MOOSE/Moose Development/Moose/Core/ScheduleDispatcher.lua
FlightControl_Master 3742f2937c Fix in scheduler
2017-08-12 16:12:07 +02:00

232 lines
9.1 KiB
Lua

--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
--
-- ===
--
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
--
-- This class is tricky and needs some thorought explanation.
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
-- The SCHEDULEDISPATCHER class ensures that:
--
-- - Scheduled functions are planned according the SCHEDULER object parameters.
-- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
--
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER
-- object is _persistent_ within memory.
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
-- 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.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
--
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
-- The SCHEDULER object plans new scheduled functions through the @{Scheduler#SCHEDULER.Schedule}() method.
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
--
-- ===
--
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
-- @module ScheduleDispatcher
--- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER
SCHEDULEDISPATCHER = {
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
}
function SCHEDULEDISPATCHER:New()
local self = BASE:Inherit( self, BASE:New() )
self:F3()
return self
end
--- Add a Schedule to the ScheduleDispatcher.
-- The development of this method was really tidy.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
-- Nothing of this code should be modified without testing it thoroughly.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler
function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop )
self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop } )
self.CallID = self.CallID + 1
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
self.PersistentSchedulers = self.PersistentSchedulers or {}
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
if Scheduler.MasterObject then
self.ObjectSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
else
self.PersistentSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
end
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
self.Schedule[Scheduler][CallID] = {}
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][CallID].Start = Start + .1
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop
self:T3( self.Schedule[Scheduler][CallID] )
self.Schedule[Scheduler][CallID].CallHandler = function( CallID )
self:F2( CallID )
local ErrorHandler = function( errmsg )
env.info( "Error in timer function: " .. errmsg )
if debug ~= nil then
env.info( debug.traceback() )
end
return errmsg
end
local Scheduler = self.ObjectSchedulers[CallID]
if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID]
end
--self:T3( { Scheduler = Scheduler } )
if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject)
local Schedule = self.Schedule[Scheduler][CallID]
--self:T3( { Schedule = Schedule } )
local ScheduleObject = Scheduler.SchedulerObject
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments
local Start = Schedule.Start
local Repeat = Schedule.Repeat or 0
local Randomize = Schedule.Randomize or 0
local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID
local Status, Result
if ScheduleObject then
local function Timer()
return ScheduleFunction( ScheduleObject, unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
else
local function Timer()
return ScheduleFunction( unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
end
local CurrentTime = timer.getTime()
local StartTime = Schedule.StartTime
self:F3( { Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
local ScheduleTime =
CurrentTime +
Repeat +
math.random(
- ( Randomize * Repeat / 2 ),
( Randomize * Repeat / 2 )
) +
0.01
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )
end
else
self:Stop( Scheduler, CallID )
end
else
self:E( "Scheduled obsolete call for CallID: " .. CallID )
end
return nil
end
self:Start( Scheduler, CallID )
return CallID
end
function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID )
self:F2( { Remove = CallID, Scheduler = Scheduler } )
if CallID then
self:Stop( Scheduler, CallID )
self.Schedule[Scheduler][CallID] = nil
end
end
function SCHEDULEDISPATCHER:Start( Scheduler, CallID )
self:F2( { Start = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler]
-- Only start when there is no ScheduleID defined!
-- This prevents to "Start" the scheduler twice with the same CallID...
if not Schedule[CallID].ScheduleID then
Schedule[CallID].StartTime = timer.getTime() -- Set the StartTime field to indicate when the scheduler started.
Schedule[CallID].ScheduleID = timer.scheduleFunction(
Schedule[CallID].CallHandler,
CallID,
timer.getTime() + Schedule[CallID].Start
)
end
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Start( Scheduler, CallID ) -- Recursive
end
end
end
function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
self:F2( { Stop = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler]
-- Only stop when there is a ScheduleID defined for the CallID.
-- So, when the scheduler was stopped before, do nothing.
if Schedule[CallID].ScheduleID then
timer.removeFunction( Schedule[CallID].ScheduleID )
Schedule[CallID].ScheduleID = nil
end
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Stop( Scheduler, CallID ) -- Recursive
end
end
end
function SCHEDULEDISPATCHER:Clear( Scheduler )
self:F2( { Scheduler = Scheduler } )
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Stop( Scheduler, CallID ) -- Recursive
end
end