Work on making Angelscript work threaded
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
Details
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@ -98,6 +98,8 @@ void AngelScriptResolver::Initialize(CreatureLib::Battling::BattleLibrary* arg,
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}
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_contextPool = new ContextPool(_engine);
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asPrepareMultithread();
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}
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void AngelScriptResolver::RegisterTypes() {
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@ -2,34 +2,61 @@
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#define PKMNLIB_CONTEXTPOOL_HPP
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#include <angelscript.h>
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#include <mutex>
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#include <thread>
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class ContextPool {
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std::vector<asIScriptContext*> _pool;
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struct CtxThreadedPoolStorage {
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std::vector<asIScriptContext*> Pool;
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std::mutex Lock;
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~CtxThreadedPoolStorage() {
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for (auto* ctx : Pool) {
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ctx->Release();
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}
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}
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};
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ArbUt::Dictionary<std::thread::id, CtxThreadedPoolStorage*> _pool;
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asIScriptEngine* _engine;
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CtxThreadedPoolStorage* GetThreadPool() {
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auto id = std::this_thread::get_id();
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if (!_pool.Has(id)) {
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auto t = CtxThreadedPoolStorage();
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_pool.Insert(id, new CtxThreadedPoolStorage());
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}
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return _pool[id];
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}
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public:
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ContextPool(asIScriptEngine* engine) : _engine(engine) {}
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~ContextPool() {
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for (auto ctx : _pool) {
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ctx->Release();
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for (const auto& kv : _pool) {
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delete kv.second;
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}
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}
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asIScriptContext* RequestContext() {
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// Get a context from the pool, or create a new
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asIScriptContext* ctx = nullptr;
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if (!_pool.empty()) {
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ctx = *_pool.rbegin();
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_pool.pop_back();
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} else
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auto* pool = GetThreadPool();
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std::lock_guard<std::mutex> guard(pool->Lock);
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if (!pool->Pool.empty()) {
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ctx = *pool->Pool.rbegin();
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pool->Pool.pop_back();
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} else {
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ctx = _engine->CreateContext();
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}
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return ctx;
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}
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void ReturnContextToPool(asIScriptContext* ctx) {
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ctx->Unprepare();
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_pool.push_back(ctx);
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auto* pool = GetThreadPool();
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std::lock_guard<std::mutex> guard(pool->Lock);
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pool->Pool.push_back(ctx);
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}
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};
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