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fs2open.github.com/code/scripting/api/libs/async.cpp
T
asarium 016c07dc3a Add feature to execute Lua coroutines at specific points
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.

This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
2020-06-06 21:29:48 +02:00

278 lines
7.7 KiB
C++

#include "async.h"
#include "executor/GameStateExecutionContext.h"
#include "executor/global_executors.h"
#include "scripting/api/LuaCoroutineRunner.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 resolve(...), function reject(...))",
"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,
"...",
"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,
"...",
"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 body()",
"Runs an asynchronous function. Inside this function you can use async.await to suspend the function until a "
"promise resolves.",
"promise",
"A promise that resolves with the return value of the body when it reaches a return statement")
{
luacpp::LuaFunction body;
executor_h executor;
bool captureContext = true;
if (!ade_get_args(L, "u|ob", &body, l_Executor.Get(&executor), &captureContext)) {
return ADE_RETURN_NIL;
}
auto coroutine = luacpp::LuaThread::create(L, body);
coroutine.setErrorCallback([](lua_State*, lua_State* thread) {
LuaError(thread);
return true;
});
std::shared_ptr<executor::IExecutionContext> exeContext;
if (executor.isValid() && captureContext) {
exeContext = executor::GameStateExecutionContext::captureContext();
}
return ade_set_args(L,
"o",
l_Promise.Set(runAsyncCoroutine(std::move(coroutine), executor.getExecutor(), std::move(exeContext))));
}
ADE_FUNC(await,
l_Async,
"promise",
"Suspends an asynchronous coroutine until the passed promise resolves.",
"unknown",
"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()))));
}
} // namespace api
} // namespace scripting