Compare commits

...

2 Commits

8 changed files with 4 additions and 723 deletions

View File

@ -1,9 +1,10 @@
{
"authors": [
"Tristan B. Kildaire"
"Tristan B. Velloza Kildaire"
],
"copyright": "Copyright © 2020, Tristan B. Kildaire",
"description": "Easy to use event-loop dispatcher mechanism",
"copyright": "Copyright © 2020, Tristan B. Velloza Kildaire",
"description": "Asynchronous programming system",
"homepage": "http://deavmi.assigned.network/projects/eventy",
"license": "LGPL v3",
"name": "eventy",
"targetType": "library"

View File

@ -1,35 +0,0 @@
module eventy.config;
import core.thread : Duration, dur;
/**
* Configuration system for eventy
*
* Allows the user to specify certain
* tweaks to the engine
*/
public struct EngineSettings
{
/* Agressive lock trying (can starve the loop-check) */
bool agressiveTryLock;
/* Hold-off mode */
HoldOffMode holdOffMode;
/* If `holdOffMode` is `SLEEP` then set the duration for the sleep */
Duration sleepTime;
/* Calling `shutdown()` will wait for any pending events to be dispatched before shutting down */
bool gracefulShutdown;
}
/**
* Hold off mode
*
* Method to use for "sleeping" the event loop
*/
public enum HoldOffMode
{
YIELD,
SLEEP
}

View File

@ -1,535 +0,0 @@
module eventy.engine;
import eventy.types : EventType;
import eventy.signal : Signal;
import eventy.event : Event;
import eventy.config;
import eventy.exceptions;
import std.container.dlist;
import core.sync.mutex : Mutex;
import core.thread : Thread, dur, Duration;
import std.conv : to;
unittest
{
import std.stdio;
Engine engine = new Engine();
/**
* Let the event engine know what typeIDs are
* allowed to be queued
*/
engine.addEventType(new EventType(1));
engine.addEventType(new EventType(2));
/**
* Create a new Signal Handler that will handles
* event types `1` and `2` with the given `handler()`
* function
*/
class SignalHandler1 : Signal
{
this()
{
super([1, 2]);
}
public override void handler(Event e)
{
writeln("Running event", e.getID());
}
}
/**
* Tell the event engine that I want to register
* the following handler for its queues `1` and `2`
*/
Signal j = new SignalHandler1();
engine.addSignalHandler(j);
Event eTest = new Event(1);
engine.push(eTest);
eTest = new Event(2);
engine.push(eTest);
Thread.sleep(dur!("seconds")(2));
engine.push(eTest);
writeln("done with main thread code");
while(engine.hasEventsRunning()) {}
/* TODO: Before shutting down, actually test it out (i.e. all events ran) */
engine.shutdown();
}
unittest
{
import std.stdio;
EngineSettings customSettings = {holdOffMode: HoldOffMode.YIELD};
Engine engine = new Engine(customSettings);
/**
* Let the event engine know what typeIDs are
* allowed to be queued
*/
engine.addEventType(new EventType(1));
engine.addEventType(new EventType(2));
/**
* Create a new Signal Handler that will handles
* event types `1` and `2` with the given `handler()`
* function
*/
class SignalHandler1 : Signal
{
this()
{
super([1, 2]);
}
public override void handler(Event e)
{
writeln("Running event", e.getID());
}
}
/**
* Tell the event engine that I want to register
* the following handler for its queues `1` and `2`
*/
Signal j = new SignalHandler1();
engine.addSignalHandler(j);
Event eTest = new Event(1);
engine.push(eTest);
eTest = new Event(2);
engine.push(eTest);
Thread.sleep(dur!("seconds")(2));
engine.push(eTest);
writeln("done with main thread code");
while(engine.hasEventsRunning()) {}
/* TODO: Before shutting down, actually test it out (i.e. all events ran) */
engine.shutdown();
}
/**
* Engine
*
* An instance of this represents an engine that
* can, at any time, handle the delivery of new
* events, trigger the correct signal handlers
* for the respective events, remove signal
* handlers, add signal handlers, among many
* other things
*/
public final class Engine
{
/* Registered queues */
private DList!(EventType) eventTypes;
private Mutex eventTypesLock;
/* Registered signal handlers */
private DList!(Signal) handlers;
private Mutex handlerLock;
/* Engine configuration */
private EngineSettings settings;
/* Whether engine is running or not */
private bool running;
/* Dispatched threads */
private DList!(DispatchWrapper) threadStore;
private Mutex threadStoreLock;
/**
* Instantiates a new Eventy engine with the provided
* configuration
*
* Params:
* settings = The EngineSettings to use
*/
this(EngineSettings settings)
{
eventTypesLock = new Mutex();
handlerLock = new Mutex();
threadStoreLock = new Mutex();
this.settings = settings;
}
/**
* Instantiates a new Eventy engine with the default
* settings
*/
this()
{
EngineSettings defaultSettings;
/* Yield if a lock fails (prevent potential thread starvation) */
defaultSettings.agressiveTryLock = false;
// FIXME: Investigate ways to lower load average
// /* Make the event engine loop sleep (1) and for 50ms (2) (TODO: Adjust this) */
// defaultSettings.holdOffMode = HoldOffMode.SLEEP;
// defaultSettings.sleepTime = dur!("msecs")(50);
/* Use yeilding for most responsiveness */
defaultSettings.holdOffMode = HoldOffMode.YIELD;
/* Do not gracefully shutdown */
defaultSettings.gracefulShutdown = false;
this(defaultSettings);
}
/**
* Returns the current configuration paremeters being
* used by the engine
*
* Returns: The EngineSettings struct
*/
public EngineSettings getConfig()
{
return settings;
}
/**
* Updates the current configuration of the engine
*
* Params:
* newSettings = The new EngineSettings struct to use
*/
public void setConfig(EngineSettings newSettings)
{
this.settings = newSettings;
}
/**
* Attaches a new signal handler to the engine
*
* Params:
* e = the signal handler to add
*/
public void addSignalHandler(Signal e)
{
/* Lock the signal-set */
handlerLock.lock();
/* Add the new handler */
handlers ~= e;
/* Unlock the signal-set */
handlerLock.unlock();
}
/**
* Shuts down the event engine
*/
public void shutdown()
{
/* TODO: Insert a lock here, that dispatch should adhere too as well */
/* FIXME: We should prevent adding of queues during shutdown */
/* FIXME: We should prevent pushing of events during shutdown */
/* Wait for any pendings events (if configured) */
if(settings.gracefulShutdown)
{
while(hasEventsRunning()) {}
}
}
/**
* Creates a new thread per signal and dispatches the event to them
*
* Params:
* signalSet = The signal handlers to use for dispatching
* e = the Event to be dispatched to each handler
*/
private void dispatch(Signal[] signalSet, Event e)
{
foreach (Signal signal; signalSet)
{
/* Create a new Thread */
DispatchWrapper handlerThread = new DispatchWrapper(signal, e);
/**
* TODO
*
* When we call `shutdown()` there may very well be a case of
* where the threadStoreLock unlocks after the clean up
* loop, but storeThread hangs here during that time,
* then proceeds to start the thread, we should therefore,
* either block on running changed (solution 1, not as granular)
*
* Solution 2: Block on dispatch being called <- use this method rather
* But still needs a running check, it must not go ahead if running is now
* false
*/
/* Store the thread */
storeThread(handlerThread);
/* Start the thread */
handlerThread.start();
}
}
/**
* Adds a thread to the thread store
*
* Params:
* t = the thread to add
*/
private void storeThread(DispatchWrapper t)
{
/**
* TODO: This can only be implemented if we use
* wrapper threads that exit, and we can signal
* removal from thread store then
*/
/* Lock the thread store from editing */
threadStoreLock.lock();
/* Add the thread */
threadStore ~= t;
/* Unlock the thread store for editing */
threadStoreLock.unlock();
}
/**
* Removes a thread from the thread store
*
* Params:
* t = the thread to remove
*/
private void removeThread(DispatchWrapper t)
{
/* Lock the thread store from editing */
threadStoreLock.lock();
/* Remove the thread */
threadStore.linearRemoveElement(t);
/* Unlock the thread store for editing */
threadStoreLock.unlock();
}
/**
* Checks whether or not there are still events
* running at the time of calling
*
* Returns: <code>true</code> if there are events
* still running, <code>false</code> otherwise
*/
public bool hasEventsRunning()
{
/* Whether there are events running or not */
bool has = false;
/* Lock the thread store */
threadStoreLock.lock();
has = !threadStore.empty();
/* Unlock the thread store */
threadStoreLock.unlock();
return has;
}
/**
* DispatchWrapper
*
* Effectively a thread but with the Signal,
* Event included with clean-up routines
*/
private class DispatchWrapper : Thread
{
private Signal signal;
private Event e;
this(Signal signal, Event e)
{
super(&run);
this.signal = signal;
this.e = e;
}
private void run()
{
/* Run the signal handler */
signal.handler(e);
/* Remove myself from the thread store */
removeThread(this);
}
}
/**
* Returns all the signal handlers responsible
* for handling the type of Event provided
*
* Params:
* e = the Event type to match to
* Returns: A Signal[] containing each handler
* registered to handle type <code>e</code>
*/
public Signal[] getSignalsForEvent(Event e)
{
/* Matched handlers */
Signal[] matchedHandlers;
/* Lock the signal-set */
handlerLock.lock();
/* Find all handlers matching */
foreach (Signal signal; handlers)
{
if (signal.handles(e.getID()))
{
matchedHandlers ~= signal;
}
}
/* Unlock the signal-set */
handlerLock.unlock();
return matchedHandlers;
}
/**
* Checks if there is a signal handler that handles
* the given event id
*
* Params:
* id = the event ID to check
* Returns: <code>true</code> if a signal handler does
* exist, <code>false</code> otherwise
*/
public bool isSignalExists(ulong id)
{
return getSignalsForEvent(new Event(id)).length != 0;
}
/**
* Pushes the given Event into the engine
* for eventual dispatch
*
* Params:
* e = the event to push
*/
public void push(Event e)
{
//TODO: Make this return a promise
//TODO: New code goes below here
/**
* What we want to do here is to effectively
* wake up a checker thread and also (before that)
* perhaps we say what queue was modified
*
* THEN the checker thread goes to said queue and
* executes said event (dispatches it) and then sleep
* again till it is interrupted. We need Pids and kill etc for this
*
* Idea (2)
*
* If we cannot do a checker thread then we can spwan a thread here
* but then we get no control for priorities etc, although actually we could
* maybe? It depends, we don't want multiple dispathers at same time then
* (A checker thread would ensure we don't get this)
*/
/* Obtain all signal handlers for the given event */
Signal[] handlersMatched = getSignalsForEvent(e);
/* If we get signal handlers then dispatch them */
if(handlersMatched.length)
{
dispatch(handlersMatched, e);
}
/* If there are no matching events */
else
{
//TODO: Add default handler support
//TODO: Add error throwing in case where not true
}
}
/**
* Registers a new EventType with the engine
* and then adds it.
*
* Throws EventyException if the id of the given
* EventType is is already in use by another
*
* Params:
* id = the id of the new event type to add
* Throws: EventyException
*/
public void addEventType(EventType evType)
{
/* Lock the event types list */
eventTypesLock.lock();
/* If no such queue exists then add it (recursive mutex used) */
if (!findEventType(evType.getID()))
{
/* Add the event types list */
eventTypes ~= evType;
}
else
{
throw new EventyException("Failure to add EventType with id '"~to!(string)(evType.getID())~"\' as it is already in use");
}
/* Unlock the event types list */
eventTypesLock.unlock();
}
/**
* Given an if, this will return the EventType
* associated with said id
*
* Params:
* id = the id of the EventType
* Returns: The EventType if found, otherwise
* <code>null</code>
*/
public EventType findEventType(ulong id)
{
/* Lock the EventType list */
eventTypesLock.lock();
/* Find the matching EventType */
EventType matchedEventType;
foreach (EventType eventType; eventTypes)
{
if (eventType.getID() == id)
{
matchedEventType = eventType;
break;
}
}
/* Unlock the EventType list */
eventTypesLock.unlock();
return matchedEventType;
}
}

View File

@ -1,34 +0,0 @@
module eventy.event;
/**
* Event
*
* An Event represents a trigger for a given signal(s)
* handlers which associate with the given typeID
*/
public class Event
{
/* The event's type id */
private ulong id;
/**
* Creates a new Event with the given typeID
*
* Params:
* typeID = the new Event's type ID
*/
this(ulong typeID)
{
this.id = typeID;
}
/**
* Returns the type ID of this Event
*
* Returns: The Event's type ID
*/
public final ulong getID()
{
return id;
}
}

View File

@ -1,14 +0,0 @@
module eventy.exceptions;
/**
* EventyException
*
* An Eventy runtime error
*/
public final class EventyException : Exception
{
this(string message)
{
super(message);
}
}

View File

@ -1,8 +1,2 @@
module eventy;
public import eventy.event;
public import eventy.exceptions;
public import eventy.engine;
public import eventy.types;
public import eventy.signal;
public import eventy.config;

View File

@ -1,56 +0,0 @@
module eventy.signal;
import eventy.event : Event;
/**
* Signal
*
* Represents a signal handler that handles a given set of typeIDs
* which means that it contains an associated function to be run
* on handling of a given Event
*/
//alias EventHandler = void function(Event);
public abstract class Signal
{
/* TypeIDs this signal handler associates with */
private ulong[] typeIDs;
/* Signal handler */
//private EventHandler handler;
this(ulong[] typeIDs)
{
this.typeIDs = typeIDs;
}
/**
* Returns true if this signal handles the given typeID
* false otherwise
*/
public bool handles(ulong typeID)
{
/* FIXME: Implement */
foreach(ulong id; typeIDs)
{
if(id == typeID)
{
return true;
}
}
return false;
}
public void registerTypeID(ulong typeID)
{
}
public void deregisterTypeID(ulong typeID)
{
}
public abstract void handler(Event);
}

View File

@ -1,40 +0,0 @@
module eventy.types;
import eventy.event : Event;
import core.sync.mutex : Mutex;
import std.container.dlist;
import std.range;
/**
* EventType
*
* Represents a type of event. Every Event has an EventType
* and Signal(s)-handlers register to one or more of these
* types to handle
*/
public final class EventType
{
/* The EventType's ID */
private ulong id;
/**
* Instantiates a new EventType with the given id
*
* Params:
* id = The EventType's id
*/
this(ulong id)
{
this.id = id;
}
/**
* Returns the id of this EventType
*
* Returns: The id of this EventType
*/
public ulong getID()
{
return id;
}
}