| package li.cil.oc.server.component |
| |
| import java.util.logging.Level |
| import li.cil.oc.api |
| import li.cil.oc.api.network._ |
| import li.cil.oc.common.tileentity |
| import li.cil.oc.server |
| import li.cil.oc.server.PacketSender |
| import li.cil.oc.server.component.machine.{LuaJLuaArchitecture, NativeLuaArchitecture, ExecutionResult} |
| import li.cil.oc.util.ExtendedNBT._ |
| import li.cil.oc.util.{LuaStateFactory, ThreadPoolFactory} |
| import li.cil.oc.{OpenComputers, Settings} |
| import net.minecraft.entity.player.EntityPlayer |
| import net.minecraft.nbt._ |
| import net.minecraft.server.MinecraftServer |
| import net.minecraft.server.integrated.IntegratedServer |
| import net.minecraft.world.World |
| import scala.Array.canBuildFrom |
| import scala.Some |
| import scala.collection.mutable |
| |
| class Machine(val owner: Machine.Owner) extends ManagedComponent with Context with Runnable { |
| val node = api.Network.newNode(this, Visibility.Network). |
| withComponent("computer", Visibility.Neighbors). |
| withConnector(if (isRobot) Settings.get.bufferRobot + 30 * Settings.get.bufferPerLevel else Settings.get.bufferComputer). |
| create() |
| |
| val rom = Option(api.FileSystem.asManagedEnvironment(api.FileSystem. |
| fromClass(OpenComputers.getClass, Settings.resourceDomain, "lua/rom"), "rom")) |
| |
| val tmp = if (Settings.get.tmpSize > 0) { |
| Option(api.FileSystem.asManagedEnvironment(api.FileSystem. |
| fromMemory(Settings.get.tmpSize * 1024), "tmpfs")) |
| } else None |
| |
| private val architecture = |
| if (LuaStateFactory.isAvailable) new NativeLuaArchitecture(this) |
| else new LuaJLuaArchitecture(this) |
| |
| private[component] val state = mutable.Stack(Machine.State.Stopped) |
| |
| private[component] val components = mutable.Map.empty[String, String] |
| |
| private val addedComponents = mutable.Set.empty[Component] |
| |
| private val _users = mutable.Set.empty[String] |
| |
| private val signals = new mutable.Queue[Machine.Signal] |
| |
| private val callCounts = mutable.Map.empty[String, mutable.Map[String, Int]] |
| |
| // ----------------------------------------------------------------------- // |
| |
| private[component] var timeStarted = 0L // Game-world time [ms] for os.uptime(). |
| |
| private[component] var worldTime = 0L // Game-world time for os.time(). |
| |
| private[component] var cpuTime = 0L // Pseudo-real-world time [ns] for os.clock(). |
| |
| private[component] var cpuStart = 0L // Pseudo-real-world time [ns] for os.clock(). |
| |
| private var remainIdle = 0 // Ticks left to sleep before resuming. |
| |
| private var remainingPause = 0 // Ticks left to wait before resuming. |
| |
| private var usersChanged = false // Send updated users list to clients? |
| |
| private[component] var message: Option[String] = None // For error messages. |
| |
| // ----------------------------------------------------------------------- // |
| |
| def recomputeMemory() = architecture.recomputeMemory() |
| |
| def lastError = message |
| |
| def users = _users.synchronized(_users.toArray) |
| |
| def isRobot = false |
| |
| private val cost = (if (isRobot) Settings.get.robotCost else Settings.get.computerCost) * Settings.get.tickFrequency |
| |
| // ----------------------------------------------------------------------- // |
| |
| def address = node.address |
| |
| def canInteract(player: String) = !Settings.get.canComputersBeOwned || |
| _users.synchronized(_users.isEmpty || _users.contains(player)) || |
| MinecraftServer.getServer.isSinglePlayer || |
| MinecraftServer.getServer.getConfigurationManager.isPlayerOpped(player) |
| |
| def isRunning = state.synchronized(state.top != Machine.State.Stopped && state.top != Machine.State.Stopping) |
| |
| def isPaused = state.synchronized(state.top == Machine.State.Paused && remainingPause > 0) |
| |
| def start() = state.synchronized(state.top match { |
| case Machine.State.Stopped => |
| val rules = owner.world.getWorldInfo.getGameRulesInstance |
| if (rules.hasRule("doDaylightCycle") && !rules.getGameRuleBooleanValue("doDaylightCycle")) { |
| crash("computers don't work while time is frozen (gamerule doDaylightCycle is false)") |
| false |
| } |
| else if (components.size + addedComponents.size > owner.maxComponents) { |
| message = Some("too many components") |
| false |
| } |
| else if (owner.installedMemory > 0) { |
| if (Settings.get.ignorePower || node.globalBuffer > cost) { |
| init() && { |
| switchTo(Machine.State.Starting) |
| timeStarted = owner.world.getWorldTime |
| node.sendToReachable("computer.started") |
| true |
| } |
| } |
| else { |
| message = Some("not enough energy") |
| false |
| } |
| } |
| else { |
| message = Some("no memory installed") |
| false |
| } |
| case Machine.State.Paused if remainingPause > 0 => |
| remainingPause = 0 |
| true |
| case Machine.State.Stopping => |
| switchTo(Machine.State.Restarting) |
| true |
| case _ => |
| false |
| }) |
| |
| def pause(seconds: Double): Boolean = { |
| val ticksToPause = math.max((seconds * 20).toInt, 0) |
| def shouldPause(state: Machine.State.Value) = state match { |
| case Machine.State.Stopping | Machine.State.Stopped => false |
| case Machine.State.Paused if ticksToPause <= remainingPause => false |
| case _ => true |
| } |
| if (shouldPause(state.synchronized(state.top))) { |
| // Check again when we get the lock, might have changed since. |
| this.synchronized(state.synchronized(if (shouldPause(state.top)) { |
| if (state.top != Machine.State.Paused) { |
| assert(!state.contains(Machine.State.Paused)) |
| state.push(Machine.State.Paused) |
| } |
| remainingPause = ticksToPause |
| owner.markAsChanged() |
| return true |
| })) |
| } |
| false |
| } |
| |
| def stop() = state.synchronized(state.top match { |
| case Machine.State.Stopped | Machine.State.Stopping => |
| false |
| case _ => |
| state.push(Machine.State.Stopping) |
| true |
| }) |
| |
| protected def crash(message: String) = { |
| this.message = Option(message) |
| stop() |
| } |
| |
| def signal(name: String, args: AnyRef*) = state.synchronized(state.top match { |
| case Machine.State.Stopped | Machine.State.Stopping => false |
| case _ => signals.synchronized { |
| if (signals.size >= 256) false |
| else { |
| signals.enqueue(new Machine.Signal(name, args.map { |
| case null | Unit | None => Unit |
| case arg: java.lang.Boolean => arg |
| case arg: java.lang.Byte => arg.toDouble |
| case arg: java.lang.Character => arg.toDouble |
| case arg: java.lang.Short => arg.toDouble |
| case arg: java.lang.Integer => arg.toDouble |
| case arg: java.lang.Long => arg.toDouble |
| case arg: java.lang.Float => arg.toDouble |
| case arg: java.lang.Double => arg |
| case arg: java.lang.String => arg |
| case arg: Array[Byte] => arg |
| case arg: Map[String, String] => arg |
| case arg => |
| OpenComputers.log.warning("Trying to push signal with an unsupported argument of type " + arg.getClass.getName) |
| Unit |
| }.toArray)) |
| true |
| } |
| } |
| }) |
| |
| private[component] def popSignal(): Option[Machine.Signal] = signals.synchronized(if (signals.isEmpty) None else Some(signals.dequeue())) |
| |
| private[component] def invoke(address: String, method: String, args: Seq[AnyRef]) = |
| Option(node.network.node(address)) match { |
| case Some(component: server.network.Component) if component.canBeSeenFrom(node) || component == node => |
| val direct = component.isDirect(method) |
| if (direct) callCounts.synchronized { |
| val limit = component.limit(method) |
| val counts = callCounts.getOrElseUpdate(component.address, mutable.Map.empty[String, Int]) |
| val count = counts.getOrElseUpdate(method, 0) |
| if (count >= limit) { |
| throw new Machine.LimitReachedException() |
| } |
| counts(method) += 1 |
| } |
| component.invoke(method, this, args: _*) |
| case _ => throw new Exception("no such component") |
| } |
| |
| private[component] def addUser(name: String) { |
| if (_users.size >= Settings.get.maxUsers) |
| throw new Exception("too many users") |
| |
| if (_users.contains(name)) |
| throw new Exception("user exists") |
| if (name.length > Settings.get.maxUsernameLength) |
| throw new Exception("username too long") |
| if (!MinecraftServer.getServer.getConfigurationManager.getAllUsernames.contains(name)) |
| throw new Exception("player must be online") |
| |
| _users.synchronized { |
| _users += name |
| usersChanged = true |
| } |
| } |
| |
| private[component] def removeUser(name: String) = _users.synchronized { |
| val success = _users.remove(name) |
| if (success) { |
| usersChanged = true |
| } |
| success |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| @LuaCallback("start") |
| def start(context: Context, args: Arguments): Array[AnyRef] = |
| result(!isPaused && start()) |
| |
| @LuaCallback("stop") |
| def stop(context: Context, args: Arguments): Array[AnyRef] = |
| result(stop()) |
| |
| @LuaCallback(value = "isRunning", direct = true) |
| def isRunning(context: Context, args: Arguments): Array[AnyRef] = |
| result(isRunning) |
| |
| // ----------------------------------------------------------------------- // |
| |
| override val canUpdate = true |
| |
| override def update() = if (state.synchronized(state.top != Machine.State.Stopped)) { |
| // Add components that were added since the last update to the actual list |
| // of components if we can see them. We use this delayed approach to avoid |
| // issues with components that have a visibility lower than their |
| // reachability, because in that case if they get connected in the wrong |
| // order we wouldn't add them (since they'd be invisible in their connect |
| // message, and only become visible with a later node-to-node connection, |
| // but that wouldn't trigger a connect message anymore due to the higher |
| // reachability). |
| processAddedComponents() |
| |
| // Component overflow check, crash if too many components are connected, to |
| // avoid confusion on the user's side due to components not showing up. |
| if (components.size > owner.maxComponents) { |
| crash("too many components") |
| } |
| |
| // Update world time for time(). |
| worldTime = owner.world.getWorldTime |
| |
| // We can have rollbacks from '/time set'. Avoid getting negative uptimes. |
| timeStarted = math.min(timeStarted, worldTime) |
| |
| if (remainIdle > 0) { |
| remainIdle -= 1 |
| } |
| |
| // Reset direct call limits. |
| callCounts.synchronized(if (callCounts.size > 0) callCounts.clear()) |
| |
| // Make sure we have enough power. |
| if (worldTime % Settings.get.tickFrequency == 0) { |
| state.synchronized(state.top match { |
| case Machine.State.Paused | |
| Machine.State.Restarting | |
| Machine.State.Stopping | |
| Machine.State.Stopped => // No power consumption. |
| case Machine.State.Sleeping if remainIdle > 0 && signals.isEmpty => |
| if (!node.tryChangeBuffer(-cost * Settings.get.sleepCostFactor)) { |
| crash("not enough energy") |
| } |
| case _ => |
| if (!node.tryChangeBuffer(-cost)) { |
| crash("not enough energy") |
| } |
| }) |
| } |
| |
| // Avoid spamming user list across the network. |
| if (worldTime % 20 == 0 && usersChanged) { |
| val list = _users.synchronized { |
| usersChanged = false |
| users |
| } |
| owner match { |
| case computer: tileentity.Computer => PacketSender.sendComputerUserList(computer, list) |
| case _ => |
| } |
| } |
| |
| // Check if we should switch states. These are all the states in which we're |
| // guaranteed that the executor thread isn't running anymore. |
| state.synchronized(state.top match { |
| // Booting up. |
| case Machine.State.Starting => |
| verifyComponents() |
| switchTo(Machine.State.Yielded) |
| // Computer is rebooting. |
| case Machine.State.Restarting => |
| close() |
| tmp.foreach(_.node.remove()) // To force deleting contents. |
| tmp.foreach(tmp => node.connect(tmp.node)) |
| node.sendToReachable("computer.stopped") |
| start() |
| // Resume from pauses based on sleep or signal underflow. |
| case Machine.State.Sleeping if remainIdle <= 0 || !signals.isEmpty => |
| switchTo(Machine.State.Yielded) |
| // Resume in case we paused because the game was paused. |
| case Machine.State.Paused => |
| if (remainingPause > 0) { |
| remainingPause -= 1 |
| } |
| else { |
| verifyComponents() // In case we're resuming after loading. |
| state.pop() |
| switchTo(state.top) // Trigger execution if necessary. |
| } |
| // Perform a synchronized call (message sending). |
| case Machine.State.SynchronizedCall => |
| // Clear direct call limits again, just to be on the safe side... |
| // Theoretically it'd be possible for the executor to do some direct |
| // calls between the clear and the state check, which could in turn |
| // make this synchronized call fail due the limit still being maxed. |
| callCounts.clear() |
| // We switch into running state, since we'll behave as though the call |
| // were performed from our executor thread. |
| switchTo(Machine.State.Running) |
| try { |
| architecture.runSynchronized() |
| // Check if the callback called pause() or stop(). |
| state.top match { |
| case Machine.State.Running => |
| switchTo(Machine.State.SynchronizedReturn) |
| case Machine.State.Paused => |
| state.pop() // Paused |
| state.pop() // Running, no switchTo to avoid new future. |
| state.push(Machine.State.SynchronizedReturn) |
| state.push(Machine.State.Paused) |
| case Machine.State.Stopping => // Nothing to do, we'll die anyway. |
| case _ => throw new AssertionError() |
| } |
| } catch { |
| case e: java.lang.Error if e.getMessage == "not enough memory" => |
| crash("not enough memory") |
| case e: Throwable => |
| OpenComputers.log.log(Level.WARNING, "Faulty architecture implementation for synchronized calls.", e) |
| crash("protocol error") |
| } |
| assert(state.top != Machine.State.Running) |
| case _ => // Nothing special to do, just avoid match errors. |
| }) |
| |
| // Finally check if we should stop the computer. We cannot lock the state |
| // because we may have to wait for the executor thread to finish, which |
| // might turn into a deadlock depending on where it currently is. |
| state.synchronized(state.top) match { |
| // Computer is shutting down. |
| case Machine.State.Stopping => this.synchronized(state.synchronized { |
| close() |
| tmp.foreach(_.node.remove()) // To force deleting contents. |
| if (node.network != null) { |
| tmp.foreach(tmp => node.connect(tmp.node)) |
| } |
| node.sendToReachable("computer.stopped") |
| }) |
| case _ => |
| } |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| override def onMessage(message: Message) { |
| message.data match { |
| case Array(name: String, args@_*) if message.name == "computer.signal" => |
| signal(name, Seq(message.source.address) ++ args: _*) |
| case Array(player: EntityPlayer, name: String, args@_*) if message.name == "computer.checked_signal" => |
| if (canInteract(player.getCommandSenderName)) |
| signal(name, Seq(message.source.address) ++ args: _*) |
| case _ => |
| } |
| } |
| |
| override def onConnect(node: Node) { |
| if (node == this.node) { |
| components += this.node.address -> this.node.name |
| rom.foreach(rom => node.connect(rom.node)) |
| tmp.foreach(tmp => node.connect(tmp.node)) |
| } |
| else { |
| node match { |
| case component: Component => addComponent(component) |
| case _ => |
| } |
| } |
| // For computers, to generate the components in their inventory. |
| owner.onConnect(node) |
| } |
| |
| override def onDisconnect(node: Node) { |
| if (node == this.node) { |
| stop() |
| rom.foreach(_.node.remove()) |
| tmp.foreach(_.node.remove()) |
| } |
| else { |
| node match { |
| case component: Component => removeComponent(component) |
| case _ => |
| } |
| } |
| // For computers, to save the components in their inventory. |
| owner.onDisconnect(node) |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| def addComponent(component: Component) { |
| if (!components.contains(component.address)) { |
| addedComponents += component |
| } |
| } |
| |
| def removeComponent(component: Component) { |
| if (components.contains(component.address)) { |
| components.synchronized(components -= component.address) |
| signal("component_removed", component.address, component.name) |
| } |
| addedComponents -= component |
| } |
| |
| private def processAddedComponents() { |
| if (addedComponents.size > 0) { |
| for (component <- addedComponents) { |
| if (component.canBeSeenFrom(node)) { |
| components.synchronized(components += component.address -> component.name) |
| // Skip the signal if we're not initialized yet, since we'd generate a |
| // duplicate in the startup script otherwise. |
| if (architecture.isInitialized) { |
| signal("component_added", component.address, component.name) |
| } |
| } |
| } |
| addedComponents.clear() |
| } |
| } |
| |
| private def verifyComponents() { |
| val invalid = mutable.Set.empty[String] |
| for ((address, name) <- components) { |
| if (node.network.node(address) == null) { |
| OpenComputers.log.warning("A component of type '" + name + |
| "' disappeared! This usually means that it didn't save its node.") |
| signal("component_removed", address, name) |
| invalid += address |
| } |
| } |
| for (address <- invalid) { |
| components -= address |
| } |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| override def load(nbt: NBTTagCompound) = this.synchronized { |
| assert(state.top == Machine.State.Stopped) |
| assert(_users.isEmpty) |
| assert(signals.isEmpty) |
| state.clear() |
| |
| super.load(nbt) |
| |
| state.pushAll(nbt.getTagList("state").iterator[NBTTagInt].reverse.map(s => Machine.State(s.data))) |
| nbt.getTagList("users").foreach[NBTTagString](u => _users += u.data) |
| |
| if (state.size > 0 && state.top != Machine.State.Stopped && init()) { |
| architecture.load(nbt) |
| |
| components ++= nbt.getTagList("components").iterator[NBTTagCompound].map(c => |
| c.getString("address") -> c.getString("name")) |
| |
| signals ++= nbt.getTagList("signals").iterator[NBTTagCompound].map(signalNbt => { |
| val argsNbt = signalNbt.getCompoundTag("args") |
| val argsLength = argsNbt.getInteger("length") |
| new Machine.Signal(signalNbt.getString("name"), |
| (0 until argsLength).map("arg" + _).map(argsNbt.getTag).map { |
| case tag: NBTTagByte if tag.data == -1 => Unit |
| case tag: NBTTagByte => tag.data == 1 |
| case tag: NBTTagDouble => tag.data |
| case tag: NBTTagString => tag.data |
| case tag: NBTTagByteArray => tag.byteArray |
| case tag: NBTTagList => |
| val data = mutable.Map.empty[String, String] |
| for (i <- 0 until tag.tagCount by 2) { |
| (tag.tagAt(i), tag.tagAt(i + 1)) match { |
| case (key: NBTTagString, value: NBTTagString) => data += key.data -> value.data |
| case _ => |
| } |
| } |
| data |
| case _ => Unit |
| }.toArray) |
| }) |
| |
| rom.foreach(rom => rom.load(nbt.getCompoundTag("rom"))) |
| tmp.foreach(tmp => tmp.load(nbt.getCompoundTag("tmp"))) |
| timeStarted = nbt.getLong("timeStarted") |
| cpuTime = nbt.getLong("cpuTime") |
| remainingPause = nbt.getInteger("remainingPause") |
| if (nbt.hasKey("message")) { |
| message = Some(nbt.getString("message")) |
| } |
| |
| // Delay execution for a second to allow the world around us to settle. |
| if (state.top != Machine.State.Restarting) { |
| pause(Settings.get.startupDelay) |
| } |
| } |
| else close() // Clean up in case we got a weird state stack. |
| } |
| |
| override def save(nbt: NBTTagCompound): Unit = this.synchronized { |
| assert(state.top != Machine.State.Running) // Lock on 'this' should guarantee this. |
| |
| // Make sure we don't continue running until everything has saved. |
| pause(0.05) |
| |
| super.save(nbt) |
| |
| // Make sure the component list is up-to-date. |
| processAddedComponents() |
| |
| nbt.setNewTagList("state", state.map(_.id)) |
| nbt.setNewTagList("users", _users) |
| |
| if (state.top != Machine.State.Stopped) { |
| architecture.save(nbt) |
| |
| val componentsNbt = new NBTTagList() |
| for ((address, name) <- components) { |
| val componentNbt = new NBTTagCompound() |
| componentNbt.setString("address", address) |
| componentNbt.setString("name", name) |
| componentsNbt.appendTag(componentNbt) |
| } |
| nbt.setTag("components", componentsNbt) |
| |
| val signalsNbt = new NBTTagList() |
| for (s <- signals.iterator) { |
| val signalNbt = new NBTTagCompound() |
| signalNbt.setString("name", s.name) |
| signalNbt.setNewCompoundTag("args", args => { |
| args.setInteger("length", s.args.length) |
| s.args.zipWithIndex.foreach { |
| case (Unit, i) => args.setByte("arg" + i, -1) |
| case (arg: Boolean, i) => args.setByte("arg" + i, if (arg) 1 else 0) |
| case (arg: Double, i) => args.setDouble("arg" + i, arg) |
| case (arg: String, i) => args.setString("arg" + i, arg) |
| case (arg: Array[Byte], i) => args.setByteArray("arg" + i, arg) |
| case (arg: Map[String, String], i) => |
| val list = new NBTTagList() |
| for ((key, value) <- arg) { |
| list.append(key) |
| list.append(value) |
| } |
| args.setTag("arg" + i, list) |
| case (_, i) => args.setByte("arg" + i, -1) |
| } |
| }) |
| signalsNbt.appendTag(signalNbt) |
| } |
| nbt.setTag("signals", signalsNbt) |
| |
| rom.foreach(rom => nbt.setNewCompoundTag("rom", rom.save)) |
| tmp.foreach(tmp => nbt.setNewCompoundTag("tmp", tmp.save)) |
| |
| nbt.setLong("timeStarted", timeStarted) |
| nbt.setLong("cpuTime", cpuTime) |
| nbt.setInteger("remainingPause", remainingPause) |
| message.foreach(nbt.setString("message", _)) |
| } |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| private def init(): Boolean = { |
| // Reset error state. |
| message = None |
| |
| // Clear any left-over signals from a previous run. |
| signals.clear() |
| |
| // Connect the ROM and `/tmp` node to our owner. We're not in a network in |
| // case we're loading, which is why we have to check it here. |
| if (node.network != null) { |
| rom.foreach(rom => node.connect(rom.node)) |
| tmp.foreach(tmp => node.connect(tmp.node)) |
| } |
| |
| try { |
| return architecture.init() |
| } |
| catch { |
| case ex: Throwable => |
| OpenComputers.log.log(Level.WARNING, "Failed initializing computer.", ex) |
| close() |
| } |
| false |
| } |
| |
| private def close() = state.synchronized( |
| if (state.size == 0 || state.top != Machine.State.Stopped) { |
| state.clear() |
| state.push(Machine.State.Stopped) |
| architecture.close() |
| signals.clear() |
| timeStarted = 0 |
| cpuTime = 0 |
| cpuStart = 0 |
| remainIdle = 0 |
| |
| // Mark state change in owner, to send it to clients. |
| owner.markAsChanged() |
| }) |
| |
| // ----------------------------------------------------------------------- // |
| |
| private def switchTo(value: Machine.State.Value) = { |
| val result = state.pop() |
| state.push(value) |
| if (value == Machine.State.Yielded || value == Machine.State.SynchronizedReturn) { |
| remainIdle = 0 |
| Machine.threadPool.submit(this) |
| } |
| |
| // Mark state change in owner, to send it to clients. |
| owner.markAsChanged() |
| |
| result |
| } |
| |
| private def isGamePaused = !MinecraftServer.getServer.isDedicatedServer && (MinecraftServer.getServer match { |
| case integrated: IntegratedServer => integrated.getServerListeningThread.isGamePaused |
| case _ => false |
| }) |
| |
| // This is a really high level lock that we only use for saving and loading. |
| override def run(): Unit = this.synchronized { |
| val enterState = state.synchronized { |
| if (state.top == Machine.State.Stopped || |
| state.top == Machine.State.Stopping || |
| state.top == Machine.State.Paused) { |
| return |
| } |
| // See if the game appears to be paused, in which case we also pause. |
| if (isGamePaused) { |
| state.push(Machine.State.Paused) |
| return |
| } |
| switchTo(Machine.State.Running) |
| } |
| |
| cpuStart = System.nanoTime() |
| |
| try { |
| val result = architecture.runThreaded(enterState) |
| |
| // Check if someone called pause() or stop() in the meantime. |
| state.synchronized { |
| state.top match { |
| case Machine.State.Running => |
| result match { |
| case result: ExecutionResult.Sleep => |
| signals.synchronized { |
| // Immediately check for signals to allow processing more than one |
| // signal per game tick. |
| if (signals.isEmpty && result.ticks > 0) { |
| switchTo(Machine.State.Sleeping) |
| remainIdle = result.ticks |
| } else { |
| switchTo(Machine.State.Yielded) |
| } |
| } |
| case result: ExecutionResult.SynchronizedCall => |
| switchTo(Machine.State.SynchronizedCall) |
| case result: ExecutionResult.Shutdown => |
| if (result.reboot) { |
| switchTo(Machine.State.Restarting) |
| } |
| else { |
| switchTo(Machine.State.Stopping) |
| } |
| case result: ExecutionResult.Error => |
| crash(result.message) |
| } |
| case Machine.State.Paused => |
| state.pop() // Paused |
| state.pop() // Running, no switchTo to avoid new future. |
| state.push(Machine.State.Yielded) |
| state.push(Machine.State.Paused) |
| case Machine.State.Stopping => // Nothing to do, we'll die anyway. |
| case _ => throw new AssertionError("Invalid state in executor post-processing.") |
| } |
| assert(state.top != Machine.State.Running) |
| } |
| } |
| catch { |
| case e: Throwable => |
| OpenComputers.log.log(Level.WARNING, "Architecture's runThreaded threw an error. This should never happen!", e) |
| crash("kernel panic: architecture threw an exception, see log file") |
| } |
| |
| // Keep track of time spent executing the computer. |
| cpuTime += System.nanoTime() - cpuStart |
| } |
| } |
| |
| object Machine { |
| |
| private[component] class LimitReachedException extends Exception |
| |
| /** Possible states of the computer, and in particular its executor. */ |
| private[component] object State extends Enumeration { |
| /** The computer is not running right now and there is no Lua state. */ |
| val Stopped = Value("Stopped") |
| |
| /** Booting up, doing the first run to initialize the kernel and libs. */ |
| val Starting = Value("Starting") |
| |
| /** Computer is currently rebooting. */ |
| val Restarting = Value("Restarting") |
| |
| /** The computer is currently shutting down. */ |
| val Stopping = Value("Stopping") |
| |
| /** The computer is paused and waiting for the game to resume. */ |
| val Paused = Value("Paused") |
| |
| /** The computer executor is waiting for a synchronized call to be made. */ |
| val SynchronizedCall = Value("SynchronizedCall") |
| |
| /** The computer should resume with the result of a synchronized call. */ |
| val SynchronizedReturn = Value("SynchronizedReturn") |
| |
| /** The computer will resume as soon as possible. */ |
| val Yielded = Value("Yielded") |
| |
| /** The computer is yielding for a longer amount of time. */ |
| val Sleeping = Value("Sleeping") |
| |
| /** The computer is up and running, executing Lua code. */ |
| val Running = Value("Running") |
| } |
| |
| /** Signals are messages sent to the Lua state from Java asynchronously. */ |
| private[component] class Signal(val name: String, val args: Array[Any]) |
| |
| private val threadPool = ThreadPoolFactory.create("Computer", Settings.get.threads) |
| |
| trait Owner { |
| def installedMemory: Int |
| |
| def maxComponents: Int |
| |
| def world: World |
| |
| def markAsChanged() |
| |
| def onConnect(node: Node) |
| |
| def onDisconnect(node: Node) |
| } |
| |
| } |