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https://github.com/Refactorio/RedMew.git
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119 lines
4.5 KiB
Lua
119 lines
4.5 KiB
Lua
-- Threading simulation module
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-- Task.sleep()
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-- @author Valansch and Grilledham
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-- github: https://github.com/Refactorio/RedMew
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-- ======================================================= --
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local Queue = require 'utils.queue'
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local PriorityQueue = require 'utils.priority_queue'
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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 Task = {}
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global.callbacks = global.callbacks or PriorityQueue.new()
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global.next_async_callback_time = -1
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global.task_queue = global.task_queue or Queue.new()
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global.total_task_weight = 0
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global.task_queue_speed = 1
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local function comp(a, b)
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return a.time < b.time
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end
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global.tpt = global.task_queue_speed
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local function get_task_per_tick()
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if game.tick % 300 == 0 then
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local size = global.total_task_weight
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global.tpt = math.floor(math.log10(size + 1)) * global.task_queue_speed
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if global.tpt < 1 then
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global.tpt = 1
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end
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end
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return global.tpt
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end
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local function on_tick()
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local queue = global.task_queue
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for i = 1, get_task_per_tick() do
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local task = Queue.peek(queue)
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if task ~= nil then
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-- 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)
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if not success then
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if _DEBUG then
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error(result)
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else
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log(result)
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ErrorLogging.generate_error_report(result)
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end
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Queue.pop(queue)
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global.total_task_weight = global.total_task_weight - task.weight
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elseif not result then
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Queue.pop(queue)
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global.total_task_weight = global.total_task_weight - task.weight
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end
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end
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end
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local callbacks = global.callbacks
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local callback = PriorityQueue.peek(callbacks)
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while callback ~= nil and game.tick >= callback.time do
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local success, result = pcall(Token.get(callback.func_token), callback.params)
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if not success then
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if _DEBUG then
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error(result)
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else
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log(result)
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ErrorLogging.generate_error_report(result)
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end
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end
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PriorityQueue.pop(callbacks, comp)
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callback = PriorityQueue.peek(callbacks)
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end
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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
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-- Cannot be called before init
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-- @param ticks <number>
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-- @param func_token <number> a token for a function store via the token system
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-- @param params <any> the argument to send to the tokened function
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function Task.set_timeout_in_ticks(ticks, func_token, params)
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if not game then
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error('cannot call when game is not available', 2)
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end
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local time = game.tick + ticks
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local callback = {time = time, func_token = func_token, params = params}
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PriorityQueue.push(global.callbacks, callback, comp)
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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
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-- Cannot be called before init
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-- @param sec <number>
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-- @param func_token <number> a token for a function store via the token system
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-- @param params <any> the argument to send to the tokened function
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function Task.set_timeout(sec, func_token, params)
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if not game then
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error('cannot call when game is not available', 2)
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end
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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.
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-- Queued tasks are generally run 1 per tick. If the queue backs up, more tasks will be processed per tick.
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-- @param func_token <number> a token for a function stored via the token system
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-- If this function returns `true` it will run again the next tick, delaying other queued tasks (see weight)
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-- @param params <any> the argument to send to the tokened function
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-- @param weight <number> (defaults to 1) weight is the number of ticks a task is expected to take.
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-- Ex. if the task is expected to repeat multiple times (ie. the function returns true and loops several ticks)
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function Task.queue_task(func_token, params, weight)
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weight = weight or 1
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global.total_task_weight = global.total_task_weight + weight
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Queue.push(global.task_queue, {func_token = func_token, params = params, weight = weight})
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end
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Event.add(defines.events.on_tick, on_tick)
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return Task
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