1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
|
local log = require "util.logger".init("util.async");
local new_id = require "util.id".short;
local timer = require "util.timer";
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 empty_watchers = {};
local function runner(func, watchers, data)
return setmetatable({ func = func, thread = false, state = "ready", notified_state = "ready",
queue = {}, watchers = watchers or empty_watchers, 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
local once; -- forward declaration
do
local once_watchers = {
error = function (_, err)
error(err);
end;
};
local function once_runner(func) func(); end
function once(func)
local r = runner(once_runner, once_watchers);
return r:run(func);
end
end
local function sleep(s)
local wait, done = waiter();
timer.add_task(s, done);
wait();
end
return {
once = once;
ready = ready;
waiter = waiter;
guarder = guarder;
runner = runner;
sleep = sleep;
};
|