FreeKill/lua/server/scheduler.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
local Room = require "server.room"
--[[
local verbose = function(...)
printf(...)
end
--]]
-- 所有当前正在运行的房间(即游戏尚未结束的房间)
---@type table<integer, Room>
local runningRooms = {}
-- 所有处于就绪态的房间以及request协程如果就绪的话
---@type Room[]
local readyRooms = {}
local requestCo = coroutine.create(function(room)
require "server.request"(room)
end)
-- 仿照Room接口编写的request协程处理器
local requestRoom = setmetatable({
id = -1,
runningRooms = runningRooms,
-- minDelayTime 是当没有任何就绪房间时,可以睡眠的时间。
-- 因为这个时间是所有房间预期就绪用时的最小值故称为minDelayTime。
minDelayTime = -1,
getRoom = function(_, roomId)
return runningRooms[roomId]
end,
resume = function(self)
local err, msg = coroutine.resume(requestCo, self)
if err == false then
fk.qCritical(msg .. "\n" .. debug.traceback(requestCo))
end
return nil, 0
end,
isReady = function(self)
return self.thread:hasRequest()
end,
registerRoom = function(self, id)
local cRoom = self.thread:getRoom(id)
local room = Room:new(cRoom)
runningRooms[room.id] = room
end,
}, {
__tostring = function()
return "<Request Room>"
end,
})
runningRooms[-1] = requestRoom
-- 从所有运行中房间中挑出就绪的房间。
-- 方法暂时就是最简单的遍历。
local function refreshReadyRooms()
-- verbose '[+] Refreshing ready queue...'
for k, v in pairs(runningRooms) do
local ready, rest = v:isReady()
if ready then
table.insertIfNeed(readyRooms, v)
elseif rest and rest >= 0 then
local time = requestRoom.minDelayTime
time = math.min((time <= 0 and 9999999 or time), rest)
requestRoom.minDelayTime = math.ceil(time)
end
end
-- verbose('[+] now have %d ready rooms...', #readyRooms)
end
-- 主循环。只要线程没有被杀掉,就一直循环下去。
-- 函数每轮循环会从队列中取一个元素并交给控制权,
-- 如果没有,则尝试刷新队列,无法刷新则开始睡眠。
local function mainLoop()
-- request协程的专用特判变量。因为处理request不应当重置睡眠时长
local rest_sleep_time
while not requestRoom.thread:isTerminated() do
local room = table.remove(readyRooms, 1)
if room then
-- verbose '============= LOOP =============='
-- verbose('[*] Switching to %s...', tostring(room))
RoomInstance = (room ~= requestRoom and room or nil)
local over, rest = room:resume()
RoomInstance = nil
if over then
-- verbose('[#] %s is finished, removing ...', tostring(room))
for _, e in ipairs(room.logic.game_event_stack.t) do
coroutine.close(e._co)
end
for _, e in ipairs(room.logic.cleaner_stack.t) do
coroutine.close(e._co)
end
room.logic = nil
runningRooms[room.id] = nil
else
local time = requestRoom.minDelayTime
if room == requestRoom then
rest = rest_sleep_time
end
if rest and rest >= 0 then
time = math.min((time <= 0 and 9999999 or time), rest)
else
time = -1
end
requestRoom.minDelayTime = math.ceil(time)
-- verbose("[+] minDelay is %d ms...", requestRoom.minDelayTime)
-- verbose('[-] %s successfully yielded, %d ready rooms left...',
-- tostring(room), #readyRooms)
end
else
refreshReadyRooms()
if #readyRooms == 0 then
refreshReadyRooms()
if #readyRooms == 0 then
local time = requestRoom.minDelayTime
-- verbose('[.] Sleeping for %d ms...', time)
local cur = os.getms()
time = math.min((time <= 0 and 9999999 or time), 200)
-- 调用RoomThread的trySleep函数开始真正的睡眠。会被wakeUp(c++)唤醒。
requestRoom.thread:trySleep(time)
local runningRoomsCount = -1 -- 必有requestRoom从-1开始算
for _ in pairs(runningRooms) do
runningRoomsCount = runningRoomsCount + 1
if runningRoomsCount > 0 then break end
end
if runningRoomsCount == 0 and requestRoom.thread:isOutdated() then
break
end
-- verbose('[!] Waked up after %f ms...', (os.getms() - cur) / 1000)
if time > 0 then
rest_sleep_time = math.floor(time - (os.getms() - cur) / 1000)
else
rest_sleep_time = -1
end
requestRoom.minDelayTime = -1
end
end
end
end
-- verbose '=========== LOOP END ============'
-- verbose '[:)] Goodbye!'
end
-- 当Cpp侧的RoomThread运行时以下这个函数就是这个线程的主函数。
-- 而这个函数里面又调用了上面的mainLoop。
function InitScheduler(_thread)
requestRoom.thread = _thread
Pcall(mainLoop)
end
function IsConsoleStart()
return requestRoom.thread:isConsoleStart()
end