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use crate::host::connect_result::*;
use crate::host::initialisation_context::*;
use crate::host::input_stream::*;
use crate::host::output_sink::*;
use crate::host::scene_context::*;
use crate::host::scene_core::*;
use crate::host::scene_message::*;
use crate::host::stream_id::*;
use crate::host::stream_source::*;
use crate::host::stream_target::*;
use crate::host::subprogram_id::*;
use crate::host::error::*;
use crate::host::programs::*;
use futures::prelude::*;
use futures::channel::oneshot;
use futures::future::{poll_fn};
use futures::{pin_mut};
use std::io::{stdin, stdout, stderr, BufReader};
use std::sync::*;
use std::collections::{HashSet};
///
/// A scene represents a set of running co-programs, creating a larger self-contained piece of
/// software out of a set of smaller pieces of software that communicate via streams.
///
#[derive(Clone)]
pub struct Scene {
core: Arc<Mutex<SceneCore>>,
}
impl Default for Scene {
fn default() -> Self {
Scene::with_standard_programs([
*SCENE_CONTROL_PROGRAM,
*OUTSIDE_SCENE_PROGRAM,
*STDIN_PROGRAM,
*STDOUT_PROGRAM,
*STDERR_PROGRAM,
*IDLE_NOTIFICATION_PROGRAM,
*TIMER_PROGRAM,
])
}
}
impl Scene {
///
/// Creates an empty scene (this has no control program so it won't start or connect any programs by default)
///
pub fn empty() -> Self {
Scene {
core: Arc::new(Mutex::new(SceneCore::new()))
}
}
///
/// Creates a new scene with a set of programs from the default set started
///
/// For example, calling this as `Scene::with_standard_programs([*SCENE_CONTROL_PROGRAM])` will create a scene with only
/// the standard scene control program running.
///
pub fn with_standard_programs(programs: impl IntoIterator<Item=SubProgramId>) -> Self {
let scene = Self::empty();
let programs = programs.into_iter().collect::<HashSet<_>>();
if programs.contains(&*SCENE_CONTROL_PROGRAM) {
let control_updates = SceneCore::send_updates_to_stream(&scene.core, *SCENE_CONTROL_PROGRAM);
scene.add_subprogram(*SCENE_CONTROL_PROGRAM, move |input, context| SceneControl::scene_control_program(input, context, control_updates), 0);
scene.connect_programs((), *SCENE_CONTROL_PROGRAM, StreamId::with_message_type::<Subscribe<SceneUpdate>>()).unwrap();
scene.connect_programs((), *SCENE_CONTROL_PROGRAM, StreamId::with_message_type::<Query<SceneUpdate>>()).unwrap();
}
if programs.contains(&*OUTSIDE_SCENE_PROGRAM) { scene.add_subprogram(*OUTSIDE_SCENE_PROGRAM, outside_scene_program, 0); }
if programs.contains(&*STDIN_PROGRAM) { scene.add_subprogram(*STDIN_PROGRAM, |input, context| text_input_subprogram(BufReader::new(stdin()), input, context), 0); }
if programs.contains(&*STDOUT_PROGRAM) { scene.add_subprogram(*STDOUT_PROGRAM, |input, context| text_io_subprogram(stdout(), input, context), 0); }
if programs.contains(&*STDERR_PROGRAM) { scene.add_subprogram(*STDERR_PROGRAM, |input, context| text_io_subprogram(stderr(), input, context), 0); }
if programs.contains(&*IDLE_NOTIFICATION_PROGRAM) { scene.add_subprogram(*IDLE_NOTIFICATION_PROGRAM, idle_subprogram, 20); }
if programs.contains(&*TIMER_PROGRAM) { scene.add_subprogram(*TIMER_PROGRAM, timer_subprogram, 0); }
scene
}
///
/// Creates a duplicate scene object
///
pub (crate) fn with_core(core: &Arc<Mutex<SceneCore>>) -> Self {
Scene {
core: core.clone()
}
}
///
/// Gets a reference to the core of this scene
///
#[inline]
pub (crate) fn core(&self) -> &Arc<Mutex<SceneCore>> {
&self.core
}
///
/// Creates a stream that can be used to send messages into this scene from elsewhere
///
/// This scene must have a `OUTSIDE_SCENE_PROGRAM` running in order to act as a source for these messages (and this can also be used to
/// connect or reconnect the streams returned by this function) .
///
pub fn send_to_scene<TMessage>(&self, target: impl Into<StreamTarget>) -> Result<impl Sink<TMessage, Error=SceneSendError<TMessage>>, ConnectionError>
where
TMessage: 'static + SceneMessage,
{
let target = target.into();
SceneCore::initialise_message_type(&self.core, StreamId::with_message_type::<TMessage>());
// Fetch the outside scene program, which is the source for messages on this stream
let program_id = *OUTSIDE_SCENE_PROGRAM;
let program_core = self.core.lock().unwrap().get_sub_program(program_id).ok_or(ConnectionError::NoOutsideSceneSubProgram)?;
let stream_id = StreamId::with_message_type::<TMessage>().for_target(target.clone());
// Try to re-use an existing target
let existing_core = program_core.lock().unwrap().output_core(&stream_id);
if let Some(existing_core) = existing_core {
// Reattach to the existing output core
let output_sink = OutputSink::attach(program_id, existing_core, &self.core);
Ok(output_sink)
} else {
// Create a new target for this message
let sink_target = SceneCore::sink_for_target::<TMessage>(&self.core, &program_id, target)?;
// Try to attach it to the program (or just read the old version)
let new_or_old_target = program_core.lock().unwrap().try_create_output_target(&stream_id, sink_target);
let new_or_old_target = match new_or_old_target { Ok(new) => new, Err(old) => old };
// Report the new connection
let target_program = OutputSinkCore::target_program_id(&new_or_old_target);
let update = if let Some(target_program) = target_program {
SceneUpdate::Connected(program_id, target_program, stream_id)
} else {
SceneUpdate::Disconnected(program_id, stream_id)
};
SceneCore::send_scene_updates(&self.core, vec![update]);
// Create an output sink from the target
let output_sink = OutputSink::attach(program_id, new_or_old_target, &self.core);
Ok(output_sink)
}
}
///
/// Returns a future that will run any waiting programs on the current thread
///
pub fn run_scene(&self) -> impl Future<Output=()> {
run_core(&self.core)
}
///
/// Returns a future that will run the scene across `num_threads` threads (including the thread this is awaited from)
///
/// The subthreads will end when the scene is ended, or the returned future is dropped.
///
pub fn run_scene_with_threads(&self, num_threads: usize) -> impl Future<Output=()> {
use futures::executor;
use std::thread::{JoinHandle};
use std::thread;
use std::mem;
// We take a copy of the core to run on the remote threads
let core = Arc::clone(&self.core);
// The dropper will stop the child threads when the main thread future is dropped
struct Dropper {
/// The senders to signal when this is dropped
stoppers: Vec<oneshot::Sender<()>>,
/// The join handles for waiting for the threads to shut down
join_handles: Vec<JoinHandle<()>>,
}
impl Drop for Dropper {
fn drop(&mut self) {
// Wake up all the threads and tell them to stop
for stopper in self.stoppers.drain(..) {
stopper.send(()).ok();
}
// Wait for all the threads to shut down before finishing the drop
for join_handle in self.join_handles.drain(..) {
join_handle.join().ok();
}
}
}
async move {
// The stoppers are used to signal the subthreads to stop when the future is dropped
let mut stoppers: Vec<oneshot::Sender<()>> = vec![];
let mut join_handles = vec![];
for _ in 1..num_threads {
// Create the channel used to signal the thread to stop
let (send_stop, recv_stop) = oneshot::channel();
// Create the thread itself
let core = Arc::clone(&core);
let join_handle = thread::spawn(move || {
executor::block_on(async move {
// Run the scene until the scene itself stops or the 'stop' event is triggered
let scene_runner = run_core(&core);
future::select(scene_runner, recv_stop.map(|_| ())).await;
});
});
// Stopper is signalled when the dropper is dropped, and the join handles are awaited at that time too
stoppers.push(send_stop);
join_handles.push(join_handle);
}
// The dropper will be dropped when this returned future is done
let dropper = Dropper { stoppers, join_handles };
// Run the scene on this thread as well
run_core(&core).await;
// Dropper will ensure that all the subthreads are shutdown (if we reach here, or if the future is dropped ahead of time)
mem::drop(dropper);
}
}
}
impl SceneInitialisationContext for Scene {
///
/// Connects the output `stream` of the `source` program to the input of `target`
///
/// Sub-programs can send messages without needing to know what handles them, for instance by creating an output stream using
/// `scene_context.send(())`. This call provides the means to specify how these streams are connected, for example by
/// calling `scene.connect_programs((), some_target_program_id, StreamId::with_message_type::<SomeMessageType>())` to connect
/// everything that sends `SomeMessageType` to the subprogram with the ID `some_target_program_id`.
///
/// The parameters can be used to specify exactly which stream should be redirected: it's possible to redirect only the streams
/// originating from a specific subprogram, or even streams that requested a particular target. A filtering mechanism is also
/// provided, in case it's necessary to change the type of the message to suit the target.
///
/// The target is usually a specific program, but can also be `StreamTarget::None` to indicate that any messages should be
/// dropped with no further action. `StreamTarget::Any` is the default, and will result in the stream blocking until another
/// call connects it.
///
/// The stream ID specifies which of the streams originating from the souce should be connected. This can either be created
/// using `StreamId::with_message_type::<SomeMessage>()` to indicate all outgoing streams of that type from `source`, or
/// `StreamId::with_message_type::<SomeMessage>().for_target(target)` to indicate an outgoing stream with a specific destination.
///
/// Examples:
///
/// ```
/// # use flo_scene::*;
/// # use futures::prelude::*;
/// # use serde::*;
/// #
/// # #[derive(Serialize, Deserialize)]
/// # enum ExampleMessage { Test };
/// # impl SceneMessage for ExampleMessage { }
/// # #[derive(Serialize, Deserialize)]
/// # enum FilteredMessage { Test };
/// # impl SceneMessage for FilteredMessage { }
/// # let scene = Scene::empty();
/// # let subprogram = SubProgramId::new();
/// # let source_program = SubProgramId::new();
/// # let other_program = SubProgramId::new();
/// # let example_filter = FilterHandle::for_filter(|input_stream: InputStream<FilteredMessage>| input_stream.map(|_| ExampleMessage::Test));
/// #
/// // Connect all the 'ExampleMessage' streams to one program
/// scene.connect_programs((), &subprogram, StreamId::with_message_type::<ExampleMessage>());
///
/// // Direct the messages for the source_program to other_program instead (takes priority over the 'any' example set up above)
/// scene.connect_programs(&source_program, &other_program, StreamId::with_message_type::<ExampleMessage>());
///
/// // Make 'other_program' throw away its messages
/// scene.connect_programs(&other_program, StreamTarget::None, StreamId::with_message_type::<ExampleMessage>());
///
/// // When 'source_program' tries to connect directly to 'subprogram', send its output to 'other_program' instead
/// scene.connect_programs(&source_program, &other_program, StreamId::with_message_type::<ExampleMessage>().for_target(&subprogram));
///
/// // Use a filter to accept a different incoming message type for a target program
/// scene.connect_programs((), StreamTarget::Filtered(example_filter.clone(), other_program), StreamId::with_message_type::<FilteredMessage>());
/// scene.connect_programs(&example_filter, StreamTarget::Program(other_program), StreamId::with_message_type::<FilteredMessage>());
///
/// // Filter any output if it's connected to an input of a specified type
/// scene.connect_programs(&example_filter, (), StreamId::with_message_type::<FilteredMessage>().for_target(&subprogram));
/// ```
///
fn connect_programs(&self, source: impl Into<StreamSource>, target: impl Into<StreamTarget>, stream: impl Into<StreamId>) -> Result<ConnectionResult, ConnectionError> {
// Convert the source & target, then pass the request on to the core
let source = source.into();
let target = target.into();
let stream = stream.into();
SceneCore::connect_programs(&self.core, source, target, stream)
}
///
/// Adds a subprogram to run in this scene
///
fn add_subprogram<'a, TProgramFn, TInputMessage, TFuture>(&'a self, program_id: SubProgramId, program: TProgramFn, max_input_waiting: usize)
where
TFuture: 'static + Send + Future<Output=()>,
TInputMessage: 'static + SceneMessage,
TProgramFn: 'a + Send + FnOnce(InputStream<TInputMessage>, SceneContext) -> TFuture,
{
// Create the context and input stream for the program
let input_stream = InputStream::new(program_id, &self.core, max_input_waiting);
let input_core = input_stream.core();
// Create the future that will be used to run the future
let (send_context, recv_context) = oneshot::channel::<(TFuture, SceneContext)>();
let run_program = async move {
if let Ok((program, scene_context)) = recv_context.await {
// Start the program running
pin_mut!(program);
// Poll the program with the scene context set
poll_fn(|context| {
with_scene_context(&scene_context, || {
program.as_mut().poll(context)
})
}).await;
}
};
// Start the program running
let subprogram = SceneCore::start_subprogram(&self.core, program_id, run_program, input_core);
// Call the start function to create the future, and pass it into the program that was started
let context = SceneContext::new(&self.core, &subprogram);
let program = with_scene_context(&context, || program(input_stream, context.clone()));
send_context.send((program, context)).ok();
}
}