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#pragma once
#include "executor.h"
#include "tasks.h"
#include "what_thread_does.h"
#include <util/system/yassert.h>
namespace NActor {
class IActor: protected IWorkItem {
public:
// TODO: make private
TTasks Tasks;
public:
virtual void ScheduleHereV() = 0;
virtual void ScheduleV() = 0;
virtual void ScheduleHereAtMostOnceV() = 0;
// TODO: make private
virtual void RefV() = 0;
virtual void UnRefV() = 0;
// mute warnings
~IActor() override {
}
};
struct TDefaultTag {};
template <typename TThis, typename TTag = TDefaultTag>
class TActor: public IActor {
private:
TExecutor* const Executor;
public:
TActor(TExecutor* executor)
: Executor(executor)
{
}
void AddTaskFromActorLoop() {
bool schedule = Tasks.AddTask();
// TODO: check thread id
Y_ASSERT(!schedule);
}
/**
* Schedule actor.
*
* If actor is sleeping, then actor will be executed right now.
* If actor is executing right now, it will be executed one more time.
* If this method is called multiple time, actor will be re-executed no more than one more time.
*/
void Schedule() {
if (Tasks.AddTask()) {
EnqueueWork();
}
}
/**
* Schedule actor, execute it in current thread.
*
* If actor is running, continue executing where it is executing.
* If actor is sleeping, execute it in current thread.
*
* Operation is useful for tasks that are likely to complete quickly.
*/
void ScheduleHere() {
if (Tasks.AddTask()) {
Loop();
}
}
/**
* Schedule actor, execute in current thread no more than once.
*
* If actor is running, continue executing where it is executing.
* If actor is sleeping, execute one iteration here, and if actor got new tasks,
* reschedule it in worker pool.
*/
void ScheduleHereAtMostOnce() {
if (Tasks.AddTask()) {
bool fetched = Tasks.FetchTask();
Y_ABORT_UNLESS(fetched, "happens");
DoAct();
// if someone added more tasks, schedule them
if (Tasks.FetchTask()) {
bool added = Tasks.AddTask();
Y_ABORT_UNLESS(!added, "happens");
EnqueueWork();
}
}
}
void ScheduleHereV() override {
ScheduleHere();
}
void ScheduleV() override {
Schedule();
}
void ScheduleHereAtMostOnceV() override {
ScheduleHereAtMostOnce();
}
void RefV() override {
GetThis()->Ref();
}
void UnRefV() override {
GetThis()->UnRef();
}
private:
TThis* GetThis() {
return static_cast<TThis*>(this);
}
void EnqueueWork() {
GetThis()->Ref();
Executor->EnqueueWork({this});
}
void DoAct() {
WHAT_THREAD_DOES_PUSH_POP_CURRENT_FUNC();
GetThis()->Act(TTag());
}
void Loop() {
// TODO: limit number of iterations
while (Tasks.FetchTask()) {
DoAct();
}
}
void DoWork() override {
Y_ASSERT(GetThis()->RefCount() >= 1);
Loop();
GetThis()->UnRef();
}
};
}
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