Now using a std::async and future to do an async popen but I also need the FILE read in read_line to be async, so now I'm at a point where I have to refactor into a better statemachine.

master
Zed A. Shaw 2 months ago
parent 501cb5fe25
commit 356314406f
  1. 37
      builder.cpp
  2. 69
      threadtest.cpp

@ -19,10 +19,12 @@
#include <unistd.h>
#include <nlohmann/json.hpp>
#include <fstream>
#include <future>
using std::string;
using namespace fmt;
using namespace nlohmann;
using namespace std::chrono_literals;
#define BUF_MAX 1024
@ -37,6 +39,7 @@ Builder::Builder(GUI &g, GameEngine &engine)
}
FILE *start_command(string &build_cmd) {
println(">>>>>>>>> start_command {}", build_cmd);
FILE *build_out = popen(build_cmd.c_str(), "r");
dbc::check(build_out != nullptr, "Failed to run command.");
return build_out;
@ -80,9 +83,10 @@ MatchResult Builder::parse_line(const string &line) {
}
enum BuildState {
WAITING, BUILDING, DONE
WAITING, BUILDING, DONE, STARTING, READING
};
void Builder::run() {
git_repository* repo = nullptr;
@ -104,7 +108,9 @@ void Builder::run() {
FILE *build_out = NULL;
bool build_done = false;
string line = "";
BuildState state = WAITING;
std::future<FILE *> build_fut;
fileWatcher->watch();
@ -115,15 +121,34 @@ void Builder::run() {
game.start_round();
gui.building();
gui.output(format("CHANGES! Running build {}", build_cmd));
build_out = start_command(build_cmd);
state = BUILDING;
build_fut = std::async([&]() {
return start_command(build_cmd);
});
state = STARTING;
}
break;
case STARTING: {
println(">>> STARTING");
std::future_status status = build_fut.wait_for(0ms);
if(status == std::future_status::ready) {
build_out = build_fut.get();
state = READING;
} else {
state = STARTING;
}
}
break;
case READING: {
line = read_line(build_out, build_done);
state = BUILDING;
}
break;
case BUILDING: {
println(">>> BUILDING");
// check if there's output
string line = read_line(build_out, build_done);
if(build_done) {
bool good = end_build(build_out, gui, build_cmd);
@ -143,7 +168,7 @@ void Builder::run() {
gui.output(format("HIT WITH {} @ {}:{}:{} {}", m.type, m.file_name, m.lnumber, m.col, m.message));
game.hit(m.type);
}
state = BUILDING;
state = READING;
}
}
break;

@ -1,54 +1,37 @@
#include <condition_variable>
#include <chrono>
#include <future>
#include <iostream>
#include <mutex>
#include <string>
#include <thread>
std::mutex m;
std::condition_variable cv;
std::string data;
bool ready = false;
bool processed = false;
void worker_thread()
{
// wait until main() sends data
std::unique_lock lk(m);
cv.wait(lk, []{ return ready; });
// after the wait, we own the lock
std::cout << "Worker thread is processing data\n";
data += " after processing";
// send data back to main()
processed = true;
std::cout << "Worker thread signals data processing completed\n";
// manual unlocking is done before notifying, to avoid waking up
// the waiting thread only to block again (see notify_one for details)
lk.unlock();
cv.notify_one();
}
using namespace std::chrono_literals;
int main()
{
std::thread worker(worker_thread);
data = "Example data";
// send data to the worker thread
std::future<int> future = std::async(std::launch::async, []()
{
std::lock_guard lk(m);
ready = true;
std::cout << "main() signals data ready for processing\n";
}
cv.notify_one();
std::this_thread::sleep_for(3s);
return 8;
});
// wait for the worker
std::cout << "waiting...\n";
std::future_status status;
do
{
status = future.wait_for(100ms);
switch (status)
{
std::unique_lock lk(m);
cv.wait(lk, []{ return processed; });
case std::future_status::deferred:
std::cout << "deferred\n";
break;
case std::future_status::timeout:
std::cout << "timeout\n";
break;
case std::future_status::ready:
std::cout << "ready!\n";
break;
}
}
std::cout << "Back in main(), data = " << data << '\n';
while (status != std::future_status::ready);
worker.join();
std::cout << "result is " << future.get() << '\n';
}

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