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This adds a Lua API for representing asynchronous operations and running coroutines based on those operations comfortably. This is very similar to features other languages have introduced such as C# or JavaScript. In fact, the whole "promise" thing is derived from how JavaScript represents these operations. This is the initial and very basic system for supporting async coroutines in Lua. There is no native support for running these operations at specific points (they run whenever the awaited promise resolved) or making sure they do not leak through different game states.
83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
#include "LuaCoroutineRunner.h"
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#include "scripting/ade_args.h"
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#include "scripting/api/objs/promise.h"
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namespace scripting {
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namespace api {
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namespace {
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/**
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* @brief A run context which resumes a coroutine until it is finished
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*
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* This will manage the passed coroutine and resume it until it is completed. For every yielded promise it registers
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* itself as the continuation which then resumes the coroutine.
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*/
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class run_resolve_context : public resolve_context, public std::enable_shared_from_this<run_resolve_context> {
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public:
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run_resolve_context(luacpp::LuaThread coroutine) : _coroutine(std::move(coroutine)) {}
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~run_resolve_context() override = default;
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void setResolver(Resolver resolver) override
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{
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m_resolver = std::move(resolver);
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// Kick off the coroutine once we know that someone cares about its result
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resumeCoroutine(luacpp::LuaValueList());
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}
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private:
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void resumeCoroutine(const luacpp::LuaValueList& resumeParams)
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{
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const auto result = _coroutine.resume(resumeParams);
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if (result.completed) {
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// Thread is finished! We can call our resolver
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m_resolver(result.returnVals);
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return;
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}
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// The coroutine suspended so the return value must be a promise
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Assertion(result.returnVals.size() == 1,
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"Wrong number of yielded values. Should be 1 but is " SIZE_T_ARG,
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result.returnVals.size());
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auto promiseStackStart = lua_gettop(_coroutine.getLuaState());
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result.returnVals.front().pushValue(_coroutine.getLuaState());
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internal::Ade_get_args_skip = promiseStackStart;
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LuaPromise* promise = nullptr;
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if (!ade_get_args(_coroutine.getLuaState(), "o", l_Promise.GetPtr(&promise))) {
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internal::Ade_get_args_skip = 0;
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LuaError(_coroutine.getLuaState(),
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"Failed to get promise after coroutine yielded. Make sure you only use async.await in async "
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"coroutines.");
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return;
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}
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internal::Ade_get_args_skip = 0;
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// Register ourself to be called when the promise resolves so that we can resume our coroutine
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auto self = shared_from_this();
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promise->then([this, self](const luacpp::LuaValueList& resolveVals) {
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// Since "self" keeps "this" alive it is safe to access that here
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resumeCoroutine(resolveVals);
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return luacpp::LuaValueList();
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});
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}
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Resolver m_resolver;
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luacpp::LuaThread _coroutine;
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};
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} // namespace
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LuaPromise runAsyncCoroutine(luacpp::LuaThread luaThread)
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{
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return LuaPromise(std::make_shared<run_resolve_context>(std::move(luaThread)));
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}
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} // namespace api
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} // namespace scripting
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