// Declarations
// Data required to queue a job
-struct LuaJobInfo {
+struct LuaJobInfo
+{
+ LuaJobInfo() :
+ serializedFunction(""),
+ serializedParams(""),
+ serializedResult(""),
+ id(0),
+ valid(false)
+ {}
+
// Function to be called in async environment
std::string serializedFunction;
// Parameter to be passed to function
// Asynchornous thread and job management
class AsyncEngine {
friend class AsyncWorkerThread;
+ typedef void (*StateInitializer)(lua_State *L, int top);
public:
AsyncEngine();
~AsyncEngine();
/**
- * Register function to be used within engine
- * @param name Function name to be used within Lua environment
+ * Register function to be called on new states
* @param func C function to be called
*/
- bool registerFunction(const char* name, lua_CFunction func);
+ void registerStateInitializer(StateInitializer func);
/**
* Create async engine tasks and lock function registration
* @param params Serialized parameters
* @return jobid The job is queued
*/
- unsigned int queueAsyncJob(std::string func, std::string params);
+ unsigned int queueAsyncJob(const std::string &func, const std::string ¶ms);
/**
* Engine step to process finished jobs
* Put a Job result back to result queue
* @param result result of completed job
*/
- void putJobResult(LuaJobInfo result);
+ void putJobResult(const LuaJobInfo &result);
/**
* Initialize environment with current registred functions
// Variable locking the engine against further modification
bool initDone;
- // Internal store for registred functions
- UNORDERED_MAP<std::string, lua_CFunction> functionList;
+ // Internal store for registred state initializers
+ std::vector<StateInitializer> stateInitializers;
// Internal counter to create job IDs
unsigned int jobIdCounter;