93 lines
2.5 KiB
C
93 lines
2.5 KiB
C
#ifdef HAVE_MIMALLOC
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typedef struct mi_heap_s mi_heap_t;
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#endif
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#include <pthread.h>
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/* Letter type for unified message queue */
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typedef enum {
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LETTER_BLOB, /* Blob message */
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LETTER_CALLBACK /* JSValue callback function */
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} letter_type;
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typedef struct letter {
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letter_type type;
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union {
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blob *blob_data; /* For LETTER_BLOB */
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JSValue callback; /* For LETTER_CALLBACK */
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};
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} letter;
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#define ACTOR_IDLE 0 // Actor not doing anything
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#define ACTOR_READY 1 // Actor ready for a turn
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#define ACTOR_RUNNING 2 // Actor taking a turn
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#define ACTOR_EXHAUSTED 3 // Actor waiting for GC
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#define ACTOR_RECLAIMING 4 // Actor running GC
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#define ACTOR_SLOW 5 // Actor going slowly; deprioritize
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typedef struct cell_rt {
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JSContext *context;
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#ifdef HAVE_MIMALLOC
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mi_heap_t *heap;
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#endif
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JSValue idx_buffer;
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JSValue on_exception;
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JSValue message_handle;
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void *init_wota;
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/* Protects JSContext usage */
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pthread_mutex_t *mutex; /* for everything else */
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pthread_mutex_t *msg_mutex; /* For message queue and timers queue */
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char *id;
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int idx_count;
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/* The “mailbox” for incoming messages + a dedicated lock for it: */
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letter *letters;
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/* CHANGED FOR EVENTS: a separate lock for the actor->events queue */
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struct { Uint32 key; JSValue value; } *timers;
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int state;
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Uint32 ar; // timer for unneeded
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double ar_secs; // time for unneeded
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JSValue unneeded; // fn to call before unneeded
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int disrupt;
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int main_thread_only;
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int affinity;
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JSAtom actor_sym;
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const char *name; // human friendly name
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} cell_rt;
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cell_rt *create_actor(void *wota);
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const char *register_actor(const char *id, cell_rt *actor, int mainthread, double ar);
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void actor_disrupt(cell_rt *actor);
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JSAtom actor_sym(cell_rt *actor);
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const char *send_message(const char *id, void *msg);
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const char *register_actor(const char *id, cell_rt *actor, int mainthread, double ar);
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void actor_unneeded(cell_rt *actor, JSValue fn, double seconds);
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void script_startup(cell_rt *rt);
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int uncaught_exception(JSContext *js, JSValue v);
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int actor_exists(const char *id);
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void set_actor_state(cell_rt *actor);
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void actor_clock(cell_rt *actor, JSValue fn);
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uint32_t actor_delay(cell_rt *actor, JSValue fn, double seconds);
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JSValue actor_remove_timer(cell_rt *actor, uint32_t timer_id);
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void exit_handler(void);
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int actor_interrupt_cb(JSRuntime *rt, cell_rt *crt);
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void actor_loop();
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void actor_initialize(void);
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void actor_free(cell_rt *actor);
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uint64_t cell_ns();
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void cell_sleep(double seconds);
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int randombytes(void *buf, size_t n);
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