumed;
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		for i = 1,n do
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			local input = q[i];
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			local ok, new_state = coroutine.resume(thread, input);
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			if not ok then
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				consumed, state, err = i, "ready", debug.traceback(thread, new_state);
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				self.thread = nil;
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				break;
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			elseif new_state == "wait" then
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				consumed, state = i, "waiting";
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				break;
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			end
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		end
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		if not consumed then consumed = n; end
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		if q[n+1] ~= nil then
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			n = #q;
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		end
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		for i = 1, n do
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			q[i] = q[consumed+i];
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		end
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		n = #q;
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	end
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	self.state = state;
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	if err or state ~= self.notified_state then
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		if err then
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			state = "error"
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		else
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			self.notified_state = state;
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		end
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		local handler = self.watchers[state];
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		if handler then handler(self, err); end
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	end
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	return true, state, n;
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end
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function runner_mt:enqueue(input)
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	table.insert(self.queue, input);
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end
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return { waiter = waiter, guarder = guarder, runner = runner };