Lua笔记——7.协同程序Coroutine

coroutine简介

协同程序与多线程情况下的线程比较类似:有自己的堆栈,自己的局部变量,有自己的指令指针(IP,instruction pointer),但可与其它协同程序共享全局变量等很多信息。
线程与协同程序的主要区别在于,一个具有多个协同程序的程序在任何时刻只能运行一个协同程序,并且正在运行的协同程序只会在其显式地挂起时,它的执行才会暂停。

协同程序

Lua将所有协同函数存放于coroutine table中:

1.创建协同程序的方法

coroutine.create函数用于创建新的协同程序,其只有一个参数:一个函数,即协同程序将要运行的代码。

--file: coroutine.lua

--创建一个协同程序,函数的代码就是协同程序执行的内容,返回值为一个thread类型的数据
co = coroutine.create(function()
        print("Hello Lua!")
    end)

print(co)   -->thread: 02C3C518

2.协同程序的状态

挂起态:suspended 当我们创建协同程序成功时,其为挂起态,即此时协同程序并未运行;使用函数yield可以使程序挂起

--可以用coroutine.status(co) 可以获取刚刚创建co的状态
print(coroutine.status(co))    -->suspended

运行态:running 函数coroutine.resume使协同程序由挂起状态变为运行态;任务完成后便进入停止状态

coroutine.resume(co)    -->Hello Lua!

终止态:dead 运行结束后

print(coroutine.status(co))     --> dead

--当协同程序处于终止态时,如果我们仍然希望resume它,将返回false和错误信息
--resume运行在保护模式下,因此,如果协同程序内部存在错误,Lua并不会抛出错误,而是将错误返回给resume函数
print(coroutine.resume(co)) -->false   cannot resume dead coroutine

代码:

--file: coroutine.lua

co = coroutine.create(function()
        print("Hello Lua!")
    end)

print(co)   -->thread: 02C3C518

print(coroutine.status(co)) -->suspended

coroutine.resume(co)    -->Hello Lua!

print(coroutine.status(co)) -->dead

print(coroutine.resume(co)) -->false   cannot resume dead coroutine

3.协同程序之间通过resume-yield来交换数据

第一个例子中只有resume,没有yield,resume把参数传递给协同的主程序

--file: para.lua

co = coroutine.create(function(data)
        print("The parameter is "..data..' .')
    end)

coroutine.resume(co,"para")    -->The parameter is para .

第二个例子,数据由yield传给resume:返回 true表明调用成功,true之后的部分,即是yield的参数

co2 = coroutine.create(function(para1,para2)
        coroutine.yield(para1+1,para2+2)
    end)

print(coroutine.resume(co2,10,20))  -->true    11      22

数据也可以由resume传给yield:

co3 = coroutine.create(function()
        print("test",coroutine.yield())
    end)

coroutine.resume(co3)
print("-----------------")
coroutine.resume(co3,"The parameter from resume to co3's yield func")    -->test    The parameter from resume to co3's yield func

第三个例子,协同代码结束时的返回值,也会传给resume,第一个返回值为true则表示成功调用,否则为false,之后为协同程序的返回值

co4 = coroutine.create(function(para1,para2)
        return para1 + para2
    end)

print(coroutine.resume(co4,10,20))  -->true    30

生产者-消费者问题

一个函数不断地生产数据(比如从文件中读取),另一个函数不断的处理这些数据(比如写到另一文件中)

--file: producer.lua

function receive(producer)  
    local status,value = coroutine.resume(producer)  
    return value  
end  
  
function send(x)  
    coroutine.yield(x)  
end  
  
function producer()  
    return coroutine.create(function()  
        for i = 1,100 do
            send(i)  
        end  
    end)  
end  
  
function consumer(producer)  
    while true do  
        local value = receive(producer)  
        if value == 100 then
        print("receive value: "..value.." done!!!")
        break
    end  
        print("receive value: "..value)  
    end  
end

p = producer()

--开始时调用消费者,当消费者需要值时他唤起生产者生产值,生产者生产值后停止直到消费者再次请求
--这种设计称为消费者驱动设计
consumer(p)    --> receive value: 1...100 done!!!

构造迭代器

我们可以将循环的迭代器看作生产者-消费者模式的特殊的例子。迭代函数产生值给循环体消费。所以可以使用协同来实现迭代器。协同的一个关键特征是它可以不断颠倒调用者与被调用者之间的关系,这样我们毫无顾虑的使用它实现一个迭代器,而不用保存迭代函数返回的状态。

--TODO

非抢占式多线程

--TODO

使用Lua的Coroutine构建Event系统

EventLib

EventLib - An event library in pure lua (uses standard coroutine library)

-- file: eventlib.lua
local _M = { }
_M._M = _M

--Compat the new 5.3ver lua
local unpack = unpack or table.unpack

function _M:new(name)
    assert(self ~= nil and type(self) == "table" and self == _M, "Invalid EventLib table (make sure you're using ':' not '.')")
    local s = { }
    s.handlers = { }
    s.waiter = false
    s.args = nil
    s.waiters = 0
    s.EventName = name or "<Unknown Event>"
    s.executing = false
    return setmetatable(s, { __index = self })
end
_M.CreateEvent = _M.new

function _M:Connect(handler)
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    assert(type(handler) == "function", "Invalid handler. Expected function got " .. type(handler))
    assert(self.handlers, "Invalid Event")
    table.insert(self.handlers, handler)
    local t = { }
    t.Disconnect = function()
        return self:Disconnect(handler)
    end
    t.disconnect = t.Disconnect
    return t
end
_M.connect = _M.Connect

function _M:Disconnect(handler)
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    assert(type(handler) == "function" or type(handler) == "nil", "Invalid handler. Expected function or nil, got " .. type(handler))
    --If Direct Call DisConnect() , It Well be Direct clear the handlers
    if not handler then
        self.handlers = { }
    else
        for k, v in pairs(self.handlers) do
            if v == handler then
                self.handlers[k] = nil
                return k
            end
        end
    end
end
_M.disconnect = _M.Disconnect

function _M:DisconnectAll()
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    self:Disconnect()
    end

    local function spawn(f)
    return coroutine.resume(coroutine.create(function()
        f()
    end))
end

_M.Spawn = spawn
_M.spawn = spawn

function _M:Fire(...)
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    self.args = { ... }
    self.executing = true
    --[[
    if self.waiter then
        self.waiter = false
        for k, v in pairs(self.waiters) do
            coroutine.resume(v)
        end
    end]]--
    self.waiter = false
    local i = 0
    assert(self.handlers, "no handler table")

    for k, v in pairs(self.handlers) do
        i = i + 1
        spawn(function()
            v(unpack(self.args))
            i = i - 1
            if i == 0 then self.executing = false end
        end)
    end

    self:WaitForWaiters()
    self.args = nil
    --self.executing = false
end
_M.Simulate = _M.Fire
_M.fire = _M.Fire

function _M:Wait()
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    self.waiter = true
    self.waiters = self.waiters + 1
    --[[
    local c = coroutine.create(function()
        coroutine.yield()
        return unpack(self.args)
    end)

    table.insert(self.waiters, c)
    coroutine.resume(c)
    ]]

    while self.waiter or not self.args do if wait then wait() end end
    self.waiters = self.waiters - 1
    return unpack(self.args)
end
_M.wait = _M.Wait

function _M:ConnectionCount()
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    return #self.handlers
    end

    function _M:Destroy()
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    self:DisconnectAll()
    for k, v in pairs(self) do
        self[k] = nil
    end
    setmetatable(self, { })
end
_M.destroy = _M.Destroy
_M.Remove = _M.Destroy
_M.remove = _M.Destroy

function _M:WaitForCompletion()
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    while self.executing do if wait then wait() end end
    while self.waiters > 0 do if wait then wait() end end
end

function _M:IsWaiting()
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    return self.waiter or self.waiters > 0
end

function _M:WaitForWaiters()
    assert(self ~= nil and type(self) == "table", "Invalid Event (make sure you're using ':' not '.')")
    while self.waiters > 0 do if wait then wait() end end
end

if shared and Instance then -- ROBLOX support
    shared.EventLib = _M
    _G.EventLib = _M
end

return _M

Event

--file:events.lua
local EventLib = require "eventlib"

local Event = {}

local events = {}

function Event.AddListener(eventName,handler)
    assert(type(eventName) == "string" , "event parameter in addlistener function has to be string, " .. type(eventName) .. " not right.")
    assert(type(handler) == "function", "handler parameter in addlistener function has to be function, " .. type(handler) .. " not right")

    if not events[eventName] then
        events[eventName] = EventLib:CreateEvent(eventName)
    end

    --conn this handler
    events[eventName]:connect(handler)
end

function Event.Brocast(eventName,...)
    if not events[eventName] then
        error("brocast " .. eventName .. " has no event.")
    else
        events[eventName]:fire(...)
    end
end

function Event.RemoveListener(eventName,handler)
    if not events[eventName] then
        error("remove " .. eventName .. " has no event.")
    else
        events[eventName]:disconnect(handler)
    end
end

return Event

Usage Code

测试events.lua

--file: testEvent.lua
local Event = require "events"

--Compat the new 5.3ver lua
local unpack = unpack or table.unpack

local func1 = function(...) print(unpack{...}) end
local func2 = function(...) print(unpack{...}) end

Event.AddListener("Test Event" , func1);

Event.AddListener("Test Event" ,func2);

Event.AddListener("Test Event" , function() print("Event test check!") end);

Event.Brocast("Test Event","args1",2,{3,4,5});

print("------------remove func2 -------------")

Event.RemoveListener("Test Event" ,func2)

Event.Brocast("Test Event","args1",2,{3,4,5});

eventlib.lua

eventlib.lua的说明

-- Description:
-- ROBLOX has an event library in its RbxUtility library, but it isn't pure Lua.
-- It originally used a BoolValue but now uses BindableEvent. I wanted to write
-- it in pure Lua, so here it is. It also contains some new features.
--
--
-- API:
--
-- EventLib
--   new([name])
--     aliases: CreateEvent
--     returns: the event, with a metatable __index for the EventLib table
--   Connect(event, func)
--     aliases: connect
--     returns: a Connection
--   Disconnect(event, [func])
--     aliases: disconnect
--     returns: the index of [func]
--     notes: if [func] is nil, it removes all connections
--   DisconnectAll(event)
--     notes: calls Disconnect()
--   Fire(event, ... <args>)
--     aliases: Simulate, fire
--     notes: resumes all :wait() first
--   Wait(event)
--     aliases: wait
--     returns: the Fire() arguments
--     notes: blocks the thread until Fire() is called
--   ConnectionCount(event)
--     returns: the number of current connections
--   Spawn(func)
--     aliases: spawn
--     returns: the result of func
--     notes: runs func in a separate coroutine/thread
--   Destroy(event)
--     aliases: destroy, Remove, remove
--     notes: renders the event completely useless
--   WaitForCompletion(event)
--     notes: blocks current thread until the current event Fire() is done
--       If a connected function calls WaitForCompletion, it will hang forever
--   IsWaiting(event)
--     returns: if the event has any waiters
--   WaitForWaiters(event)
--     notes: waits for all waiters to finish. Called in Fire() to make sure that all
--       the waiting threads are done before settings self.args to nil
--
-- Event
--   [All EventLib functions]
--   EventName
--     Property, defaults to "<Unknown Event>"
--   <Private fields>
--     handlers, waiter, args, waiters, executing,
--
-- Connection
--   Disconnect
--     aliases: disconnect
--     returns: the result of [Event].Disconnect
--
-- Basic usage (there are some tests on the bottom):
--  local EventLib = require'EventLib'
-- For ROBLOX use: repeat wait() until _G.EventLib local EventLib = _G.EventLib
--  
--  local event = EventLib:new()
--  local con = event:Connect(function(...) print(...) end)
--  event:Fire("test") --> 'test' is print'ed
--  con:disconnect()
--  event:Fire("test") --> nothing happens: no connections
--
-- Supported versions/implementations of Lua:
-- Lua 5.1, 5.2
-- SharpLua 2
-- MetaLua
-- RbxLua (automatically registers if it detects ROBLOX)

--[[
Issues:
- None, but see [Todo 1]

Todo:
- fix Wait() for non-roblox clients without a wait function...

Changelog:

v1.0
- Initial version

eventlib.lua测试代码

--file:testEventLib.lua
local EventLib = require "eventlib"

if true then
    local TestEvent = EventLib:new("test")
    print("EventName : " .. TestEvent.EventName)

    local f = function(...)
        print("| Fired!", ...)
    end

    local e2 = TestEvent:connect(f)

    TestEvent:fire("arg1", 5, { })
    -- Would work in a ROBLOX Script, but not on Lua 5.1...
    if script ~= nil and failhorribly then
        spawn(function() print("Wait() results", TestEvent:wait()) print"|- done waiting!" end)
    end

    TestEvent:fire(nil, "x")

    print("Disconnected TestEvents index:", TestEvent:disconnect(f))

    print("Couldn't disconnect an already disconnected handler?", e2:disconnect()==nil)

    print("Connections:", TestEvent:ConnectionCount())

    assert(TestEvent:ConnectionCount() == 0 and TestEvent:ConnectionCount() == #TestEvent.handlers)

    TestEvent:connect(f)
    TestEvent:connect(function() print"Throwing error... " error("...") end)
    TestEvent:fire("Testing throwing an error...")
    TestEvent:disconnect()
    TestEvent:Simulate()

    f("plain function call")

    assert(TestEvent:ConnectionCount() == 0)

    if wait then
    TestEvent:connect(function() wait(2, true) print'fired after waiting' end)
    TestEvent:Fire()
    TestEvent:WaitForCompletion()
    print'Done!'
    end

    local failhorribly = false
    if failhorribly then -- causes an eternal loop in the WaitForCompletion call
    TestEvent:connect(function() TestEvent:WaitForCompletion() print'done with connected function' end)
    TestEvent:Fire()
    print'done'
    end

    TestEvent:Destroy()
    assert(not TestEvent.EventName and not TestEvent.Fire and not TestEvent.Connect)
end

testEventLib.lua输出结果:

LuaEventTest

REF

http://lua-users.org/wiki/CoroutinesTutorial

原文地址:https://www.cnblogs.com/sylvan/p/9696726.html