79 lines
3.4 KiB
ReStructuredText
79 lines
3.4 KiB
ReStructuredText
thread
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======
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*a separate state that can contain and run functions*
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.. code-block:: cpp
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class thread : public reference { /* ... */ };
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``sol::thread`` is a separate runnable part of the Lua VM that can be used to execute work separately from the main thread, such as with :doc:`coroutines<coroutine>`. To take a table or a coroutine and run it specifically on the ``sol::thread`` you either pulled out of lua or created, just get that function through the :ref:`state of the thread<thread_state>`
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.. note::
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A CPU thread is not always equivalent to a new thread in Lua: ``std::this_thread::get_id()`` can be the same for 2 callbacks that have 2 distinct Lua threads. In order to know which thread a callback was called in, hook into :doc:`sol::this_state<this_state>` from your Lua callback and then construct a ``sol::thread``, passing in the ``sol::this_state`` for both the first and last arguments. Then examine the results of the status and ``is_...`` calls below.
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free function
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-------------
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.. code-block:: cpp
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:caption: function: main_thread
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main_thread(lua_State* current, lua_State* backup_if_bad_platform = nullptr);
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The function ``sol::main_thread( ... )`` retrieves the main thread of the application on Lua 5.2 and above *only*. It is designed for code that needs to be multithreading-aware (e.g., uses multiple :doc:`threads<thread>` and :doc:`coroutines<coroutine>`).
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.. warning::
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This code function will be present in Lua 5.1/LuaJIT, but only have proper behavior when given a single argument on Lua 5.2 and beyond. Lua 5.1 does not support retrieving the main thread from its registry, and therefore it is entirely suggested if you are writing cross-platform Lua code that you must store the main thread of your application in some global storage accessible somewhere. Then, pass this item into the ``sol::main_thread( possibly_thread_state, my_actual_main_state )`` and it will select that ``my_actual_main_state`` every time. If you are not going to use Lua 5.1 / LuaJIT, you can ignore the last parameter.
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members
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-------
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.. code-block:: cpp
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:caption: constructor: thread
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thread(stack_reference r);
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thread(lua_State* L, int index = -1);
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thread(lua_State* L, lua_State* actual_thread);
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Takes a thread from the Lua stack at the specified index and allows a person to use all of the abstractions therein. It can also take an actual thread state to make a thread from that as well.
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.. code-block:: cpp
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:caption: function: view into thread_state()'s state
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state_view state() const;
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This retrieves the current state of the thread, producing a :doc:`state_view<state>` that can be manipulated like any other. :doc:`Coroutines<coroutine>` pulled from Lua using the thread's state will be run on that thread specifically.
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.. _thread_state:
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.. code-block:: cpp
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:caption: function: retrieve thread state object
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lua_State* thread_state () const;
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This function retrieves the ``lua_State*`` that represents the thread.
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.. code-block:: cpp
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:caption: current thread status
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thread_status status () const;
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Retrieves the :doc:`thread status<types>` that describes the current state of the thread.
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.. code-block:: cpp
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:caption: main thread status
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bool is_main_thread () const;
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Checks to see if the thread is the main Lua thread.
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.. code-block:: cpp
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:caption: function: thread creation
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:name: thread-create
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thread create();
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static thread create (lua_State* L);
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Creates a new thread from the given a ``lua_State*``. |