#include <deque>
#include <map>
-#include "jthread/jthread.h"
-#include "jthread/jmutex.h"
-#include "jthread/jsemaphore.h"
+#include "threading/thread.h"
+#include "threading/mutex.h"
+#include "threading/semaphore.h"
#include "debug.h"
#include "lua.h"
#include "cpp_api/s_base.h"
// 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
};
// Asynchronous working environment
-class AsyncWorkerThread : public JThread, public ScriptApiBase {
+class AsyncWorkerThread : public Thread, public ScriptApiBase {
public:
- /**
- * default constructor
- * @param pointer to job dispatcher
- */
- AsyncWorkerThread(AsyncEngine* jobDispatcher, unsigned int threadNum);
-
+ AsyncWorkerThread(AsyncEngine* jobDispatcher, const std::string &name);
virtual ~AsyncWorkerThread();
- void *Thread();
+ void *run();
private:
AsyncEngine *jobDispatcher;
-
- // Thread number. Used for debug output
- unsigned int threadnum;
-
};
// 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
* the engine step is one way to pass events back, PushFinishedJobs another
* @param L The Lua stack
- * @param errorhandler Stack index of the Lua error handler
*/
- void step(lua_State *L, int errorhandler);
+ void step(lua_State *L);
/**
* Push a list of finished jobs onto the stack
* 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
- std::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;
// Mutex to protect job queue
- JMutex jobQueueMutex;
+ Mutex jobQueueMutex;
// Job queue
std::deque<LuaJobInfo> jobQueue;
// Mutex to protect result queue
- JMutex resultQueueMutex;
+ Mutex resultQueueMutex;
// Result queue
std::deque<LuaJobInfo> resultQueue;
std::vector<AsyncWorkerThread*> workerThreads;
// Counter semaphore for job dispatching
- JSemaphore jobQueueCounter;
+ Semaphore jobQueueCounter;
};
#endif // CPP_API_ASYNC_EVENTS_HEADER