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__NOTOC__
__NOTOC__
This class implements the lua coroutines and can be used to limit method calls to a specific amount / second.
This class implements the lua coroutines and can be used to limit method calls to a specific amount / second.
This can be very useful when loading big amounts of data on gamemode startup to avoid an infinite running script and termination.
This can be very useful when loading big amounts of data on gamemode startup to avoid an infinite running script and termination.

Latest revision as of 01:29, 13 September 2015

This class implements the lua coroutines and can be used to limit method calls to a specific amount / second. This can be very useful when loading big amounts of data on gamemode startup to avoid an infinite running script and termination.

Requirements

Knowledge

Code

--
-- Created by IntelliJ IDEA.
-- User: Noneatme
-- Date: 25.01.2015
-- Time: 14:33
--

cThread = {}
cThread.__index     = cThread;


Threads     = {}


function cThread:new(...)
    local obj = setmetatable({}, {__index = self});
    if obj.constructor then
        obj:constructor(...);
    end
    return obj;
end

function cThread:constructor(sName, func, iAmmounts)
    assert(Threads[sName] == nil);
    self.name = sName
    self.func = func

    self.iAmmounts = iAmmounts or 1;
--  outputConsole("[TRHEAD: "..sName.."] Constructor");

    Threads[sName]  = self;
end

function cThread:start(iMS)
    self.thread = coroutine.create(self.func)
    self.yields = 0;

    self.lastTickCount  = getTickCount();

    self:resume()

    self.timer  = setTimer(function()
        if(self:status() == "suspended") then
            if(getTickCount()-self.lastTickCount > 5000) then
                self.lastTickCount = getTickCount();
 --             outputConsole("[THREAD: "..self.name.."] Current Yields: "..self.yields);
            end
            for i = 1, self.iAmmounts, 1 do
                self.yields = self.yields+1;
                self:resume();
            end
        end

        if(self:status() == "dead") then
            killTimer(self.timer);
            self:stop()
        end
    end, iMS, -1)
end

function cThread:resume()
    coroutine.resume(self.thread)
end

function cThread:stop()
    self.thread = nil

--  outputConsole("[THREAD: "..self.name.."] Completed, Yields: "..self.yields);
end

function cThread:status()
    return coroutine.status(self.thread)
end

Example

This example shows an UserVehicleManager class combined with a Thread which loads all vehicles from a specific database table on server startup.

Click to collapse [-]
Example
local CUserVehicleManager = inherit(cSingleton)

function CUserVehicleManager:createVehicles()
    local result = CDatabase:getInstance():query("SELECT * FROM user_vehicles;")           -- Big amount of data (> 10000 rows)
    if(result) and (#result > 0) then       -- Are there any vehicles?
        for index, row in pairs(result) do  -- Loop through the resultset
            Vehicle(unpack(row));           -- Create the Vehicle
            coroutine.yield()               -- Yield back to the thread manager, without the coroutine, the script will abort the loop (infinite running script)
        end
    end
end

function CUserVehicleManager:constructor()
    self.loadFunc		= function() self:createVehicles() end      -- The coroutine main loop function
    self.thread			= cThread:new("User Vehicle Loading Thread", self.loadFunc, 5) -- Limit to 5 yields / call
    self.thread:start(50);                                          -- Begin the loading process, limited to 5 yields / 50 miliseconds
end

See Also

  • Singleton » This class allows to restrict the instantiation of a specific class to one object.
  • CThread » This class represents a simple coroutine manager which can be used to limit method calls / loop.
  • Importer » This class make easy to use exported functions.
  • Observable » Observable variables. Call function on variable value change.
  • MatrixPOP » This class allows to use simple matrix without using MTA's OOP functions