mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
* build: add asio library * feat(dev_panel): add Asio to about table * refactor(gameplay): split Chunk into server/client variants and add networking * feat(gameplay): add Session class and UUID generation utility * feat(network): integrate protobuf for player sync and session management Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld. * refactor(proto): restructure protobuf definitions and update build system * feat(protocol): add packet serialization and login handling Introduce packet header and ID mapping for protobuf messages. Refactor session and server_world to use new packet wrapper. Fix missing semicolons in proto files. * refactor(packet): serialize directly into packet buffer with ByteSizeLong * feat(world): add player-based chunk loading and UUID support Restructure world generation to trigger chunk loading based on player movement. Replace player name with UUID for identification. Implement chunk request/response protocol. Improve thread management for gen thread. * feat(server): add block change packet handling and increase reserved threads * refactor(server): enhance thread safety and session management * fix(session): catch std::exception in read_loop and log error * fix(network-server): stop accept loop on shutdown flag * fix(gameplay): correct unknown error log condition and missing chunk pos update * feat(client): add client-side chunk, player, world and network classes * feat(client-chunk): add greedy meshing, receive_chunk, and biome field * feat(client_player): add name constructor param, remove chunk transition * feat(gameplay): integrate network client and thread-safe player pos * feat(gameplay): add block change sync and coordinate utils * refactor(server): replace Chunk with ServerChunk * refactor(gameplay): split world into client and server Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly. * feat(gameplay): add time sync and network improvements * fix: correct neighbor block indexing and add time update support * feat(gameplay): optimize chunk request with player chunk tracking Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity. * refactor(client_world): split pending queue into data and upload queues * feat(client): add center-based chunk loading priority * feat(app): add client/server CLI arguments and init guards * feat(multiplayer): add rendering of other players as colored cubes * feat(gameplay): add thread pool for asynchronous chunk data processing * feat(gameplay): add player logout and disconnect handling * fix(dev_panel): add protobuf to about table libraries * build: add ZLIB dependency * refactor(packet): replace zlib with zstd compression and restructure header Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module. * refactor(network): extract packet header decoding into function * feat(packet): implement zstd compression and refactor packet decoding * perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads. * refactor(gameplay): use steady clock and sleep_until for tick loop timing * refactor(gameplay): rename remote player types and add interpolation * refactor(server_world): use thread pool for chunk request handling * refactor(packet): replace if-constexpr chain with explicit template specializations Refactor `get_packet_id()` by removing the if-constexpr chain and instead providing explicit specializations for each packet type. This simplifies the primary template (which now only contains a static assertion) and improves compile-time dispatch clarity. The `always_false` helper is no longer needed in the primary template. * feat(gameplay): add packet to clear all chunks on server rebuild Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate. * feat(dev_panel): split world tab; add chunk request logging and fix flag reset * feat(tools): add RecentQueue to replace std::deque in server_world * feat(gameplay): add task ID to chunk requests to discard stale responses * refactor(block): move block source to gameplay directory * feat(toml): add shared TOML utilities and handle ip.toml * feat: add player name configuration and rename config file - Add --player command-line argument and 'player' field in Arguments struct - Rename ip.toml to server.toml and corresponding internal variable to 'server' - Fix block.cpp source path in CMakeLists.txt * build(cmake): modularize build configuration * fix: build fail on windows * refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG * refactor(world): rework chunk state machine and player chunk tracking Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging. * fix(server): ensure chunk is ready before sending or setting block * refactor(server_world): separate gen and net thread pools Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools. * feat(client_world): implement server exit acknowledgment with timeout * feat(gameplay): implement server stop and client exit handling Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos. * fix(app): correct port validation and remove redundant TOML helper * fix: address unused parameter warnings and missing port assignment * refactor(gameplay): remove old pre_remove chunk, player, and world files * refactor(server): replace chunk set with flat_hash_set and add ref count - Replace std::unordered_set with absl::flat_hash_set for chunk position sets. - Add ref_count field to ChunkEntity and implement update_ref_count(). - Remove clear_unused_chunks() and use ref counting for chunk lifetime. - Add get_chunk_pos_set() accessors to ServerPlayer. * fix(client-world): delay chunk request to wait for server central chunk generation * refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map * refactor(server_world): replace future-based chunk generation with queue Remove `std::future` per-chunk tracking and poll_finished_chunks(). Instead, generation tasks push completed chunks to a concurrent queue consumed during update. This eliminates wait_all_chunk_tasks() and simplifies synchronization. * refactor(client_world): use concurrent data structures for chunk management Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model. * build(windows): add Nvidia and AMD GPU high performance exports * fix(ci): update header file pattern in clang-format check * style(clang-format): comment out AlignPPAndNotPP option * chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI * ci(workflow): update format check to use LLVM 22 * ci(format-check): install clang-format-22 * perf(world): cull distant players from updates and rendering Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks. * refactor(math_tools): convert free functions to inline in header * refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild - Remove text editing for perlin seed and filter function - Remove ServerWorld::rebuild_world() method and its atomic flag - Move 'Rebuild World' button to client world tab - Remove unused perlin_noise_input_buffer * fix(server_world): floor block position coordinates in handle_block_change * refactor(gameplay): pass new_chunks vector as parameter instead of member variable * perf(client): improve chunk rendering performance with snapshots and threaded generation * feat(tools): add PriorityThreadPool with priority scheduling Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority. Update ClientWorld to use the new pool with explicit priority for chunk operations. Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture. * feat(networking): add priority and sequence ordering to packet send queues * feat(server-world): use priority thread pool for chunk generation Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness. * refactor(client): extract AABB creation and add collision check on block place Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static. Change player size to static constexpr M_SIZE. Use shared_mutex for concurrent reads of other players. Check for collision with other players before placing a block. * feat(build): add build-time version system via CMake configure_file * ci(release): add release build workflow for windows
514 lines
21 KiB
C++
514 lines
21 KiB
C++
//
|
|
// dispatch.hpp
|
|
// ~~~~~~~~~~~~
|
|
//
|
|
// Copyright (c) 2003-2026 Christopher M. Kohlhoff (chris at kohlhoff dot com)
|
|
//
|
|
// Distributed under the Boost Software License, Version 1.0. (See accompanying
|
|
// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
|
|
//
|
|
|
|
#ifndef ASIO_DISPATCH_HPP
|
|
#define ASIO_DISPATCH_HPP
|
|
|
|
#if defined(_MSC_VER) && (_MSC_VER >= 1200)
|
|
# pragma once
|
|
#endif // defined(_MSC_VER) && (_MSC_VER >= 1200)
|
|
|
|
#include "asio/detail/config.hpp"
|
|
#include "asio/async_result.hpp"
|
|
#include "asio/detail/initiate_dispatch.hpp"
|
|
#include "asio/detail/type_traits.hpp"
|
|
#include "asio/execution_context.hpp"
|
|
#include "asio/execution/executor.hpp"
|
|
#include "asio/is_executor.hpp"
|
|
|
|
#include "asio/detail/push_options.hpp"
|
|
|
|
namespace asio {
|
|
ASIO_INLINE_NAMESPACE_BEGIN
|
|
|
|
/// Submits a completion token or function object for execution.
|
|
/**
|
|
* This function submits an object for execution using the object's associated
|
|
* executor. The function object may be called from the current thread prior to
|
|
* returning from <tt>dispatch()</tt>. Otherwise, it is queued for execution.
|
|
*
|
|
* @param token The @ref completion_token that will be used to produce a
|
|
* completion handler. The function signature of the completion handler must be:
|
|
* @code void handler(); @endcode
|
|
*
|
|
* @returns This function returns <tt>async_initiate<NullaryToken,
|
|
* void()>(Init{}, token)</tt>, where @c Init is a function object type defined
|
|
* as:
|
|
*
|
|
* @code class Init
|
|
* {
|
|
* public:
|
|
* template <typename CompletionHandler>
|
|
* void operator()(CompletionHandler&& completion_handler) const;
|
|
* }; @endcode
|
|
*
|
|
* The function call operator of @c Init:
|
|
*
|
|
* @li Obtains the handler's associated executor object @c ex of type @c Ex by
|
|
* performing
|
|
* @code auto ex = get_associated_executor(completion_handler); @endcode
|
|
*
|
|
* @li Obtains the handler's associated allocator object @c alloc by performing
|
|
* @code auto alloc = get_associated_allocator(completion_handler); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex>::value</tt> is true, performs
|
|
* @code prefer(ex, execution::allocator(alloc)).execute(
|
|
* std::forward<CompletionHandler>(completion_handler)); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex>::value</tt> is false, performs
|
|
* @code ex.dispatch(
|
|
* std::forward<CompletionHandler>(completion_handler),
|
|
* alloc); @endcode
|
|
*
|
|
* @par Completion Signature
|
|
* @code void() @endcode
|
|
*/
|
|
template <ASIO_COMPLETION_TOKEN_FOR(void()) NullaryToken = deferred_t>
|
|
inline auto dispatch(NullaryToken&& token = deferred_t())
|
|
-> decltype(
|
|
async_initiate<NullaryToken, void()>(
|
|
declval<detail::initiate_dispatch>(), token))
|
|
{
|
|
return async_initiate<NullaryToken, void()>(
|
|
detail::initiate_dispatch(), token);
|
|
}
|
|
|
|
/// Submits a completion token or function object for execution.
|
|
/**
|
|
* This function submits an object for execution using the specified executor.
|
|
* The function object may be called from the current thread prior to returning
|
|
* from <tt>dispatch()</tt>. Otherwise, it is queued for execution.
|
|
*
|
|
* @param ex The target executor.
|
|
*
|
|
* @param token The @ref completion_token that will be used to produce a
|
|
* completion handler. The function signature of the completion handler must be:
|
|
* @code void handler(); @endcode
|
|
*
|
|
* @returns This function returns <tt>async_initiate<NullaryToken,
|
|
* void()>(Init{ex}, token)</tt>, where @c Init is a function object type
|
|
* defined as:
|
|
*
|
|
* @code class Init
|
|
* {
|
|
* public:
|
|
* using executor_type = Executor;
|
|
* explicit Init(const Executor& ex) : ex_(ex) {}
|
|
* executor_type get_executor() const noexcept { return ex_; }
|
|
* template <typename CompletionHandler>
|
|
* void operator()(CompletionHandler&& completion_handler) const;
|
|
* private:
|
|
* Executor ex_; // exposition only
|
|
* }; @endcode
|
|
*
|
|
* The function call operator of @c Init:
|
|
*
|
|
* @li Obtains the handler's associated executor object @c ex1 of type @c Ex1 by
|
|
* performing
|
|
* @code auto ex1 = get_associated_executor(completion_handler, ex); @endcode
|
|
*
|
|
* @li Obtains the handler's associated allocator object @c alloc by performing
|
|
* @code auto alloc = get_associated_allocator(completion_handler); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex1>::value</tt> is true, constructs a
|
|
* function object @c f with a member @c executor_ that is initialised with
|
|
* <tt>prefer(ex1, execution::outstanding_work.tracked)</tt>, a member @c
|
|
* handler_ that is a decay-copy of @c completion_handler, and a function call
|
|
* operator that performs:
|
|
* @code auto a = get_associated_allocator(handler_);
|
|
* prefer(executor_, execution::allocator(a)).execute(std::move(handler_));
|
|
* @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex1>::value</tt> is false, constructs a
|
|
* function object @c f with a member @c work_ that is initialised with
|
|
* <tt>make_work_guard(ex1)</tt>, a member @c handler_ that is a decay-copy of
|
|
* @c completion_handler, and a function call operator that performs:
|
|
* @code auto a = get_associated_allocator(handler_);
|
|
* work_.get_executor().dispatch(std::move(handler_), a);
|
|
* work_.reset(); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Executor>::value</tt> is true, performs
|
|
* @code prefer(ex, execution::allocator(alloc)).execute(std::move(f)); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Executor>::value</tt> is false, performs
|
|
* @code ex.dispatch(std::move(f), alloc); @endcode
|
|
*
|
|
* @par Completion Signature
|
|
* @code void() @endcode
|
|
*/
|
|
template <typename Executor,
|
|
ASIO_COMPLETION_TOKEN_FOR(void()) NullaryToken
|
|
= default_completion_token_t<Executor>>
|
|
inline auto dispatch(const Executor& ex,
|
|
NullaryToken&& token = default_completion_token_t<Executor>(),
|
|
constraint_t<
|
|
execution::is_executor<Executor>::value || is_executor<Executor>::value
|
|
> = 0)
|
|
-> decltype(
|
|
async_initiate<NullaryToken, void()>(
|
|
declval<detail::initiate_dispatch_with_executor<Executor>>(),
|
|
token, detail::empty_work_function()))
|
|
{
|
|
return async_initiate<NullaryToken, void()>(
|
|
detail::initiate_dispatch_with_executor<Executor>(ex),
|
|
token, detail::empty_work_function());
|
|
}
|
|
|
|
/// Submits a completion token or function object for execution.
|
|
/**
|
|
* @param ctx An execution context, from which the target executor is obtained.
|
|
*
|
|
* @param token The @ref completion_token that will be used to produce a
|
|
* completion handler. The function signature of the completion handler must be:
|
|
* @code void handler(); @endcode
|
|
*
|
|
* @returns <tt>dispatch(ctx.get_executor(), forward<NullaryToken>(token))</tt>.
|
|
*
|
|
* @par Completion Signature
|
|
* @code void() @endcode
|
|
*/
|
|
template <typename ExecutionContext,
|
|
ASIO_COMPLETION_TOKEN_FOR(void()) NullaryToken
|
|
= default_completion_token_t<typename ExecutionContext::executor_type>>
|
|
inline auto dispatch(ExecutionContext& ctx,
|
|
NullaryToken&& token = default_completion_token_t<
|
|
typename ExecutionContext::executor_type>(),
|
|
constraint_t<
|
|
is_convertible<ExecutionContext&, execution_context&>::value
|
|
> = 0)
|
|
-> decltype(
|
|
async_initiate<NullaryToken, void()>(
|
|
declval<detail::initiate_dispatch_with_executor<
|
|
typename ExecutionContext::executor_type>>(),
|
|
token, detail::empty_work_function()))
|
|
{
|
|
return async_initiate<NullaryToken, void()>(
|
|
detail::initiate_dispatch_with_executor<
|
|
typename ExecutionContext::executor_type>(ctx.get_executor()),
|
|
token, detail::empty_work_function());
|
|
}
|
|
|
|
/// Submits a function to be run on a specified target executor, and after
|
|
/// completion submits the completion handler.
|
|
/**
|
|
* This function submits a function object for execution using the specified
|
|
* executor. The function object may be called from the current thread prior to
|
|
* returning from <tt>dispatch()</tt>. Otherwise, it is queued for execution.
|
|
* After the submitted function completes, the completion handler is dispatched
|
|
* to run on its associated executor.
|
|
*
|
|
* @param function A nullary function to be executed on the target executor.
|
|
*
|
|
* @param ex The target executor.
|
|
*
|
|
* @param token The @ref completion_token that will be used to produce a
|
|
* completion handler. The function signature of the completion handler must be:
|
|
* @code void handler(); @endcode
|
|
*
|
|
* @returns This function returns <tt>async_initiate<NullaryToken,
|
|
* void()>(Init{ex}, token, forward<Function>(function))</tt>, where @c Init is
|
|
* a function object type defined as:
|
|
*
|
|
* @code class Init
|
|
* {
|
|
* public:
|
|
* using executor_type = Executor;
|
|
* explicit Init(const Executor& ex) : ex_(ex) {}
|
|
* executor_type get_executor() const noexcept { return ex_; }
|
|
* template <typename CompletionHandler>
|
|
* void operator()(CompletionHandler&& completion_handler,
|
|
* Function&& function) const;
|
|
* private:
|
|
* Executor ex_; // exposition only
|
|
* }; @endcode
|
|
*
|
|
* The function call operator of @c Init:
|
|
*
|
|
* @li Obtains the handler's associated executor object @c ex1 of type @c Ex1 by
|
|
* performing
|
|
* @code auto ex1 = get_associated_executor(completion_handler, ex); @endcode
|
|
*
|
|
* @li Obtains the handler's associated allocator object @c alloc by performing
|
|
* @code auto alloc = get_associated_allocator(completion_handler); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex1>::value</tt> is true, constructs a
|
|
* function object wrapper @c f with a member @c executor_ that is initialised
|
|
* with <tt>prefer(ex1, execution::outstanding_work.tracked)</tt>, a member @c
|
|
* function_ that is a decay-copy of @c function, a member @c handler_ that is a
|
|
* decay-copy of @c completion_handler, and a function call operator that
|
|
* performs:
|
|
* @code std::move(function_)();
|
|
* auto a = get_associated_allocator(handler_);
|
|
* prefer(executor_, execution::allocator(a)).execute(std::move(handler_));
|
|
* @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex1>::value</tt> is false, constructs a
|
|
* function object wrapper @c f with a member @c work_ that is initialised with
|
|
* <tt>make_work_guard(ex1)</tt>, a member @c function_ that is a decay-copy of
|
|
* @c function, a member @c handler_ that is a decay-copy of @c
|
|
* completion_handler, and a function call operator that performs:
|
|
* @code std::move(function_)();
|
|
* auto a = get_associated_allocator(handler_);
|
|
* work_.get_executor().dispatch(std::move(handler_), a);
|
|
* work_.reset(); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Executor>::value</tt> is true, performs
|
|
* @code prefer(
|
|
* require(ex, execution::blocking.never),
|
|
* execution::relationship.fork,
|
|
* execution::allocator(alloc)
|
|
* ).execute(std::move(f)); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Executor>::value</tt> is false, performs
|
|
* @code ex.dispatch(std::move(f), alloc); @endcode
|
|
*
|
|
* @note If the function object throws an exception, that exception is allowed
|
|
* to propagate to the target executor. The behaviour in this case is dependent
|
|
* on the executor. For example, asio::io_context will allow the
|
|
* exception to propagate to the caller that runs the @c io_context, whereas
|
|
* asio::thread_pool will call @c std::terminate.
|
|
*
|
|
* @par Completion Signature
|
|
* @code void() @endcode
|
|
*/
|
|
template <typename Function, typename Executor,
|
|
ASIO_COMPLETION_TOKEN_FOR(void()) NullaryToken
|
|
= default_completion_token_t<Executor>>
|
|
inline auto dispatch(Function&& function, const Executor& ex,
|
|
NullaryToken&& token = default_completion_token_t<Executor>(),
|
|
constraint_t<
|
|
is_void<result_of_t<decay_t<Function>()>>::value
|
|
> = 0,
|
|
constraint_t<
|
|
(execution::is_executor<Executor>::value
|
|
&& can_require<Executor, execution::blocking_t::never_t>::value)
|
|
|| is_executor<Executor>::value
|
|
> = 0)
|
|
-> decltype(
|
|
async_initiate<NullaryToken, void()>(
|
|
declval<detail::initiate_dispatch_with_executor<Executor>>(),
|
|
token, static_cast<Function&&>(function)))
|
|
{
|
|
return async_initiate<NullaryToken, void()>(
|
|
detail::initiate_dispatch_with_executor<Executor>(ex),
|
|
token, static_cast<Function&&>(function));
|
|
}
|
|
|
|
/// Submits a function to be run on a specified target executor, and passes the
|
|
/// result to a completion handler.
|
|
/**
|
|
* This function submits a function object for execution using the specified
|
|
* executor. The function object may be called from the current thread prior to
|
|
* returning from <tt>dispatch()</tt>. Otherwise, it is queued for execution.
|
|
* After the submitted function completes, the completion handler is dispatched
|
|
* along with the function's result, to run on its associated executor.
|
|
*
|
|
* @param function A nullary function to be executed on the target executor.
|
|
*
|
|
* @param ex The target executor.
|
|
*
|
|
* @param token The @ref completion_token that will be used to produce a
|
|
* completion handler. The function signature of the completion handler must be:
|
|
* @code void handler(decay_t<result_of_t<decay_t<Function>()>>); @endcode
|
|
*
|
|
* @returns This function returns <tt>async_initiate<CompletionToken,
|
|
* void()>(Init{ex}, token)</tt>, where @c Init is a function object type
|
|
* defined as:
|
|
*
|
|
* @code class Init
|
|
* {
|
|
* public:
|
|
* using executor_type = Executor;
|
|
* explicit Init(const Executor& ex) : ex_(ex) {}
|
|
* executor_type get_executor() const noexcept { return ex_; }
|
|
* template <typename CompletionHandler>
|
|
* void operator()(CompletionHandler&& completion_handler,
|
|
* Function&& function) const;
|
|
* private:
|
|
* Executor ex_; // exposition only
|
|
* }; @endcode
|
|
*
|
|
* The function call operator of @c Init:
|
|
*
|
|
* @li Obtains the handler's associated executor object @c ex1 of type @c Ex1 by
|
|
* performing
|
|
* @code auto ex1 = get_associated_executor(completion_handler, ex); @endcode
|
|
*
|
|
* @li Obtains the handler's associated allocator object @c alloc by performing
|
|
* @code auto alloc = get_associated_allocator(completion_handler); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex1>::value</tt> is true, constructs a
|
|
* function object wrapper @c f with a member @c executor_ that is initialised
|
|
* with <tt>prefer(ex1, execution::outstanding_work.tracked)</tt>, a member @c
|
|
* function_ that is a decay-copy of @c function, a member @c handler_ that is a
|
|
* decay-copy of @c completion_handler, and a function call operator that
|
|
* performs:
|
|
* @code auto result = std::move(function_)();
|
|
* auto a = get_associated_allocator(handler_);
|
|
* prefer(executor_, execution::allocator(a)).execute(
|
|
* std::bind(std::move(handler_), std::move(result)));
|
|
* @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Ex1>::value</tt> is false, constructs a
|
|
* function object wrapper @c f with a member @c work_ that is initialised with
|
|
* <tt>make_work_guard(ex1)</tt>, a member @c function_ that is a decay-copy of
|
|
* @c function, a member @c handler_ that is a decay-copy of @c
|
|
* completion_handler, and a function call operator that performs:
|
|
* @code auto result = std::move(function_)();
|
|
* auto a = get_associated_allocator(handler_);
|
|
* work_.get_executor().dispatch(
|
|
* std::bind(std::move(handler_), std::move(result)), a);
|
|
* work_.reset(); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Executor>::value</tt> is true, performs
|
|
* @code prefer(
|
|
* require(ex, execution::blocking.never),
|
|
* execution::relationship.fork,
|
|
* execution::allocator(alloc)
|
|
* ).execute(std::move(f)); @endcode
|
|
*
|
|
* @li If <tt>execution::is_executor<Executor>::value</tt> is false, performs
|
|
* @code ex.dispatch(std::move(f), alloc); @endcode
|
|
*
|
|
* @note If the function object throws an exception, that exception is allowed
|
|
* to propagate to the target executor. The behaviour in this case is dependent
|
|
* on the executor. For example, asio::io_context will allow the
|
|
* exception to propagate to the caller that runs the @c io_context, whereas
|
|
* asio::thread_pool will call @c std::terminate.
|
|
*
|
|
* @par Completion Signature
|
|
* @code void(decay_t<result_of_t<decay_t<Function>()>>) @endcode
|
|
*/
|
|
template <typename Function, typename Executor,
|
|
ASIO_COMPLETION_TOKEN_FOR(
|
|
void(decay_t<result_of_t<decay_t<Function>()>>)) CompletionToken
|
|
= default_completion_token_t<Executor>>
|
|
inline auto dispatch(Function&& function, const Executor& ex,
|
|
CompletionToken&& token = default_completion_token_t<Executor>(),
|
|
constraint_t<
|
|
!is_void<result_of_t<decay_t<Function>()>>::value
|
|
> = 0,
|
|
constraint_t<
|
|
(execution::is_executor<Executor>::value
|
|
&& can_require<Executor, execution::blocking_t::never_t>::value)
|
|
|| is_executor<Executor>::value
|
|
> = 0)
|
|
-> decltype(
|
|
async_initiate<CompletionToken, void(detail::work_result_t<Function>)>(
|
|
declval<detail::initiate_dispatch_with_executor<Executor>>(),
|
|
token, static_cast<Function&&>(function)))
|
|
{
|
|
return async_initiate<CompletionToken, void(detail::work_result_t<Function>)>(
|
|
detail::initiate_dispatch_with_executor<Executor>(ex),
|
|
token, static_cast<Function&&>(function));
|
|
}
|
|
|
|
/// Submits a function to be run on a specified execution context, and after
|
|
/// completion submits the completion handler.
|
|
/**
|
|
* @param function A nullary function to be executed on the target executor.
|
|
*
|
|
* @param ctx An execution context, from which the target executor is obtained.
|
|
*
|
|
* @param token The @ref completion_token that will be used to produce a
|
|
* completion handler. The function signature of the completion handler must be:
|
|
* @code void handler(); @endcode
|
|
*
|
|
* @returns <tt>dispatch(forward<Function>(function), ctx.get_executor(),
|
|
* forward<NullaryToken>(token))</tt>.
|
|
*
|
|
* @note If the function object throws an exception, that exception is allowed
|
|
* to propagate to the target executor. The behaviour in this case is dependent
|
|
* on the executor. For example, asio::io_context will allow the
|
|
* exception to propagate to the caller that runs the @c io_context, whereas
|
|
* asio::thread_pool will call @c std::terminate.
|
|
*
|
|
* @par Completion Signature
|
|
* @code void() @endcode
|
|
*/
|
|
template <typename Function, typename ExecutionContext,
|
|
ASIO_COMPLETION_TOKEN_FOR(void()) NullaryToken
|
|
= default_completion_token_t<typename ExecutionContext::executor_type>>
|
|
inline auto dispatch(Function&& function, ExecutionContext& ctx,
|
|
NullaryToken&& token = default_completion_token_t<
|
|
typename ExecutionContext::executor_type>(),
|
|
constraint_t<
|
|
is_void<result_of_t<decay_t<Function>()>>::value
|
|
> = 0,
|
|
constraint_t<
|
|
is_convertible<ExecutionContext&, execution_context&>::value
|
|
> = 0)
|
|
-> decltype(
|
|
async_initiate<NullaryToken, void()>(
|
|
declval<detail::initiate_dispatch_with_executor<
|
|
typename ExecutionContext::executor_type>>(),
|
|
token, static_cast<Function&&>(function)))
|
|
{
|
|
return async_initiate<NullaryToken, void()>(
|
|
detail::initiate_dispatch_with_executor<
|
|
typename ExecutionContext::executor_type>(ctx.get_executor()),
|
|
token, static_cast<Function&&>(function));
|
|
}
|
|
|
|
/// Submits a function to be run on a specified execution context, and passes
|
|
/// the result to a completion handler.
|
|
/**
|
|
* @param function A nullary function to be executed on the target executor.
|
|
*
|
|
* @param ctx An execution context, from which the target executor is obtained.
|
|
*
|
|
* @param token The @ref completion_token that will be used to produce a
|
|
* completion handler. The function signature of the completion handler must be:
|
|
* @code void handler(); @endcode
|
|
*
|
|
* @returns <tt>dispatch(forward<Function>(function), ctx.get_executor(),
|
|
* forward<CompletionToken>(token))</tt>.
|
|
*
|
|
* @note If the function object throws an exception, that exception is allowed
|
|
* to propagate to the target executor. The behaviour in this case is dependent
|
|
* on the executor. For example, asio::io_context will allow the
|
|
* exception to propagate to the caller that runs the @c io_context, whereas
|
|
* asio::thread_pool will call @c std::terminate.
|
|
*
|
|
* @par Completion Signature
|
|
* @code void(decay_t<result_of_t<decay_t<Function>()>>) @endcode
|
|
*/
|
|
template <typename Function, typename ExecutionContext,
|
|
ASIO_COMPLETION_TOKEN_FOR(
|
|
void(decay_t<result_of_t<decay_t<Function>()>>)) CompletionToken
|
|
= default_completion_token_t<typename ExecutionContext::executor_type>>
|
|
inline auto dispatch(Function&& function, ExecutionContext& ctx,
|
|
CompletionToken&& token = default_completion_token_t<
|
|
typename ExecutionContext::executor_type>(),
|
|
constraint_t<
|
|
!is_void<result_of_t<decay_t<Function>()>>::value
|
|
> = 0,
|
|
constraint_t<
|
|
is_convertible<ExecutionContext&, execution_context&>::value
|
|
> = 0)
|
|
-> decltype(
|
|
async_initiate<CompletionToken, void(detail::work_result_t<Function>)>(
|
|
declval<detail::initiate_dispatch_with_executor<
|
|
typename ExecutionContext::executor_type>>(),
|
|
token, static_cast<Function&&>(function)))
|
|
{
|
|
return async_initiate<CompletionToken, void(detail::work_result_t<Function>)>(
|
|
detail::initiate_dispatch_with_executor<
|
|
typename ExecutionContext::executor_type>(ctx.get_executor()),
|
|
token, static_cast<Function&&>(function));
|
|
}
|
|
|
|
ASIO_INLINE_NAMESPACE_END
|
|
} // namespace asio
|
|
|
|
#include "asio/detail/pop_options.hpp"
|
|
|
|
#endif // ASIO_DISPATCH_HPP
|