Redesigned ID allocator and tangible.actor
This commit is contained in:
@@ -61,24 +61,6 @@ void IdGlobalPool::salvage(int64_t batch) {
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salvaged_.push_back(batch);
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}
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void IdGlobalPool::salvage_thread(lua_State *L) {
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salvage(lua_getnextid(L));
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lua_setnextid(L, 0);
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}
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int64_t IdGlobalPool::alloc_id_for_thread(lua_State *L) {
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int64_t batch = lua_getnextid(L);
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if (batch != 0) {
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int64_t id = batch;
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batch += 1;
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if ((batch & 0xFF) == 0) batch = 0;
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lua_setnextid(L, batch);
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return id;
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} else {
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return get_one();
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}
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}
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void IdGlobalPool::serialize(StreamBuffer *sb) const {
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sb->write_int64(next_batch_);
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sb->write_int64(next_id_);
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@@ -146,30 +128,22 @@ void IdPlayerPool::test_clear_ranges() {
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ranges_.clear();
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}
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int64_t IdPlayerPool::get_batch() {
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while (int(ranges_.size()) < fifo_capacity_ + 1) {
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int64_t batch = global_->get_batch();
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if (batch == 0) break;
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ranges_.push_back(batch);
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}
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int64_t IdPlayerPool::get_one() {
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refill();
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if (ranges_.empty()) {
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return 0;
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return global_->get_one();
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} else {
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int64_t batch = ranges_.front();
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ranges_.pop_front();
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return batch;
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int64_t id = ranges_.front();
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if ((id & 0xFF) == 0xFF) {
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ranges_.pop_front();
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refill();
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} else {
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ranges_.front() = id + 1;
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}
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return id;
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}
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}
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void IdPlayerPool::salvage_thread(lua_State *L) {
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global_->salvage_thread(L);
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}
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void IdPlayerPool::prepare_thread(lua_State *L) {
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global_->salvage_thread(L);
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lua_setnextid(L, get_batch());
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}
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void IdPlayerPool::serialize(StreamBuffer *sb) const {
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sb->write_uint8(fifo_capacity_);
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sb->write_uint8(ranges_.size());
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@@ -324,25 +298,24 @@ LuaDefine(unittests_idalloc, "c") {
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LuaAssert(L, gp.get_batch() == nthbatch(2));
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// In the synchronous model, refill should do nothing.
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// The player pool should shunt through to the global.
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pp.test_clear_ranges();
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gp.init_synch();
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pp.set_fifo_capacity(3);
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pp.refill();
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LuaAssert(L, pp.size() == 0);
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LuaAssert(L, pp.get_batch() == 0);
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LuaAssert(L, pp.get_one() == 0x001E000000000000);
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LuaAssert(L, pp.size() == 0);
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LuaAssert(L, pp.get_batch() == 0);
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// In the master model, with fifo disabled. Fifo should remain
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// empty, but batches should be returned.
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// empty, and the player pool should shunt through to the global.
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gp.init_master();
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pp.test_clear_ranges();
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pp.set_fifo_capacity(0);
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pp.refill();
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LuaAssert(L, pp.size() == 0);
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LuaAssert(L, pp.get_batch() == nthbatch(0));
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LuaAssert(L, pp.get_one() == 0x0010000000000000);
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LuaAssert(L, pp.size() == 0);
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LuaAssert(L, pp.get_batch() == nthbatch(1));
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// Test refill from master (with enabled fifo).
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gp.init_master();
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@@ -351,44 +324,24 @@ LuaDefine(unittests_idalloc, "c") {
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pp.refill();
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LuaAssert(L, ranges_equal(pp.ranges_, nthbatch(0), nthbatch(1), nthbatch(2)));
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// Now test that get_batch keeps the pool filled from master.
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LuaAssert(L, pp.get_batch() == nthbatch(0));
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LuaAssert(L, ranges_equal(pp.ranges_, nthbatch(1), nthbatch(2), nthbatch(3)));
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// Now test that get_one() keeps the pool filled from master.
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for (int i = 0; i < 256; i++) {
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LuaAssert(L, pp.get_one() == nthbatch(0) + i);
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}
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for (int i = 0; i < 256; i++) {
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LuaAssert(L, pp.get_one() == nthbatch(1) + i);
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}
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LuaAssert(L, ranges_equal(pp.ranges_, nthbatch(2), nthbatch(3), nthbatch(4)));
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// Test unqueueing the batches.
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LuaAssert(L, gp.get_batch() == nthbatch(4));
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LuaAssert(L, gp.get_batch() == nthbatch(5));
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LuaAssert(L, gp.get_batch() == nthbatch(6));
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pp.set_fifo_capacity(0);
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LuaAssert(L, gp.get_batch() == nthbatch(1));
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LuaAssert(L, gp.get_batch() == nthbatch(2));
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LuaAssert(L, gp.get_batch() == nthbatch(3));
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LuaAssert(L, gp.get_batch() == nthbatch(6));
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LuaAssert(L, gp.get_batch() == nthbatch(4));
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LuaAssert(L, gp.get_batch() == nthbatch(7));
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// Try preparing a thread and salvaging a thread.
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gp.init_master();
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pp.test_clear_ranges();
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pp.set_fifo_capacity(3);
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lua_setnextid(L, 0);
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pp.prepare_thread(L);
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LuaAssert(L, lua_getnextid(L) == nthbatch(0));
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lua_setnextid(L, 0);
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pp.prepare_thread(L);
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LuaAssert(L, lua_getnextid(L) == nthbatch(1));
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// Try salvaging the pool from the thread.
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pp.salvage_thread(L);
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LuaAssert(L, lua_getnextid(L) == 0);
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LuaAssert(L, gp.get_batch() == nthbatch(1));
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// Allocate IDs from inside a thread.
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gp.init_master();
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lua_setnextid(L, 0xFD);
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LuaAssert(L, gp.alloc_id_for_thread(L) == 0xFD);
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LuaAssert(L, gp.alloc_id_for_thread(L) == 0xFE);
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LuaAssert(L, gp.alloc_id_for_thread(L) == 0xFF);
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LuaAssert(L, gp.alloc_id_for_thread(L) == 0x0010000000000000);
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LuaAssert(L, lua_getnextid(L) == 0);
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// Serialize and deserialize a global pool.
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gp.init_master();
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gpds.init_master();
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@@ -415,9 +368,7 @@ LuaDefine(unittests_idalloc, "c") {
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ppds.deserialize(&sb);
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LuaAssert(L, ppds.get_fifo_capacity()==3);
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LuaAssert(L, ppds.size() == 3);
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LuaAssert(L, ppds.get_batch() == nthbatch(1));
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LuaAssert(L, ppds.get_batch() == nthbatch(2));
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LuaAssert(L, ppds.get_batch() == nthbatch(3));
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LuaAssert(L, ranges_equal(ppds.ranges_, nthbatch(1), nthbatch(2), nthbatch(3)));
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// Difference transmit compare two empty pools.
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gp.init_master();
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@@ -101,14 +101,6 @@ public:
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// zero, or the batch contains fewer than 128 IDs.
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void salvage(int64_t batch);
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// Return the thread's batch to the global pool. If no batch
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// is present, that's okay. Set the thread's batch to zero (invalid).
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void salvage_thread(lua_State *L);
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// Allocate an ID for the specified thread. Uses the thread's
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// batch if possible. If not, fetches one ID from the global pool.
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int64_t alloc_id_for_thread(lua_State *L);
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// Serialize to or deserialize from a streambuffer.
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void serialize(StreamBuffer *sb) const;
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void deserialize(StreamBuffer *sb);
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@@ -144,17 +136,8 @@ public:
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// Refill the fifo of batches from the global pool.
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void refill();
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// Get a batch from the fifo. Also refills the fifo.
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int64_t get_batch();
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// Return the thread's batch to the global pool. If no batch
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// is present, that's okay. Set the thread's batch to zero (invalid).
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void salvage_thread(lua_State *L);
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// Fetch a batch from the fifo and install it in the thread.
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// If the thread already had a batch, the thread's previous batch
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// is returned to the global pool.
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void prepare_thread(lua_State *L);
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// Get a single ID from the fifo. Also refills the fifo.
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int64_t get_one();
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// Return the size of the queue.
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int size() { return ranges_.size(); }
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@@ -22,7 +22,7 @@ LuaDefine(tangible_animate, "c") {
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LuaStack LS(L, tanobj, config);
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World *w = World::fetch_global_pointer(L);
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Tangible *tan = w->tangible_get(LS, tanobj);
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int64_t id = w->id_global_pool_.alloc_id_for_thread(L);
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int64_t id = w->alloc_id_predictable();
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const AnimStep &prev = tan->anim_queue_.back();
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AnimStep step;
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step.from_lua(L, config.index(), prev);
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@@ -94,7 +94,8 @@ LuaDefine(tangible_build, "c") {
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// TODO: generate error if there's extra crap in the config table.
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World *w = World::fetch_global_pointer(L);
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Tangible *tan = w->tangible_make(L, 0, "nowhere", true);
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int64_t new_id = w->alloc_id_predictable();
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Tangible *tan = w->tangible_make(L, new_id, "nowhere", true);
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lua_replace(L, database.index());
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// Update the class of the new tangible.
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@@ -102,7 +103,7 @@ LuaDefine(tangible_build, "c") {
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LS.rawset(mt, "__index", classtab);
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// Update the animation queue and planemap of the new tangible.
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int64_t stepid = w->id_global_pool_.alloc_id_for_thread(L);
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int64_t stepid = w->alloc_id_predictable();
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tan->anim_queue_.add(stepid, initstep);
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tan->update_plane_item();
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@@ -153,21 +154,26 @@ LuaDefine(tangible_id, "c") {
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return LS.result();
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}
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LuaDefine(tangible_getactor, "c") {
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LuaDefine(tangible_actor, "c") {
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LuaRet actor;
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LuaStack LS(L, actor);
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LS.rawget(actor, LuaRegistry, "actor");
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LuaVar tangibles;
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LuaStack LS(L, tangibles, actor);
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World *w = World::fetch_global_pointer(L);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(actor, tangibles, w->lthread_actor_id_);
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return LS.result();
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}
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LuaDefine(tangible_getplace, "c") {
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LuaDefine(tangible_place, "c") {
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LuaRet place;
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LuaStack LS(L, place);
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LS.rawget(place, LuaRegistry, "place");
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LuaVar tangibles;
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LuaStack LS(L, tangibles, place);
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World *w = World::fetch_global_pointer(L);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(place, tangibles, w->lthread_place_id_);
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return LS.result();
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}
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LuaDefine(world_wait, "f") {
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if ((lua_gettop(L) != 1) || (lua_type(L, -1) != LUA_TNUMBER)) {
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luaL_error(L, "Argument to wait must be a number.");
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@@ -47,6 +47,9 @@ World::World(util::WorldType wt) {
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// Clear the global GUI pointer.
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Gui::store_global_pointer(state(), nullptr);
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// Clear the lthread state.
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set_lthread_state(0, 0, false);
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// Set the tabletype of the registry.
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LS.settabletype(LuaRegistry, LUA_TT_REGISTRY);
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@@ -151,14 +154,12 @@ Tangible *World::tangible_make(lua_State *L, int64_t id, const std::string &plan
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L = state();
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assert(!pushdb);
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}
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assert(id != 0);
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LuaVar tangibles, metatab;
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LuaRet database;
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LuaStack LS(L, tangibles, database, metatab);
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// Allocate an ID if we don't already have one.
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if (id == 0) id = id_global_pool_.alloc_id_for_thread(L);
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// Create the C++ part of the structure.
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std::unique_ptr<Tangible> &t = tangibles_[id];
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assert (t == nullptr);
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@@ -250,7 +251,8 @@ World::Redirects World::fetch_redirects() {
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}
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int64_t World::create_login_actor() {
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Tangible *tan = tangible_make(state(), 0, "nowhere", true);
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int64_t id = id_global_pool_.get_one();
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Tangible *tan = tangible_make(state(), id, "nowhere", true);
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LuaArg database;
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LuaVar classtab, mt;
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LuaStack LS(state(), database, classtab, mt);
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@@ -302,11 +304,9 @@ void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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lua_pushvalue(L, actor.index());
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lua_pushvalue(L, place.index());
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Gui::store_global_pointer(L, gui);
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LS.rawset(LuaRegistry, "actor", actor);
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LS.rawset(LuaRegistry, "place", place);
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set_lthread_state(actor_id, place_id, false);
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int status = traceback_pcall(L, 2, 0);
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LS.rawset(LuaRegistry, "actor", LuaNil);
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LS.rawset(LuaRegistry, "place", LuaNil);
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set_lthread_state(0, 0, false);
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Gui::store_global_pointer(L, nullptr);
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if (status != 0) {
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gui->clear();
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@@ -359,9 +359,9 @@ void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &a
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return;
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}
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// Get an ID batch for the thread, and take one for the thread itself.
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int64_t id_batch = tactor->id_player_pool_.get_batch();
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int64_t tid = id_batch++;
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// Get an ID for the thread. We always use the player
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// pool in this case.
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int64_t tid = tactor->id_player_pool_.get_one();
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// Set up for Lua manipulation.
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lua_State *L = state();
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@@ -418,8 +418,9 @@ void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &a
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// Create the thread info table.
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LS.newtable(thinfo);
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LS.rawset(thinfo, "thread", thread);
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LS.rawset(thinfo, "actor", actor);
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LS.rawset(thinfo, "actorid", actor_id);
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LS.rawset(thinfo, "isnew", true);
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LS.rawset(thinfo, "useppool", true);
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// Store the thread into place's thread table.
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LS.rawget(threads, mt, "threads");
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@@ -440,8 +441,8 @@ void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &a
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void World::run_scheduled_threads(int64_t clk) {
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assert(stack_is_clear());
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lua_State *L = state();
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LuaVar tangibles, actor, place, mt, threads, thinfo, isnew, thread;
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LuaStack LS(L, tangibles, actor, place, mt, threads, thinfo, isnew, thread);
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LuaVar tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread;
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LuaStack LS(L, tangibles, place, mt, threads, thinfo, actorid, isnew, useppool, thread);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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while (thread_sched_.ready(clk)) {
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@@ -462,27 +463,28 @@ void World::run_scheduled_threads(int64_t clk) {
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if (!LS.istable(thinfo)) {
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continue;
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}
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LS.rawget(actor, thinfo, "actor");
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if (!LS.istable(actor)) {
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LS.rawget(actorid, thinfo, "actorid");
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if (!LS.isnumber(actorid)) {
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continue;
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}
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LS.rawget(isnew, thinfo, "isnew");
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if (!LS.isboolean(isnew)) {
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continue;
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}
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LS.rawget(useppool, thinfo, "useppool");
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if (!LS.isboolean(useppool)) {
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continue;
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}
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LS.rawget(thread, thinfo, "thread");
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if (!LS.isthread(thread)) {
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continue;
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}
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// Resume the coroutine.
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LS.rawset(thinfo, "isnew", false);
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lua_State *CO = LS.ckthread(thread);
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LS.rawset(LuaRegistry, "actor", actor);
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LS.rawset(LuaRegistry, "place", place);
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set_lthread_state(LS.ckinteger(actorid), sched.place_id(), LS.ckboolean(useppool));
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int status = lua_resume(CO, nullptr, LS.ckboolean(isnew) ? 3 : 0);
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LS.rawset(LuaRegistry, "actor", LuaNil);
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LS.rawset(LuaRegistry, "place", LuaNil);
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set_lthread_state(0, 0, false);
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// Three possible outcomes: finished, yielded, or errored.
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if (status == LUA_YIELD) {
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@@ -493,6 +495,8 @@ void World::run_scheduled_threads(int64_t clk) {
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} else {
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lua_Number delay = lua_tonumber(CO, 1);
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lua_settop(CO, 0);
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LS.rawset(thinfo, "isnew", false);
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LS.rawset(thinfo, "useppool", false);
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std::cerr << "Thread wait = " << delay << std::endl;
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thread_sched_.add(sched.clock() + int64_t(delay), sched.thread_id(), sched.place_id());
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std::cerr << "Added to schedule." << std::endl;
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@@ -512,6 +516,23 @@ void World::run_scheduled_threads(int64_t clk) {
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assert(stack_is_clear());
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}
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int64_t World::alloc_id_predictable() {
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if (!lthread_use_ppool_) {
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return id_global_pool_.get_one();
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}
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Tangible *t = tangible_get(lthread_actor_id_);
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if (t == nullptr) {
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return id_global_pool_.get_one();
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}
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return t->id_player_pool_.get_one();
|
||||
}
|
||||
|
||||
void World::set_lthread_state(int64_t actor, int64_t place, bool ppool) {
|
||||
lthread_actor_id_ = actor;
|
||||
lthread_place_id_ = place;
|
||||
lthread_use_ppool_ = ppool;
|
||||
}
|
||||
|
||||
void World::serialize(StreamBuffer *sb) {
|
||||
assert(stack_is_clear());
|
||||
assert(redirects_.empty());
|
||||
|
||||
@@ -207,6 +207,29 @@ public:
|
||||
//
|
||||
bool stack_is_clear() const { return lua_gettop(state()) == 0; }
|
||||
|
||||
// Set the lthread state.
|
||||
//
|
||||
// Whenever lua code is running, and ONLY when lua code is running,
|
||||
// we store the following information in the world model:
|
||||
//
|
||||
// * lthread_actor_id: current actor
|
||||
// * lthread_place_id: current place
|
||||
// * lthread_use_ppool: true if we should use the player ID pool.
|
||||
//
|
||||
// As soon as the lua code stops executing, these variables are
|
||||
// cleared.
|
||||
//
|
||||
void set_lthread_state(int64_t actor_id, int64_t place_id, bool ppool);
|
||||
|
||||
// Allocate a single ID.
|
||||
//
|
||||
// The rules are as follows:
|
||||
// * if lthread_use_ppool is false, uses the global pool.
|
||||
// * if lthread_actor_id is not a valid actor id, uses the global pool.
|
||||
// * otherwise, uses the player pool of lthread_actor_id.
|
||||
//
|
||||
int64_t alloc_id_predictable();
|
||||
|
||||
private:
|
||||
|
||||
// Store a pointer to a world model into a lua registry.
|
||||
@@ -406,10 +429,18 @@ private:
|
||||
//
|
||||
Redirects redirects_;
|
||||
|
||||
// lthread variables: see set_lthread_state for explanation.
|
||||
//
|
||||
int64_t lthread_actor_id_;
|
||||
int64_t lthread_place_id_;
|
||||
int64_t lthread_use_ppool_;
|
||||
|
||||
friend class Tangible;
|
||||
friend int lfn_tangible_animate(lua_State *L);
|
||||
friend int lfn_tangible_build(lua_State *L);
|
||||
friend int lfn_tangible_redirect(lua_State *L);
|
||||
friend int lfn_tangible_actor(lua_State *L);
|
||||
friend int lfn_tangible_place(lua_State *L);
|
||||
};
|
||||
|
||||
#endif // WORLD_HPP
|
||||
|
||||
Reference in New Issue
Block a user