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-rw-r--r--util/async.lua233
1 files changed, 233 insertions, 0 deletions
diff --git a/util/async.lua b/util/async.lua
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+++ b/util/async.lua
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+local log = require "util.logger".init("util.async");
+local new_id = require "util.id".short;
+
+local function checkthread()
+ local thread, main = coroutine.running();
+ if not thread or main then
+ error("Not running in an async context, see https://prosody.im/doc/developers/util/async");
+ end
+ return thread;
+end
+
+local function runner_from_thread(thread)
+ local level = 0;
+ -- Find the 'level' of the top-most function (0 == current level, 1 == caller, ...)
+ while debug.getinfo(thread, level, "") do level = level + 1; end
+ local name, runner = debug.getlocal(thread, level-1, 1);
+ if name ~= "self" or type(runner) ~= "table" or runner.thread ~= thread then
+ return nil;
+ end
+ return runner;
+end
+
+local function call_watcher(runner, watcher_name, ...)
+ local watcher = runner.watchers[watcher_name];
+ if not watcher then
+ return false;
+ end
+ runner:log("debug", "Calling '%s' watcher", watcher_name);
+ local ok, err = pcall(watcher, runner, ...); -- COMPAT: Switch to xpcall after Lua 5.1
+ if not ok then
+ runner:log("error", "Error in '%s' watcher: %s", watcher_name, err);
+ return nil, err;
+ end
+ return true;
+end
+
+local function runner_continue(thread)
+ -- ASSUMPTION: runner is in 'waiting' state (but we don't have the runner to know for sure)
+ if coroutine.status(thread) ~= "suspended" then -- This should suffice
+ log("error", "unexpected async state: thread not suspended");
+ return false;
+ end
+ local ok, state, runner = coroutine.resume(thread);
+ if not ok then
+ local err = state;
+ -- Running the coroutine failed, which means we have to find the runner manually,
+ -- in order to inform the error handler
+ runner = runner_from_thread(thread);
+ if not runner then
+ log("error", "unexpected async state: unable to locate runner during error handling");
+ return false;
+ end
+ call_watcher(runner, "error", debug.traceback(thread, err));
+ runner.state, runner.thread = "ready", nil;
+ return runner:run();
+ elseif state == "ready" then
+ -- If state is 'ready', it is our responsibility to update runner.state from 'waiting'.
+ -- We also have to :run(), because the queue might have further items that will not be
+ -- processed otherwise. FIXME: It's probably best to do this in a nexttick (0 timer).
+ runner.state = "ready";
+ runner:run();
+ end
+ return true;
+end
+
+local function waiter(num)
+ local thread = checkthread();
+ num = num or 1;
+ local waiting;
+ return function ()
+ if num == 0 then return; end -- already done
+ waiting = true;
+ coroutine.yield("wait");
+ end, function ()
+ num = num - 1;
+ if num == 0 and waiting then
+ runner_continue(thread);
+ elseif num < 0 then
+ error("done() called too many times");
+ end
+ end;
+end
+
+local function guarder()
+ local guards = {};
+ local default_id = {};
+ return function (id, func)
+ id = id or default_id;
+ local thread = checkthread();
+ local guard = guards[id];
+ if not guard then
+ guard = {};
+ guards[id] = guard;
+ log("debug", "New guard!");
+ else
+ table.insert(guard, thread);
+ log("debug", "Guarded. %d threads waiting.", #guard)
+ coroutine.yield("wait");
+ end
+ local function exit()
+ local next_waiting = table.remove(guard, 1);
+ if next_waiting then
+ log("debug", "guard: Executing next waiting thread (%d left)", #guard)
+ runner_continue(next_waiting);
+ else
+ log("debug", "Guard off duty.")
+ guards[id] = nil;
+ end
+ end
+ if func then
+ func();
+ exit();
+ return;
+ end
+ return exit;
+ end;
+end
+
+local runner_mt = {};
+runner_mt.__index = runner_mt;
+
+local function runner_create_thread(func, self)
+ local thread = coroutine.create(function (self) -- luacheck: ignore 432/self
+ while true do
+ func(coroutine.yield("ready", self));
+ end
+ end);
+ assert(coroutine.resume(thread, self)); -- Start it up, it will return instantly to wait for the first input
+ return thread;
+end
+
+local function default_error_watcher(runner, err)
+ runner:log("error", "Encountered error: %s", err);
+ error(err);
+end
+local function default_func(f) f(); end
+local function runner(func, watchers, data)
+ return setmetatable({ func = func or default_func, thread = false, state = "ready", notified_state = "ready",
+ queue = {}, watchers = watchers or { error = default_error_watcher }, data = data, id = new_id() }
+ , runner_mt);
+end
+
+-- Add a task item for the runner to process
+function runner_mt:run(input)
+ if input ~= nil then
+ table.insert(self.queue, input);
+ self:log("debug", "queued new work item, %d items queued", #self.queue);
+ end
+ if self.state ~= "ready" then
+ -- The runner is busy. Indicate that the task item has been
+ -- queued, and return information about the current runner state
+ return true, self.state, #self.queue;
+ end
+
+ local q, thread = self.queue, self.thread;
+ if not thread or coroutine.status(thread) == "dead" then
+ self:log("debug", "creating new coroutine");
+ -- Create a new coroutine for this runner
+ thread = runner_create_thread(self.func, self);
+ self.thread = thread;
+ end
+
+ -- Process task item(s) while the queue is not empty, and we're not blocked
+ local n, state, err = #q, self.state, nil;
+ self.state = "running";
+ self:log("debug", "running main loop");
+ while n > 0 and state == "ready" and not err do
+ local consumed;
+ -- Loop through queue items, and attempt to run them
+ for i = 1,n do
+ local queued_input = q[i];
+ local ok, new_state = coroutine.resume(thread, queued_input);
+ if not ok then
+ -- There was an error running the coroutine, save the error, mark runner as ready to begin again
+ consumed, state, err = i, "ready", debug.traceback(thread, new_state);
+ self.thread = nil;
+ break;
+ elseif new_state == "wait" then
+ -- Runner is blocked on waiting for a task item to complete
+ consumed, state = i, "waiting";
+ break;
+ end
+ end
+ -- Loop ended - either queue empty because all tasks passed without blocking (consumed == nil)
+ -- or runner is blocked/errored, and consumed will contain the number of tasks processed so far
+ if not consumed then consumed = n; end
+ -- Remove consumed items from the queue array
+ if q[n+1] ~= nil then
+ n = #q;
+ end
+ for i = 1, n do
+ q[i] = q[consumed+i];
+ end
+ n = #q;
+ end
+ -- Runner processed all items it can, so save current runner state
+ self.state = state;
+ if err or state ~= self.notified_state then
+ self:log("debug", "changed state from %s to %s", self.notified_state, err and ("error ("..state..")") or state);
+ if err then
+ state = "error"
+ else
+ self.notified_state = state;
+ end
+ local handler = self.watchers[state];
+ if handler then handler(self, err); end
+ end
+ if n > 0 then
+ return self:run();
+ end
+ return true, state, n;
+end
+
+-- Add a task item to the queue without invoking the runner, even if it is idle
+function runner_mt:enqueue(input)
+ table.insert(self.queue, input);
+ self:log("debug", "queued new work item, %d items queued", #self.queue);
+end
+
+function runner_mt:log(level, fmt, ...)
+ return log(level, "[runner %s] "..fmt, self.id, ...);
+end
+
+local function ready()
+ return pcall(checkthread);
+end
+
+return {
+ ready = ready;
+ waiter = waiter;
+ guarder = guarder;
+ runner = runner;
+};