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.
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501cb5fe25
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356314406f
2 changed files with 58 additions and 50 deletions
39
builder.cpp
39
builder.cpp
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@ -19,10 +19,12 @@
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#include <unistd.h>
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#include <nlohmann/json.hpp>
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#include <fstream>
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#include <future>
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using std::string;
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using namespace fmt;
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using namespace nlohmann;
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using namespace std::chrono_literals;
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#define BUF_MAX 1024
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@ -37,6 +39,7 @@ Builder::Builder(GUI &g, GameEngine &engine)
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}
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FILE *start_command(string &build_cmd) {
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println(">>>>>>>>> start_command {}", build_cmd);
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FILE *build_out = popen(build_cmd.c_str(), "r");
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dbc::check(build_out != nullptr, "Failed to run command.");
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return build_out;
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@ -80,9 +83,10 @@ MatchResult Builder::parse_line(const string &line) {
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}
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enum BuildState {
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WAITING, BUILDING, DONE
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WAITING, BUILDING, DONE, STARTING, READING
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};
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void Builder::run() {
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git_repository* repo = nullptr;
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@ -104,7 +108,9 @@ void Builder::run() {
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FILE *build_out = NULL;
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bool build_done = false;
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string line = "";
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BuildState state = WAITING;
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std::future<FILE *> build_fut;
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fileWatcher->watch();
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@ -115,15 +121,34 @@ void Builder::run() {
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game.start_round();
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gui.building();
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gui.output(format("CHANGES! Running build {}", build_cmd));
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build_out = start_command(build_cmd);
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state = BUILDING;
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build_fut = std::async([&]() {
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return start_command(build_cmd);
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});
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state = STARTING;
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}
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break;
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case BUILDING: {
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// check if there's output
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string line = read_line(build_out, build_done);
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case STARTING: {
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println(">>> STARTING");
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std::future_status status = build_fut.wait_for(0ms);
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if(status == std::future_status::ready) {
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build_out = build_fut.get();
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state = READING;
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} else {
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state = STARTING;
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}
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}
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break;
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case READING: {
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line = read_line(build_out, build_done);
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state = BUILDING;
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}
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break;
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case BUILDING: {
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println(">>> BUILDING");
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// check if there's output
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if(build_done) {
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bool good = end_build(build_out, gui, build_cmd);
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@ -143,7 +168,7 @@ void Builder::run() {
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gui.output(format("HIT WITH {} @ {}:{}:{} {}", m.type, m.file_name, m.lnumber, m.col, m.message));
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game.hit(m.type);
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}
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state = BUILDING;
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state = READING;
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}
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}
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break;
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@ -1,54 +1,37 @@
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#include <condition_variable>
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#include <chrono>
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#include <future>
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#include <iostream>
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#include <mutex>
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#include <string>
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#include <thread>
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std::mutex m;
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std::condition_variable cv;
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std::string data;
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bool ready = false;
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bool processed = false;
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void worker_thread()
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{
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// wait until main() sends data
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std::unique_lock lk(m);
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cv.wait(lk, []{ return ready; });
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// after the wait, we own the lock
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std::cout << "Worker thread is processing data\n";
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data += " after processing";
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// send data back to main()
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processed = true;
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std::cout << "Worker thread signals data processing completed\n";
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// manual unlocking is done before notifying, to avoid waking up
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// the waiting thread only to block again (see notify_one for details)
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lk.unlock();
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cv.notify_one();
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}
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using namespace std::chrono_literals;
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int main()
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{
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std::thread worker(worker_thread);
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data = "Example data";
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// send data to the worker thread
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std::future<int> future = std::async(std::launch::async, []()
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{
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std::lock_guard lk(m);
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ready = true;
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std::cout << "main() signals data ready for processing\n";
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}
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cv.notify_one();
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std::this_thread::sleep_for(3s);
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return 8;
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});
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// wait for the worker
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std::cout << "waiting...\n";
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std::future_status status;
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do
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{
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std::unique_lock lk(m);
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cv.wait(lk, []{ return processed; });
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status = future.wait_for(100ms);
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switch (status)
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{
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case std::future_status::deferred:
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std::cout << "deferred\n";
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break;
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case std::future_status::timeout:
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std::cout << "timeout\n";
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break;
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case std::future_status::ready:
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std::cout << "ready!\n";
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break;
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}
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}
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std::cout << "Back in main(), data = " << data << '\n';
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while (status != std::future_status::ready);
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worker.join();
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std::cout << "result is " << future.get() << '\n';
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}
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