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