minetest/src/script/cpp_api/s_async.cpp

390 lines
9.9 KiB
C++

/*
Minetest
Copyright (C) 2013 sapier, <sapier AT gmx DOT net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <cstdio>
#include <cstdlib>
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include "server.h"
#include "s_async.h"
#include "log.h"
#include "filesys.h"
#include "porting.h"
#include "common/c_internal.h"
#include "common/c_packer.h"
#include "lua_api/l_base.h"
/******************************************************************************/
AsyncEngine::~AsyncEngine()
{
// Request all threads to stop
for (AsyncWorkerThread *workerThread : workerThreads) {
workerThread->stop();
}
// Wake up all threads
for (auto it : workerThreads) {
(void)it;
jobQueueCounter.post();
}
// Wait for threads to finish
for (AsyncWorkerThread *workerThread : workerThreads) {
workerThread->wait();
}
// Force kill all threads
for (AsyncWorkerThread *workerThread : workerThreads) {
delete workerThread;
}
jobQueueMutex.lock();
jobQueue.clear();
jobQueueMutex.unlock();
workerThreads.clear();
}
/******************************************************************************/
void AsyncEngine::registerStateInitializer(StateInitializer func)
{
FATAL_ERROR_IF(initDone, "Initializer may not be registered after init");
stateInitializers.push_back(func);
}
/******************************************************************************/
void AsyncEngine::initialize(unsigned int numEngines)
{
initDone = true;
if (numEngines == 0) {
// Leave one core for the main thread and one for whatever else
autoscaleMaxWorkers = Thread::getNumberOfProcessors();
if (autoscaleMaxWorkers >= 2)
autoscaleMaxWorkers -= 2;
infostream << "AsyncEngine: using at most " << autoscaleMaxWorkers
<< " threads with automatic scaling" << std::endl;
addWorkerThread();
} else {
for (unsigned int i = 0; i < numEngines; i++)
addWorkerThread();
}
}
void AsyncEngine::addWorkerThread()
{
AsyncWorkerThread *toAdd = new AsyncWorkerThread(this,
std::string("AsyncWorker-") + itos(workerThreads.size()));
workerThreads.push_back(toAdd);
toAdd->start();
}
/******************************************************************************/
u32 AsyncEngine::queueAsyncJob(std::string &&func, std::string &&params,
const std::string &mod_origin)
{
MutexAutoLock autolock(jobQueueMutex);
u32 jobId = jobIdCounter++;
jobQueue.emplace_back();
auto &to_add = jobQueue.back();
to_add.id = jobId;
to_add.function = std::move(func);
to_add.params = std::move(params);
to_add.mod_origin = mod_origin;
jobQueueCounter.post();
return jobId;
}
u32 AsyncEngine::queueAsyncJob(std::string &&func, PackedValue *params,
const std::string &mod_origin)
{
MutexAutoLock autolock(jobQueueMutex);
u32 jobId = jobIdCounter++;
jobQueue.emplace_back();
auto &to_add = jobQueue.back();
to_add.id = jobId;
to_add.function = std::move(func);
to_add.params_ext.reset(params);
to_add.mod_origin = mod_origin;
jobQueueCounter.post();
return jobId;
}
/******************************************************************************/
bool AsyncEngine::getJob(LuaJobInfo *job)
{
jobQueueCounter.wait();
jobQueueMutex.lock();
bool retval = false;
if (!jobQueue.empty()) {
*job = std::move(jobQueue.front());
jobQueue.pop_front();
retval = true;
}
jobQueueMutex.unlock();
return retval;
}
/******************************************************************************/
void AsyncEngine::putJobResult(LuaJobInfo &&result)
{
resultQueueMutex.lock();
resultQueue.emplace_back(std::move(result));
resultQueueMutex.unlock();
}
/******************************************************************************/
void AsyncEngine::step(lua_State *L)
{
stepJobResults(L);
stepAutoscale();
}
void AsyncEngine::stepJobResults(lua_State *L)
{
int error_handler = PUSH_ERROR_HANDLER(L);
lua_getglobal(L, "core");
ScriptApiBase *script = ModApiBase::getScriptApiBase(L);
MutexAutoLock autolock(resultQueueMutex);
while (!resultQueue.empty()) {
LuaJobInfo j = std::move(resultQueue.front());
resultQueue.pop_front();
lua_getfield(L, -1, "async_event_handler");
if (lua_isnil(L, -1))
FATAL_ERROR("Async event handler does not exist!");
luaL_checktype(L, -1, LUA_TFUNCTION);
lua_pushinteger(L, j.id);
if (j.result_ext)
script_unpack(L, j.result_ext.get());
else
lua_pushlstring(L, j.result.data(), j.result.size());
// Call handler
const char *origin = j.mod_origin.empty() ? nullptr : j.mod_origin.c_str();
script->setOriginDirect(origin);
int result = lua_pcall(L, 2, 0, error_handler);
if (result)
script_error(L, result, origin, "<async>");
}
lua_pop(L, 2); // Pop core and error handler
}
void AsyncEngine::stepAutoscale()
{
if (workerThreads.size() >= autoscaleMaxWorkers)
return;
MutexAutoLock autolock(jobQueueMutex);
// 2) If the timer elapsed, check again
if (autoscaleTimer && porting::getTimeMs() >= autoscaleTimer) {
autoscaleTimer = 0;
// Determine overlap with previous snapshot
unsigned int n = 0;
for (const auto &it : jobQueue)
n += autoscaleSeenJobs.count(it.id);
autoscaleSeenJobs.clear();
infostream << "AsyncEngine: " << n << " jobs were still waiting after 1s" << std::endl;
// Start this many new threads
while (workerThreads.size() < autoscaleMaxWorkers && n > 0) {
addWorkerThread();
n--;
}
return;
}
// 1) Check if there's anything in the queue
if (!autoscaleTimer && !jobQueue.empty()) {
// Take a snapshot of all jobs we have seen
for (const auto &it : jobQueue)
autoscaleSeenJobs.emplace(it.id);
// and set a timer for 1 second
autoscaleTimer = porting::getTimeMs() + 1000;
}
}
/******************************************************************************/
bool AsyncEngine::prepareEnvironment(lua_State* L, int top)
{
for (StateInitializer &stateInitializer : stateInitializers) {
stateInitializer(L, top);
}
auto *script = ModApiBase::getScriptApiBase(L);
try {
script->loadMod(Server::getBuiltinLuaPath() + DIR_DELIM + "init.lua",
BUILTIN_MOD_NAME);
} catch (const ModError &e) {
errorstream << "Execution of async base environment failed: "
<< e.what() << std::endl;
FATAL_ERROR("Execution of async base environment failed");
}
// Load per mod stuff
if (server) {
const auto &list = server->m_async_init_files;
try {
for (auto &it : list)
script->loadMod(it.second, it.first);
} catch (const ModError &e) {
errorstream << "Failed to load mod script inside async environment." << std::endl;
server->setAsyncFatalError(e.what());
return false;
}
}
return true;
}
/******************************************************************************/
AsyncWorkerThread::AsyncWorkerThread(AsyncEngine* jobDispatcher,
const std::string &name) :
ScriptApiBase(ScriptingType::Async),
Thread(name),
jobDispatcher(jobDispatcher)
{
lua_State *L = getStack();
if (jobDispatcher->server) {
setGameDef(jobDispatcher->server);
if (g_settings->getBool("secure.enable_security"))
initializeSecurity();
}
// Prepare job lua environment
lua_getglobal(L, "core");
int top = lua_gettop(L);
// Push builtin initialization type
lua_pushstring(L, jobDispatcher->server ? "async_game" : "async");
lua_setglobal(L, "INIT");
if (!jobDispatcher->prepareEnvironment(L, top)) {
// can't throw from here so we're stuck with this
isErrored = true;
}
}
/******************************************************************************/
AsyncWorkerThread::~AsyncWorkerThread()
{
sanity_check(!isRunning());
}
/******************************************************************************/
void* AsyncWorkerThread::run()
{
if (isErrored)
return nullptr;
lua_State *L = getStack();
int error_handler = PUSH_ERROR_HANDLER(L);
auto report_error = [this] (const ModError &e) {
if (jobDispatcher->server)
jobDispatcher->server->setAsyncFatalError(e.what());
else
errorstream << e.what() << std::endl;
};
lua_getglobal(L, "core");
if (lua_isnil(L, -1)) {
FATAL_ERROR("Unable to find core within async environment!");
}
// Main loop
LuaJobInfo j;
while (!stopRequested()) {
// Wait for job
if (!jobDispatcher->getJob(&j) || stopRequested())
continue;
const bool use_ext = !!j.params_ext;
lua_getfield(L, -1, "job_processor");
if (lua_isnil(L, -1))
FATAL_ERROR("Unable to get async job processor!");
luaL_checktype(L, -1, LUA_TFUNCTION);
if (luaL_loadbuffer(L, j.function.data(), j.function.size(), "=(async)")) {
errorstream << "ASYNC WORKER: Unable to deserialize function" << std::endl;
lua_pushnil(L);
}
if (use_ext)
script_unpack(L, j.params_ext.get());
else
lua_pushlstring(L, j.params.data(), j.params.size());
// Call it
setOriginDirect(j.mod_origin.empty() ? nullptr : j.mod_origin.c_str());
int result = lua_pcall(L, 2, 1, error_handler);
if (result) {
try {
scriptError(result, "<async>");
} catch (const ModError &e) {
report_error(e);
}
} else {
// Fetch result
if (use_ext) {
try {
j.result_ext.reset(script_pack(L, -1));
} catch (const ModError &e) {
report_error(e);
result = LUA_ERRERR;
}
} else {
size_t length;
const char *retval = lua_tolstring(L, -1, &length);
j.result.assign(retval, length);
}
}
lua_pop(L, 1); // Pop retval
// Put job result
if (result == 0)
jobDispatcher->putJobResult(std::move(j));
}
lua_pop(L, 2); // Pop core and error handler
return 0;
}