Files
fs2open.github.com/code/scripting/api/libs/async.cpp
T
asarium 0fb712ed39 Add full type coverage for return types and variables
This introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.
2021-02-26 22:37:37 +01:00

382 lines
11 KiB
C++

#include "async.h"
#include "executor/CombinedExecutionContext.h"
#include "executor/GameStateExecutionContext.h"
#include "executor/global_executors.h"
#include "scripting/api/LuaCoroutineRunner.h"
#include "scripting/api/LuaExecutionContext.h"
#include "scripting/api/objs/execution_context.h"
#include "scripting/api/objs/executor.h"
#include "scripting/api/objs/promise.h"
#include "scripting/lua/LuaThread.h"
namespace scripting {
namespace api {
//**********LIBRARY: Async
ADE_LIB(l_Async, "Async", "async", "Support library for asynchronous operations");
int executorGetter(lua_State* L, const std::shared_ptr<executor::Executor>& executor)
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only!");
return ADE_RETURN_NIL;
}
return ade_set_args(L, "o", l_Executor.Set(executor_h(executor)));
}
ADE_VIRTVAR(OnFrameExecutor,
l_Async,
nullptr,
"An executor that executes operations at the end of rendering a frame.",
"executor",
"The executor handle")
{
return executorGetter(L, executor::OnFrameExecutor);
}
ADE_VIRTVAR(OnSimulationExecutor,
l_Async,
nullptr,
"An executor that executes operations after all object simulation has been done but before rendering starts. This "
"is the place to do physics manipulations.",
"executor",
"The executor handle")
{
return executorGetter(L, executor::OnSimulationExecutor);
}
/**
* @brief A simple run context that allows a promise to be resolved by calling a lua function
*
* This is very similar to JavaScript Promises where a user defined function is passed a special "resolve" function that
* should be called when the coroutine is finished.
*/
class lua_func_resolve_context : public resolve_context {
public:
lua_func_resolve_context(lua_State* L, luacpp::LuaFunction callback) : _luaState(L), _callback(std::move(callback))
{
}
void setResolver(Resolver resolver) override
{
struct shared_state {
Resolver resolver;
bool alreadyCalled = false;
};
auto state = std::make_shared<shared_state>();
state->resolver = std::move(resolver);
const auto resolveFunc = luacpp::LuaFunction::createFromStdFunction(_callback.getLuaState(),
[state](lua_State* L, const luacpp::LuaValueList& resolveVals) {
if (state->alreadyCalled) {
LuaError(L, "Promise has already been resolved or rejected before!");
return luacpp::LuaValueList();
}
state->resolver(false, resolveVals);
state->alreadyCalled = true;
state->resolver = nullptr;
return luacpp::LuaValueList();
});
const auto rejectFunc = luacpp::LuaFunction::createFromStdFunction(_callback.getLuaState(),
[state](lua_State* L, const luacpp::LuaValueList& resolveVals) {
if (state->alreadyCalled) {
LuaError(L, "Promise has already been resolved or rejected before!");
return luacpp::LuaValueList();
}
state->resolver(true, resolveVals);
state->alreadyCalled = true;
state->resolver = nullptr;
return luacpp::LuaValueList();
});
_callback(_luaState, {resolveFunc, rejectFunc});
}
private:
lua_State* _luaState = nullptr;
luacpp::LuaFunction _callback;
};
ADE_FUNC(promise,
l_Async,
"function(function(any resolveVal) => void resolve, function(any errorVal) => void reject) => void body",
"Creates a promise that resolves when the resolve function of the callback is called or errors if the reject "
"function is called. The function will be called "
"on it's own.",
"promise",
"The promise or nil on error")
{
luacpp::LuaFunction callback;
if (!ade_get_args(L, "u", &callback)) {
return ADE_RETURN_NIL;
}
if (!callback.isValid()) {
LuaError(L, "Invalid function supplied!");
return ADE_RETURN_NIL;
}
std::unique_ptr<resolve_context> resolveCtx(new lua_func_resolve_context(L, std::move(callback)));
return ade_set_args(L, "o", l_Promise.Set(LuaPromise(std::move(resolveCtx))));
}
ADE_FUNC(resolved,
l_Async,
"any... resolveValues",
"Creates a resolved promise with the values passed to this function.",
"promise",
"Resolved promise")
{
auto nargs = lua_gettop(L);
luacpp::LuaValueList values;
values.reserve(nargs);
for (int i = 1; i <= nargs; ++i) {
luacpp::LuaValue val;
val.setReference(luacpp::UniqueLuaReference::create(L, i));
values.push_back(val);
}
return ade_set_args(L, "o", l_Promise.Set(LuaPromise::resolved(values)));
}
ADE_FUNC(errored,
l_Async,
"any... errorValues",
"Creates an errored promise with the values passed to this function.",
"promise",
"Errored promise")
{
auto nargs = lua_gettop(L);
luacpp::LuaValueList values;
values.reserve(nargs);
for (int i = 1; i <= nargs; ++i) {
luacpp::LuaValue val;
val.setReference(luacpp::UniqueLuaReference::create(L, i));
values.push_back(val);
}
return ade_set_args(L, "o", l_Promise.Set(LuaPromise::errored(values)));
}
ADE_FUNC(run,
l_Async,
"function() => any body, [executor executeOn = nil, boolean|execution_context captureContext = true /* Captures "
"game state context by default */]",
"Runs an asynchronous function. Inside this function you can use async.await to suspend the function until a "
"promise resolves. Also allows to specify an executor on which the code of the coroutine should be executed. If "
"captureContext is true then the game context (the game state) at the time of the call is captured and the "
"coroutine is only run if that state is still active.",
"promise",
"A promise that resolves with the return value of the body when it reaches a return statement")
{
luacpp::LuaFunction body;
executor_h executor;
std::shared_ptr<executor::IExecutionContext> context;
if (lua_type(L, 3) == LUA_TUSERDATA) {
execution_context_h* ctx = nullptr;
if (!ade_get_args(L, "u|oo", &body, l_Executor.Get(&executor), l_ExecutionContext.GetPtr(&ctx))) {
return ADE_RETURN_NIL;
}
if (ctx != nullptr) {
context = ctx->getExecutionContext();
}
} else {
bool captureContext = true;
if (!ade_get_args(L, "u|ob", &body, l_Executor.Get(&executor), &captureContext)) {
return ADE_RETURN_NIL;
}
if (executor.isValid() && captureContext) {
context = executor::GameStateExecutionContext::captureContext();
}
}
auto coroutine = luacpp::LuaThread::create(L, body);
coroutine.setErrorCallback([](lua_State*, lua_State* thread) {
LuaError(thread);
return true;
});
return ade_set_args(L,
"o",
l_Promise.Set(runAsyncCoroutine(std::move(coroutine), executor.getExecutor(), std::move(context))));
}
ADE_FUNC(await,
l_Async,
"promise",
"Suspends an asynchronous coroutine until the passed promise resolves.",
"any",
"The resolve value of the promise")
{
// await cannot be used on the main thread since there is nothing that will wait for the promise
if (lua_pushthread(L)) {
// We are the main thread
lua_pop(L, 1);
LuaError(L, "Tried to await something on the main thread! That is not supported.");
return ADE_RETURN_NIL;
}
lua_pop(L, 1);
LuaPromise* promise = nullptr;
if (!ade_get_args(L, "o", l_Promise.GetPtr(&promise))) {
return ADE_RETURN_NIL;
}
if (promise == nullptr || !promise->isValid()) {
LuaError(L, "Invalid promise detected. This should not happen. Please contact a developer.");
return ADE_RETURN_NIL;
}
if (promise->isResolved()) {
// No need to suspend if the promise is already resolved. Just take the resolve values from the promise and
// return them
const auto& retVals = promise->resolveValue();
for (const auto& retVal : retVals) {
retVal.pushValue(L); // Push onto this stack to ensure it is actually returned from this function
}
return static_cast<int>(retVals.size());
}
// Return the promise via the yield so that the resumer can register themself on the promise to resume when that
// resolves
return lua_yield(L, 1);
}
ADE_FUNC(yield,
l_Async,
nullptr,
"Returns a promise that will resolve on the next execution of the current executor. Effectively allows to "
"asynchronously wait until the next frame.",
"promise",
"The promise")
{
if (executor::currentExecutor() == nullptr) {
LuaError(L,
"There is no running executor at the moment. This function needs to be called from a executor callback.");
return ADE_RETURN_NIL;
}
class yield_resolve_context : public resolve_context {
public:
explicit yield_resolve_context(executor::Executor* executor) : m_exec(executor) {}
void setResolver(Resolver resolver) override
{
m_exec->post([resolver]() {
resolver(false, luacpp::LuaValueList());
return executor::Executor::CallbackResult::Done;
});
}
private:
executor::Executor* m_exec = nullptr;
};
return ade_set_args(L,
"o",
l_Promise.Set(LuaPromise(std::make_shared<yield_resolve_context>(executor::currentExecutor()))));
}
ADE_FUNC(error,
l_Async,
"any... errorValues",
"Causes the currently running coroutine to fail with an error with the specified values.",
nullptr,
"Does not return")
{
// error cannot be used on the main thread since there is nothing that will wait for the promise
if (lua_pushthread(L)) {
// We are the main thread
lua_pop(L, 1);
LuaError(L, "Tried to cause a coroutine error on the main thread! That is not supported.");
return ADE_RETURN_NIL;
}
lua_pop(L, 1);
auto nargs = lua_gettop(L);
luacpp::LuaValueList values;
values.reserve(nargs);
for (int i = 1; i <= nargs; ++i) {
luacpp::LuaValue val;
val.setReference(luacpp::UniqueLuaReference::create(L, i));
values.push_back(val);
}
// Push an errored promise on the stack and then yield the coroutine. The awaiter will get this promise and stop
// execution.
ade_set_args(L, "o", l_Promise.Set(LuaPromise::errored(values)));
return lua_yield(L, 1);
}
//**********SUBLIBRARY: async/context
ADE_LIB_DERIV(l_Async_Context, "context", nullptr, "Support library for creating execution contexts.", l_Async);
ADE_FUNC(captureGameState,
l_Async_Context,
nullptr,
"Captures the current game state as an execution context",
"execution_context",
"The execution context or invalid handle on error")
{
return ade_set_args(L,
"o",
l_ExecutionContext.Set(execution_context_h(executor::GameStateExecutionContext::captureContext())));
}
ADE_FUNC(createLuaState,
l_Async_Context,
"function() => enumeration",
"Creates an execution state by storing the passed function and calling that when the state is required.",
"execution_context",
"The execution context or invalid handle on error")
{
luacpp::LuaFunction body;
if (!ade_get_args(L, "u", &body)) {
return ade_set_args(L, "o", l_ExecutionContext.Set(execution_context_h(nullptr)));
}
return ade_set_args(L,
"o",
l_ExecutionContext.Set(execution_context_h(std::make_shared<LuaExecutionContext>(std::move(body)))));
}
ADE_FUNC(combineContexts,
l_Async_Context,
"execution_context... contexts",
"Combines several execution contexts into a single one by only return a valid state if all contexts are valid.",
"execution_context",
"The execution context or invalid handle on error")
{
SCP_vector<std::shared_ptr<executor::IExecutionContext>> contexts;
for (int i = 0; i < lua_gettop(L); ++i) {
execution_context_h* ctx;
internal::Ade_get_args_skip = i;
if (!ade_get_args(L, "o", l_ExecutionContext.GetPtr(&ctx))) {
return ade_set_args(L, "o", l_ExecutionContext.Set(execution_context_h(nullptr)));
}
contexts.emplace_back(ctx->getExecutionContext());
}
return ade_set_args(L,
"o",
l_ExecutionContext.Set(
execution_context_h(std::make_shared<executor::CombinedExecutionContext>(std::move(contexts)))));
}
} // namespace api
} // namespace scripting