Software /
code /
prosody
File
util/async.lua @ 10801:2b97aac0ea3c
mod_csi_simple: Don't consider presence errors as important
A large share of `<presence type=error>` appears to be noise from large
public channels and failed presence probes. The later at least should
count as presence updates, which are currently considered unimportant.
See also 8cecb85e4bc4 which is partly reverted here. The intent there
was probably mostly about message (delivery) errors, which should be
considered important.
author | Kim Alvefur <zash@zash.se> |
---|---|
date | Tue, 05 May 2020 23:08:47 +0200 |
parent | 10291:7b48b620164c |
child | 10928:79faf5b98395 |
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local logger = require "util.logger"; local log = logger.init("util.async"); local new_id = require "util.id".short; local xpcall = require "util.xpcall".xpcall; local function checkthread() local thread, main = coroutine.running(); if not thread or main then error("Not running in an async context, see https://prosody.im/doc/developers/util/async"); end return thread; end local function runner_from_thread(thread) local level = 0; -- Find the 'level' of the top-most function (0 == current level, 1 == caller, ...) while debug.getinfo(thread, level, "") do level = level + 1; end local name, runner = debug.getlocal(thread, level-1, 1); if name ~= "self" or type(runner) ~= "table" or runner.thread ~= thread then return nil; end return runner; end local function call_watcher(runner, watcher_name, ...) local watcher = runner.watchers[watcher_name]; if not watcher then return false; end runner:log("debug", "Calling '%s' watcher", watcher_name); local ok, err = xpcall(watcher, debug.traceback, runner, ...); if not ok then runner:log("error", "Error in '%s' watcher: %s", watcher_name, err); return nil, err; end return true; end local function runner_continue(thread) -- ASSUMPTION: runner is in 'waiting' state (but we don't have the runner to know for sure) if coroutine.status(thread) ~= "suspended" then -- This should suffice log("error", "unexpected async state: thread not suspended"); return false; end local ok, state, runner = coroutine.resume(thread); if not ok then local err = state; -- Running the coroutine failed, which means we have to find the runner manually, -- in order to inform the error handler runner = runner_from_thread(thread); if not runner then log("error", "unexpected async state: unable to locate runner during error handling"); return false; end call_watcher(runner, "error", debug.traceback(thread, err)); runner.state, runner.thread = "ready", nil; return runner:run(); elseif state == "ready" then -- If state is 'ready', it is our responsibility to update runner.state from 'waiting'. -- We also have to :run(), because the queue might have further items that will not be -- processed otherwise. FIXME: It's probably best to do this in a nexttick (0 timer). runner.state = "ready"; runner:run(); end return true; end local function waiter(num) local thread = checkthread(); num = num or 1; local waiting; return function () if num == 0 then return; end -- already done waiting = true; coroutine.yield("wait"); end, function () num = num - 1; if num == 0 and waiting then runner_continue(thread); elseif num < 0 then error("done() called too many times"); end end; end local function guarder() local guards = {}; local default_id = {}; return function (id, func) id = id or default_id; local thread = checkthread(); local guard = guards[id]; if not guard then guard = {}; guards[id] = guard; log("debug", "New guard!"); else table.insert(guard, thread); log("debug", "Guarded. %d threads waiting.", #guard) coroutine.yield("wait"); end local function exit() local next_waiting = table.remove(guard, 1); if next_waiting then log("debug", "guard: Executing next waiting thread (%d left)", #guard) runner_continue(next_waiting); else log("debug", "Guard off duty.") guards[id] = nil; end end if func then func(); exit(); return; end return exit; end; end local runner_mt = {}; runner_mt.__index = runner_mt; local function runner_create_thread(func, self) local thread = coroutine.create(function (self) -- luacheck: ignore 432/self while true do func(coroutine.yield("ready", self)); end end); debug.sethook(thread, debug.gethook()); assert(coroutine.resume(thread, self)); -- Start it up, it will return instantly to wait for the first input return thread; end local function default_error_watcher(runner, err) runner:log("error", "Encountered error: %s", err); error(err); end local function default_func(f) f(); end local function runner(func, watchers, data) local id = new_id(); local _log = logger.init("runner" .. id); return setmetatable({ func = func or default_func, thread = false, state = "ready", notified_state = "ready", queue = {}, watchers = watchers or { error = default_error_watcher }, data = data, id = id, _log = _log; } , runner_mt); end -- Add a task item for the runner to process function runner_mt:run(input) if input ~= nil then table.insert(self.queue, input); --self:log("debug", "queued new work item, %d items queued", #self.queue); end if self.state ~= "ready" then -- The runner is busy. Indicate that the task item has been -- queued, and return information about the current runner state return true, self.state, #self.queue; end local q, thread = self.queue, self.thread; if not thread or coroutine.status(thread) == "dead" then self:log("debug", "creating new coroutine"); -- Create a new coroutine for this runner thread = runner_create_thread(self.func, self); self.thread = thread; end -- Process task item(s) while the queue is not empty, and we're not blocked local n, state, err = #q, self.state, nil; self.state = "running"; --self:log("debug", "running main loop"); while n > 0 and state == "ready" and not err do local consumed; -- Loop through queue items, and attempt to run them for i = 1,n do local queued_input = q[i]; local ok, new_state = coroutine.resume(thread, queued_input); if not ok then -- There was an error running the coroutine, save the error, mark runner as ready to begin again consumed, state, err = i, "ready", debug.traceback(thread, new_state); self.thread = nil; break; elseif new_state == "wait" then -- Runner is blocked on waiting for a task item to complete consumed, state = i, "waiting"; break; end end -- Loop ended - either queue empty because all tasks passed without blocking (consumed == nil) -- or runner is blocked/errored, and consumed will contain the number of tasks processed so far if not consumed then consumed = n; end -- Remove consumed items from the queue array if q[n+1] ~= nil then n = #q; end for i = 1, n do q[i] = q[consumed+i]; end n = #q; end -- Runner processed all items it can, so save current runner state self.state = state; if err or state ~= self.notified_state then self:log("debug", "changed state from %s to %s", self.notified_state, err and ("error ("..state..")") or state); if err then state = "error" else self.notified_state = state; end local handler = self.watchers[state]; if handler then handler(self, err); end end if n > 0 then return self:run(); end return true, state, n; end -- Add a task item to the queue without invoking the runner, even if it is idle function runner_mt:enqueue(input) table.insert(self.queue, input); self:log("debug", "queued new work item, %d items queued", #self.queue); return self; end function runner_mt:log(level, fmt, ...) return self._log(level, fmt, ...); end function runner_mt:onready(f) self.watchers.ready = f; return self; end function runner_mt:onwaiting(f) self.watchers.waiting = f; return self; end function runner_mt:onerror(f) self.watchers.error = f; return self; end local function ready() return pcall(checkthread); end local function wait(promise) local async_wait, async_done = waiter(); local ret, err = nil, nil; promise:next( function (r) ret = r; end, function (e) err = e; end) :finally(async_done); async_wait(); if ret then return ret; else return nil, err; end end return { ready = ready; waiter = waiter; guarder = guarder; runner = runner; wait = wait; };