azul_core/task.rs
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use std::{
sync::{Arc, Mutex, Weak, atomic::{AtomicUsize, Ordering}},
thread::{self, JoinHandle},
time::{Duration, Instant},
};
use crate::{
FastHashMap,
callbacks::{
Redraw, DontRedraw, TimerCallback, TimerCallbackInfo, RefAny,
TimerCallbackReturn, TimerCallbackType, UpdateScreen,
},
app_resources::AppResources,
};
/// Should a timer terminate or not - used to remove active timers
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum TerminateTimer {
/// Remove the timer from the list of active timers
Terminate,
/// Do nothing and let the timers continue to run
Continue,
}
static MAX_DAEMON_ID: AtomicUsize = AtomicUsize::new(0);
/// ID for uniquely identifying a timer
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct TimerId { id: usize }
impl TimerId {
/// Generates a new, unique `TimerId`.
pub fn new() -> Self {
TimerId { id: MAX_DAEMON_ID.fetch_add(1, Ordering::SeqCst) }
}
}
/// A `Timer` is a function that is run on every frame.
///
/// There are often a lot of visual tasks such as animations or fetching the
/// next frame for a GIF or video, etc. - that need to run every frame or every X milliseconds,
/// but they aren't heavy enough to warrant creating a thread - otherwise the framework
/// would create too many threads, which leads to a lot of context switching and bad performance.
///
/// The callback of a `Timer` should be fast enough to run under 16ms,
/// otherwise running timers will block the main UI thread.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub struct Timer {
/// Stores when the timer was created (usually acquired by `Instant::now()`)
pub created: Instant,
/// When the timer was last called (`None` only when the timer hasn't been called yet).
pub last_run: Option<Instant>,
/// If the timer shouldn't start instantly, but rather be delayed by a certain timeframe
pub delay: Option<Duration>,
/// How frequently the timer should run, i.e. set this to `Some(Duration::from_millis(16))`
/// to run the timer every 16ms. If this value is set to `None`, (the default), the timer
/// will execute the timer as-fast-as-possible (i.e. at a faster framerate
/// than the framework itself) - which might be performance intensive.
pub interval: Option<Duration>,
/// When to stop the timer (for example, you can stop the
/// execution after 5s using `Some(Duration::from_secs(5))`).
pub timeout: Option<Duration>,
/// Callback to be called for this timer
pub callback: TimerCallback,
}
impl Timer {
/// Create a new timer
pub fn new(callback: TimerCallbackType) -> Self {
Timer {
created: Instant::now(),
last_run: None,
delay: None,
interval: None,
timeout: None,
callback: TimerCallback(callback),
}
}
/// Delays the timer to not start immediately but rather
/// start after a certain time frame has elapsed.
#[inline]
pub fn with_delay(mut self, delay: Duration) -> Self {
self.delay = Some(delay);
self
}
/// Converts the timer into a timer, running the function only
/// if the given `Duration` has elapsed since the last run
#[inline]
pub fn with_interval(mut self, interval: Duration) -> Self {
self.interval = Some(interval);
self
}
/// Converts the timer into a countdown, by giving it a maximum duration
/// (counted from the creation of the Timer, not the first use).
#[inline]
pub fn with_timeout(mut self, timeout: Duration) -> Self {
self.timeout = Some(timeout);
self
}
/// Crate-internal: Invokes the timer if the timer and
/// the `self.timeout` allow it to
pub fn invoke<'a>(&mut self, info: TimerCallbackInfo<'a>) -> TimerCallbackReturn {
let instant_now = Instant::now();
let delay = self.delay.unwrap_or_else(|| Duration::from_millis(0));
// Check if the timers timeout is reached
if let Some(timeout) = self.timeout {
if instant_now - self.created > timeout {
return (DontRedraw, TerminateTimer::Terminate);
}
}
if let Some(interval) = self.interval {
let last_run = match self.last_run {
Some(s) => s,
None => self.created + delay,
};
if instant_now - last_run < interval {
return (DontRedraw, TerminateTimer::Continue);
}
}
let res = (self.callback.0)(info);
self.last_run = Some(instant_now);
res
}
}
/// Simple struct that is used by Azul internally to determine when the thread has finished executing.
/// When this struct goes out of scope, Azul will call `.join()` on the thread (so in order to not
/// block the main thread, simply let it go out of scope naturally.
pub struct DropCheck(Arc<()>);
/// A `Task` is a seperate thread that is owned by the framework.
///
/// In difference to a `Thread`, you don't have to `await()` the result of a `Task`,
/// you can just hand the task to the framework (via `AppResources::add_task`) and
/// the framework will automatically update the UI when the task is finished.
/// This is useful to offload actions such as loading long files, etc. to a background thread.
///
/// Azul will join the thread automatically after it is finished (joining won't block the UI).
pub struct Task {
// Thread handle of the currently in-progress task
join_handle: Option<JoinHandle<UpdateScreen>>,
dropcheck: Weak<()>,
/// Timer that will run directly after this task is completed.
pub after_completion_timer: Option<Timer>,
}
pub type TaskCallback<U> = fn(Arc<Mutex<U>>, DropCheck) -> UpdateScreen;
impl Task {
/// Creates a new task from a callback and a set of input data - which has to be wrapped in an `Arc<Mutex<T>>>`.
pub fn new<U: Send + 'static>(data: Arc<Mutex<U>>, callback: TaskCallback<U>) -> Self {
let thread_check = Arc::new(());
let thread_weak = Arc::downgrade(&thread_check);
let thread_handle = thread::spawn(move || callback(data, DropCheck(thread_check)));
Self {
join_handle: Some(thread_handle),
dropcheck: thread_weak,
after_completion_timer: None,
}
}
/// Stores a `Timer` that will run after the task has finished.
///
/// Often necessary to "clean up" or copy data from the background task into the UI.
#[inline]
pub fn then(mut self, timer: Timer) -> Self {
self.after_completion_timer = Some(timer);
self
}
/// Returns true if the task has been finished, false otherwise
pub fn is_finished(&self) -> bool {
self.dropcheck.upgrade().is_none()
}
}
impl Drop for Task {
fn drop(&mut self) {
if let Some(thread_handle) = self.join_handle.take() {
let _ = thread_handle.join().unwrap();
}
}
}
/// A `Thread` is a simple abstraction over `std::thread` that allows to offload a pure
/// function to a different thread (essentially emulating async / await for older compilers).
///
/// # Warning
///
/// `Thread` panics if it goes out of scope before `.block()` was called.
pub struct Thread<T> {
join_handle: Option<JoinHandle<T>>,
}
/// Error that can happen while calling `.block()`
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub enum BlockError {
/// Arc::into_inner() failed
ArcUnlockError,
/// The background thread panicked
ThreadJoinError,
/// Mutex::into_inner() failed
MutexIntoInnerError,
}
impl<T> Thread<T> {
/// Creates a new thread that spawns a certain (pure) function on a separate thread.
/// This is a workaround until `await` is implemented. Note that invoking this function
/// will create an OS-level thread.
///
/// **Warning**: You *must* call `.await()`, otherwise the `Thread` will panic when it is dropped!
///
/// # Example
///
/// ```rust
/// # extern crate azul_core;
/// # use azul_core::task::Thread;
/// #
/// fn pure_function(input: usize) -> usize { input + 1 }
///
/// let thread_1 = Thread::new(5, pure_function);
/// let thread_2 = Thread::new(10, pure_function);
/// let thread_3 = Thread::new(20, pure_function);
///
/// // thread_1, thread_2 and thread_3 run in parallel here...
///
/// let result_1 = thread_1.block();
/// let result_2 = thread_2.block();
/// let result_3 = thread_3.block();
///
/// assert_eq!(result_1, Ok(6));
/// assert_eq!(result_2, Ok(11));
/// assert_eq!(result_3, Ok(21));
/// ```
pub fn new<U>(initial_data: U, callback: fn(U) -> T) -> Self where T: Send + 'static, U: Send + 'static {
Self {
join_handle: Some(thread::spawn(move || callback(initial_data))),
}
}
/// Block until the internal thread has finished and return T
pub fn block(mut self) -> Result<T, BlockError> {
// .block() can only be called once, so these .unwrap()s are safe
let handle = self.join_handle.take().unwrap();
let data = handle.join().map_err(|_| BlockError::ThreadJoinError)?;
Ok(data)
}
}
impl<T> Drop for Thread<T> {
fn drop(&mut self) {
if self.join_handle.take().is_some() {
panic!("Thread has not been await()-ed correctly!");
}
}
}
/// Run all currently registered timers
#[must_use]
pub fn run_all_timers(
timers: &mut FastHashMap<TimerId, Timer>,
data: &mut RefAny,
resources: &mut AppResources,
) -> UpdateScreen {
let mut should_update_screen = DontRedraw;
let mut timers_to_terminate = Vec::new();
for (key, timer) in timers.iter_mut() {
let (should_update, should_terminate) = timer.invoke(TimerCallbackInfo {
state: data,
app_resources: resources,
});
if should_update == Redraw {
should_update_screen = Redraw;
}
if should_terminate == TerminateTimer::Terminate {
timers_to_terminate.push(key.clone());
}
}
for key in timers_to_terminate {
timers.remove(&key);
}
should_update_screen
}
/// Remove all tasks that have finished executing
#[must_use]
pub fn clean_up_finished_tasks<T>(
tasks: &mut Vec<Task>,
timers: &mut FastHashMap<TimerId, Timer>,
) -> UpdateScreen {
let old_count = tasks.len();
let mut timers_to_add = Vec::new();
tasks.retain(|task| {
if task.is_finished() {
if let Some(timer) = task.after_completion_timer {
timers_to_add.push((TimerId::new(), timer));
}
false
} else {
true
}
});
let timers_is_empty = timers_to_add.is_empty();
let new_count = tasks.len();
// Start all the timers that should run after the completion of the task
for (timer_id, timer) in timers_to_add {
timers.insert(timer_id, timer);
}
if old_count == new_count && timers_is_empty {
DontRedraw
} else {
Redraw
}
}