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Moose Development/Moose/Core/ScheduleDispatcher.lua
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210
Moose Development/Moose/Core/ScheduleDispatcher.lua
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--- This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.
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--
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-- ===
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--
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-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
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--
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-- This class is tricky and needs some thorought explanation.
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-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
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-- The SCHEDULEDISPATCHER class ensures that:
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--
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-- - Scheduled functions are planned according the SCHEDULER object parameters.
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-- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
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-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
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--
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-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
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-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER
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-- object is _persistent_ within memory.
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-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
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-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
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-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
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-- these will not be executed anymore when the SCHEDULER object has been destroyed.
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--
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-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
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-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
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-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
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-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
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--
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-- ===
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--
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-- ===
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--
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-- ### Contributions: -
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-- ### Authors: FlightControl : Design & Programming
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--
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-- @module ScheduleDispatcher
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--- The SCHEDULEDISPATCHER structure
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-- @type SCHEDULEDISPATCHER
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SCHEDULEDISPATCHER = {
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ClassName = "SCHEDULEDISPATCHER",
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CallID = 0,
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}
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function SCHEDULEDISPATCHER:New()
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local self = BASE:Inherit( self, BASE:New() )
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self:F3()
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return self
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end
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--- Add a Schedule to the ScheduleDispatcher.
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-- The development of this method was really tidy.
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-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
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-- Nothing of this code should be modified without testing it thoroughly.
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-- @param #SCHEDULEDISPATCHER self
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-- @param Core.Scheduler#SCHEDULER Scheduler
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function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop )
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self:F( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop } )
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self.CallID = self.CallID + 1
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-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
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-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
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self.PersistentSchedulers = self.PersistentSchedulers or {}
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-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
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-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
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self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
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if Scheduler.TimeEventObject then
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self.ObjectSchedulers[self.CallID] = Scheduler
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self:T3( { self.CallID, self.ObjectSchedulers[self.CallID] } )
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else
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self.PersistentSchedulers[self.CallID] = Scheduler
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self:T3( { self.CallID, self.PersistentSchedulers[self.CallID] } )
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end
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self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
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self.Schedule[Scheduler] = {}
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self.Schedule[Scheduler][self.CallID] = {}
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self.Schedule[Scheduler][self.CallID].Function = ScheduleFunction
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self.Schedule[Scheduler][self.CallID].Arguments = ScheduleArguments
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self.Schedule[Scheduler][self.CallID].StartTime = timer.getTime() + ( Start or 0 )
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self.Schedule[Scheduler][self.CallID].Start = Start + .001
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self.Schedule[Scheduler][self.CallID].Repeat = Repeat
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self.Schedule[Scheduler][self.CallID].Randomize = Randomize
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self.Schedule[Scheduler][self.CallID].Stop = Stop
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self:T3( self.Schedule[Scheduler][self.CallID] )
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self.Schedule[Scheduler][self.CallID].CallHandler = function( CallID )
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self:F( CallID )
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local ErrorHandler = function( errmsg )
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env.info( "Error in timer function: " .. errmsg )
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if debug ~= nil then
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env.info( debug.traceback() )
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end
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return errmsg
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end
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local Scheduler = self.ObjectSchedulers[CallID]
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if not Scheduler then
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Scheduler = self.PersistentSchedulers[CallID]
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end
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self:T( { Scheduler = Scheduler } )
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if Scheduler then
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local Schedule = self.Schedule[Scheduler][CallID]
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self:T( { Schedule = Schedule } )
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local ScheduleObject = Scheduler.TimeEventObject
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--local ScheduleObjectName = Scheduler.TimeEventObject:GetNameAndClassID()
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local ScheduleFunction = Schedule.Function
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local ScheduleArguments = Schedule.Arguments
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local Start = Schedule.Start
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local Repeat = Schedule.Repeat or 0
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local Randomize = Schedule.Randomize or 0
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local Stop = Schedule.Stop or 0
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local ScheduleID = Schedule.ScheduleID
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local Status, Result
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if ScheduleObject then
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local function Timer()
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return ScheduleFunction( ScheduleObject, unpack( ScheduleArguments ) )
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end
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Status, Result = xpcall( Timer, ErrorHandler )
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else
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local function Timer()
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return ScheduleFunction( unpack( ScheduleArguments ) )
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end
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Status, Result = xpcall( Timer, ErrorHandler )
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end
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local CurrentTime = timer.getTime()
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local StartTime = CurrentTime + Start
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if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
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if Repeat ~= 0 and ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) then
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local ScheduleTime =
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CurrentTime +
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Repeat +
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math.random(
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- ( Randomize * Repeat / 2 ),
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( Randomize * Repeat / 2 )
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) +
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0.01
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self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
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return ScheduleTime -- returns the next time the function needs to be called.
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else
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self:Stop( Scheduler, CallID )
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end
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else
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self:Stop( Scheduler, CallID )
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end
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else
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--self:E( "Scheduled obscolete call for CallID: " .. CallID )
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end
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return nil
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end
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self:Start( Scheduler, self.CallID )
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return self.CallID
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end
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function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
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self:F( { Remove = CallID, Scheduler = Scheduler } )
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if CallID then
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self:Stop( Scheduler, CallID )
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self.Schedule[Scheduler][CallID] = nil
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end
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end
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function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
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self:F( { Start = CallID, Scheduler = Scheduler } )
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if CallID then
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local Schedule = self.Schedule[Scheduler]
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Schedule[CallID].ScheduleID = timer.scheduleFunction(
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Schedule[CallID].CallHandler,
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CallID,
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timer.getTime() + Schedule[CallID].Start
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)
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else
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for CallID, Schedule in pairs( self.Schedule[Scheduler] ) do
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self:Start( Scheduler, CallID ) -- Recursive
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end
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end
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end
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function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
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self:F( { Stop = CallID, Scheduler = Scheduler } )
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if CallID then
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local Schedule = self.Schedule[Scheduler]
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timer.removeFunction( Schedule[CallID].ScheduleID )
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else
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for CallID, Schedule in pairs( self.Schedule[Scheduler] ) do
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self:Stop( Scheduler, CallID ) -- Recursive
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end
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end
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end
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