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Scheduler.hpp
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Scheduler.hpp
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//
// Created by Dottik on 2/1/2024.
//
#pragma once
#include <queue>
#include "lstate.h"
#include <functional>
#include <memory>
#include <thread>
#include "lua.h"
namespace std {
class shared_mutex;
}
namespace RBX {
struct LiveThreadRef {
int32_t __atomic__refs;
lua_State *thread;
int32_t thread_ref;
int32_t objectId;
};
} // namespace RBX
struct SchedulerYieldContext {
lua_State *plsexecutionThread;
volatile unsigned int ulnargs;
volatile unsigned int ulnrets;
volatile bool bIsWorkCompleted;
// Constructs a LiveThreadRef for invoking ScriptContext::resume
// Has side effects on the Lua Registry due to making a thread reference!
[[nodiscard]] std::unique_ptr<RBX::LiveThreadRef> construct_live_thread_ref_from_yield_context() const {
// Build threadref with the args we know we can obtain.
auto threadRef = std::make_unique<RBX::LiveThreadRef>();
lua_pushthread(this->plsexecutionThread);
threadRef->thread = this->plsexecutionThread;
threadRef->thread_ref = lua_ref(this->plsexecutionThread, -1);
threadRef->objectId = 0;
threadRef->__atomic__refs = 0;
lua_pop(this->plsexecutionThread, 1); // Reset stack.
return threadRef;
}
};
class SchedulerJob {
public: // TODO: Implement yielding correctly.
struct lJob {
std::string szluaCode;
} luaJob;
struct yieldJob {
SchedulerYieldContext *pyieldContext;
void *thJobRunner;
} yieldJob;
bool bIsLuaCode;
bool bIsYieldingJob;
SchedulerJob(const SchedulerJob &job) {
if (job.bIsLuaCode) {
this->bIsLuaCode = true;
this->bIsYieldingJob = false;
this->luaJob = {};
this->luaJob.szluaCode = job.luaJob.szluaCode;
} else {
this->bIsLuaCode = false;
this->bIsYieldingJob = true;
this->yieldJob = {};
this->yieldJob.pyieldContext = job.yieldJob.pyieldContext;
this->yieldJob.thJobRunner = (job.yieldJob.thJobRunner);
}
};
explicit SchedulerJob(const std::string &luaCode) {
this->bIsLuaCode = true;
this->bIsYieldingJob = false;
this->luaJob = {};
this->yieldJob = {};
this->luaJob.szluaCode = luaCode;
}
SchedulerJob(SchedulerYieldContext *ctx, std::thread *thJobrunner) {
this->bIsLuaCode = false;
this->bIsYieldingJob = true;
this->luaJob = {};
this->yieldJob = {};
this->yieldJob.pyieldContext = ctx;
this->yieldJob.thJobRunner = (thJobrunner);
}
~SchedulerJob() = default;
};
class Scheduler {
static Scheduler *singleton;
lua_State *m_lsInitialisedWith;
lua_State *m_lsRoblox;
std::queue<SchedulerJob> m_sjJobs;
int m_lcurrent_scheduler_key;
SchedulerJob get_scheduler_job();
public:
static Scheduler *get_singleton();
void execute_job(lua_State *runOn, SchedulerJob *job);
void set_scheduler_key(int newSchedulerKey);
void schedule_job(const std::string &luaCode);
void initialize_with(lua_State *L, lua_State *rL);
bool is_initialized();
lua_State *get_global_executor_state() const;
lua_State *get_global_roblox_state() const;
void scheduler_step(lua_State *runner, int lschedulerKey);
void
yield_job(lua_State *L,
const std::function<std::function<int(lua_State *)>(SchedulerYieldContext *yieldContext)> yield_func) {
// TODO: Write YieldJob.
}
void re_initialize();
void lock_scheduler();
void unlock_scheduler();
};