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RedMew/utils/task.lua

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-- Threading simulation module
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-- Task.sleep()
-- @author Valansch and Grilledham
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-- github: https://github.com/Refactorio/RedMew
-- ======================================================= --
local Queue = require 'utils.queue'
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local PriorityQueue = require 'utils.priority_queue'
local Event = require 'utils.event'
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local Token = require 'utils.token'
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local ErrorLogging = require 'utils.error_logging'
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local Global = require 'utils.global'
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local floor = math.floor
local log10 = math.log10
local Token_get = Token.get
local pcall = pcall
local Queue_peek = Queue.peek
local Queue_pop = Queue.pop
local Queue_push = Queue.push
local PriorityQueue_peek = PriorityQueue.peek
local PriorityQueue_pop = PriorityQueue.pop
local PriorityQueue_push = PriorityQueue.push
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local Task = {}
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local function comparator(a, b)
return a.time < b.time
end
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local callbacks = PriorityQueue.new(comparator)
local task_queue = Queue.new()
local primitives = {
next_async_callback_time = -1,
total_task_weight = 0,
task_queue_speed = 1,
task_per_tick = 1
}
Global.register(
{callbacks = callbacks, task_queue = task_queue, primitives = primitives},
function(tbl)
callbacks = tbl.callbacks
task_queue = tbl.task_queue
primitives = tbl.primitives
PriorityQueue.load(callbacks, comparator)
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end
)
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local function get_task_per_tick(tick)
if tick % 300 == 0 then
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local size = primitives.total_task_weight
local task_per_tick = floor(log10(size + 1)) * primitives.task_queue_speed
if task_per_tick < 1 then
task_per_tick = 1
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end
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primitives.task_per_tick = task_per_tick
return task_per_tick
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end
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return primitives.task_per_tick
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end
local function on_tick()
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local tick = game.tick
for i = 1, get_task_per_tick(tick) do
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local task = Queue_peek(task_queue)
if task ~= nil then
-- result is error if not success else result is a boolean for if the task should stay in the queue.
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local success, result = pcall(Token_get(task.func_token), task.params)
if not success then
if _DEBUG then
error(result)
else
log(result)
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ErrorLogging.generate_error_report(result)
end
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Queue_pop(task_queue)
primitives.total_task_weight = primitives.total_task_weight - task.weight
elseif not result then
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Queue_pop(task_queue)
primitives.total_task_weight = primitives.total_task_weight - task.weight
end
end
end
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local callback = PriorityQueue_peek(callbacks)
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while callback ~= nil and tick >= callback.time do
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local success, result = pcall(Token_get(callback.func_token), callback.params)
if not success then
if _DEBUG then
error(result)
else
log(result)
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ErrorLogging.generate_error_report(result)
end
end
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PriorityQueue_pop(callbacks)
callback = PriorityQueue_peek(callbacks)
end
end
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--- Allows you to set a timer (in ticks) after which the tokened function will be run with params given as an argument
-- Cannot be called before init
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-- @param ticks <number>
-- @param func_token <number> a token for a function store via the token system
-- @param params <any> the argument to send to the tokened function
function Task.set_timeout_in_ticks(ticks, func_token, params)
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if not game then
error('cannot call when game is not available', 2)
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end
local time = game.tick + ticks
local callback = {time = time, func_token = func_token, params = params}
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PriorityQueue_push(callbacks, callback)
end
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--- Allows you to set a timer (in seconds) after which the tokened function will be run with params given as an argument
-- Cannot be called before init
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-- @param sec <number>
-- @param func_token <number> a token for a function store via the token system
-- @param params <any> the argument to send to the tokened function
function Task.set_timeout(sec, func_token, params)
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if not game then
error('cannot call when game is not available', 2)
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end
Task.set_timeout_in_ticks(60 * sec, func_token, params)
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end
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--- Queueing allows you to split up heavy tasks which don't need to be completed in the same tick.
-- Queued tasks are generally run 1 per tick. If the queue backs up, more tasks will be processed per tick.
-- @param func_token <number> a token for a function stored via the token system
-- If this function returns `true` it will run again the next tick, delaying other queued tasks (see weight)
-- @param params <any> the argument to send to the tokened function
-- @param weight <number> (defaults to 1) weight is the number of ticks a task is expected to take.
-- Ex. if the task is expected to repeat multiple times (ie. the function returns true and loops several ticks)
function Task.queue_task(func_token, params, weight)
weight = weight or 1
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primitives.total_task_weight = primitives.total_task_weight + weight
Queue_push(task_queue, {func_token = func_token, params = params, weight = weight})
end
function Task.get_queue_speed()
return primitives.task_queue_speed
end
function Task.set_queue_speed(value)
value = value or 1
if value < 0 then
value = 0
end
primitives.task_queue_speed = value
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end
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Event.add(defines.events.on_tick, on_tick)
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return Task