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integration/luprex/syscpp/idalloc.hpp

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// The ID allocator.
//
// This ID allocator attempts to allocate IDs in such a way that the
// synchronous model gets the same IDs as the master model.
//
// Every logged-in player maintains a "batch queue". That's a fifo queue
// of ID batches. An ID batch is a contiguous range of IDs, containing
// between 128 and 256 contiguous IDs. The batch queue is difference
// transmitted, to ensure that the synchronous model has the same
// batches as the master model.
//
// When a player creates a thread, that thread gets an ID batch from the
// player's batch queue. When that thread allocates IDs,
// it uses the batch it was allocated. If the batch is used up, then the
// thread falls back to using a global fallback allocator. Such fallback IDs
// are not likely to be predicted correctly.
//
// When a player creates a thread, he uses up one of his batches. In the
// master model, the batch queue is 'refilled' by creating a new batch.
// In the synchronous model, the batch queue is not directly refilled,
// but the difference transmitter effectively refills it. It is imperative
// that this difference transmission happen before the player's asynchronous
// model runs out of batches, otherwise we'll get prediction failures.
//
// It is common that a thread will only use 0, 1, or 2 IDs. If a thread
// exits without using up most of its IDs, then the batch it contains is
// still a pretty usable batch. The master model will reclaim that batch,
// putting it into a global salvage pool. The salvage batches are later
// used when refilling batch queues.
//
// ID ranges are assigned as follows:
//
// 0x0000+ : reserved for future expansion.
// 0x0001+ : used by master model to allocate batches.
// 0x0010+ : used by master model to allocate unpredictable IDs.
// 0x001E+ : used by synchronous model to allocate stopgap IDs.
//
// The operations in this class are:
//
// idalloc.initmaster() - reinitialize the ID allocator in master mode.
// idalloc.initsynch() - reinitialize the ID allocator in synchronous mode.
// idalloc.setqueue_fill() - override the default queue fill level.
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// idalloc.refill(bq) - get batches from the global pool until the batch queue is full.
// idalloc.unqueue(bq) - push batches from the batch queue back into the global pool.
// idalloc.preparethread(bq, co) - transfer a batch from the batch queue to the coroutine
// idalloc.salvagethread(co) - push any batch in the dead coroutine back into the global pool
//
// idalloc.allocid() - get an ID using either the current thread's pool or the global pool
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#ifndef IDALLOC_HPP
#define IDALLOC_HPP
#include <cstdint>
#include <vector>
#include <deque>
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#include "luastack.hpp"
class IdGlobalPool {
private:
std::vector<int64_t> salvaged_;
int64_t next_batch_;
int64_t next_id_;
int queue_fill_;
friend int cunittests_idalloc(lua_State *L);
public:
IdGlobalPool();
~IdGlobalPool();
void init_master(int qf);
void init_synch(int qf);
int64_t get_batch();
int64_t get_one();
void salvage(int64_t batch);
int queue_fill() const { return queue_fill_; }
void salvage_thread(lua_State *L);
int64_t alloc_id_for_thread(lua_State *L);
};
class IdPlayerPool {
private:
IdGlobalPool *global_;
std::deque<int64_t> ranges_;
friend int cunittests_idalloc(lua_State *L);
public:
IdPlayerPool(IdGlobalPool *gp);
~IdPlayerPool();
void refill();
void unqueue();
void purge();
int64_t get_batch();
void salvage_thread(lua_State *L);
void prepare_thread(lua_State *L);
};
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#endif // IDALLOC_HPP