/**
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* Support for concurrent task management and synchronization in web
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* applications.
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*
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* @author Dave Longley
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* @author David I. Lehn <dlehn@digitalbazaar.com>
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*
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* Copyright (c) 2009-2013 Digital Bazaar, Inc.
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*/
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var forge = require('./forge');
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require('./debug');
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require('./log');
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require('./util');
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// logging category
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var cat = 'forge.task';
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// verbose level
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// 0: off, 1: a little, 2: a whole lot
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// Verbose debug logging is surrounded by a level check to avoid the
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// performance issues with even calling the logging code regardless if it
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// is actually logged. For performance reasons this should not be set to 2
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// for production use.
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// ex: if(sVL >= 2) forge.log.verbose(....)
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var sVL = 0;
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// track tasks for debugging
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var sTasks = {};
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var sNextTaskId = 0;
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// debug access
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forge.debug.set(cat, 'tasks', sTasks);
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// a map of task type to task queue
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var sTaskQueues = {};
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// debug access
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forge.debug.set(cat, 'queues', sTaskQueues);
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// name for unnamed tasks
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var sNoTaskName = '?';
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// maximum number of doNext() recursions before a context swap occurs
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// FIXME: might need to tweak this based on the browser
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var sMaxRecursions = 30;
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// time slice for doing tasks before a context swap occurs
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// FIXME: might need to tweak this based on the browser
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var sTimeSlice = 20;
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/**
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* Task states.
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*
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* READY: ready to start processing
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* RUNNING: task or a subtask is running
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* BLOCKED: task is waiting to acquire N permits to continue
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* SLEEPING: task is sleeping for a period of time
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* DONE: task is done
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* ERROR: task has an error
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*/
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var READY = 'ready';
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var RUNNING = 'running';
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var BLOCKED = 'blocked';
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var SLEEPING = 'sleeping';
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var DONE = 'done';
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var ERROR = 'error';
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/**
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* Task actions. Used to control state transitions.
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*
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* STOP: stop processing
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* START: start processing tasks
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* BLOCK: block task from continuing until 1 or more permits are released
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* UNBLOCK: release one or more permits
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* SLEEP: sleep for a period of time
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* WAKEUP: wakeup early from SLEEPING state
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* CANCEL: cancel further tasks
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* FAIL: a failure occured
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*/
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var STOP = 'stop';
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var START = 'start';
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var BLOCK = 'block';
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var UNBLOCK = 'unblock';
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var SLEEP = 'sleep';
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var WAKEUP = 'wakeup';
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var CANCEL = 'cancel';
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var FAIL = 'fail';
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/**
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* State transition table.
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*
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* nextState = sStateTable[currentState][action]
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*/
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var sStateTable = {};
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sStateTable[READY] = {};
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sStateTable[READY][STOP] = READY;
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sStateTable[READY][START] = RUNNING;
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sStateTable[READY][CANCEL] = DONE;
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sStateTable[READY][FAIL] = ERROR;
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sStateTable[RUNNING] = {};
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sStateTable[RUNNING][STOP] = READY;
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sStateTable[RUNNING][START] = RUNNING;
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sStateTable[RUNNING][BLOCK] = BLOCKED;
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sStateTable[RUNNING][UNBLOCK] = RUNNING;
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sStateTable[RUNNING][SLEEP] = SLEEPING;
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sStateTable[RUNNING][WAKEUP] = RUNNING;
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sStateTable[RUNNING][CANCEL] = DONE;
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sStateTable[RUNNING][FAIL] = ERROR;
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sStateTable[BLOCKED] = {};
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sStateTable[BLOCKED][STOP] = BLOCKED;
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sStateTable[BLOCKED][START] = BLOCKED;
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sStateTable[BLOCKED][BLOCK] = BLOCKED;
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sStateTable[BLOCKED][UNBLOCK] = BLOCKED;
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sStateTable[BLOCKED][SLEEP] = BLOCKED;
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sStateTable[BLOCKED][WAKEUP] = BLOCKED;
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sStateTable[BLOCKED][CANCEL] = DONE;
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sStateTable[BLOCKED][FAIL] = ERROR;
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sStateTable[SLEEPING] = {};
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sStateTable[SLEEPING][STOP] = SLEEPING;
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sStateTable[SLEEPING][START] = SLEEPING;
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sStateTable[SLEEPING][BLOCK] = SLEEPING;
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sStateTable[SLEEPING][UNBLOCK] = SLEEPING;
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sStateTable[SLEEPING][SLEEP] = SLEEPING;
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sStateTable[SLEEPING][WAKEUP] = SLEEPING;
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sStateTable[SLEEPING][CANCEL] = DONE;
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sStateTable[SLEEPING][FAIL] = ERROR;
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sStateTable[DONE] = {};
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sStateTable[DONE][STOP] = DONE;
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sStateTable[DONE][START] = DONE;
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sStateTable[DONE][BLOCK] = DONE;
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sStateTable[DONE][UNBLOCK] = DONE;
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sStateTable[DONE][SLEEP] = DONE;
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sStateTable[DONE][WAKEUP] = DONE;
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sStateTable[DONE][CANCEL] = DONE;
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sStateTable[DONE][FAIL] = ERROR;
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sStateTable[ERROR] = {};
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sStateTable[ERROR][STOP] = ERROR;
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sStateTable[ERROR][START] = ERROR;
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sStateTable[ERROR][BLOCK] = ERROR;
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sStateTable[ERROR][UNBLOCK] = ERROR;
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sStateTable[ERROR][SLEEP] = ERROR;
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sStateTable[ERROR][WAKEUP] = ERROR;
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sStateTable[ERROR][CANCEL] = ERROR;
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sStateTable[ERROR][FAIL] = ERROR;
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/**
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* Creates a new task.
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*
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* @param options options for this task
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* run: the run function for the task (required)
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* name: the run function for the task (optional)
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* parent: parent of this task (optional)
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*
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* @return the empty task.
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*/
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var Task = function(options) {
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// task id
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this.id = -1;
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// task name
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this.name = options.name || sNoTaskName;
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// task has no parent
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this.parent = options.parent || null;
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// save run function
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this.run = options.run;
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// create a queue of subtasks to run
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this.subtasks = [];
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// error flag
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this.error = false;
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// state of the task
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this.state = READY;
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// number of times the task has been blocked (also the number
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// of permits needed to be released to continue running)
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this.blocks = 0;
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// timeout id when sleeping
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this.timeoutId = null;
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// no swap time yet
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this.swapTime = null;
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// no user data
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this.userData = null;
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// initialize task
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// FIXME: deal with overflow
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this.id = sNextTaskId++;
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sTasks[this.id] = this;
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if(sVL >= 1) {
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forge.log.verbose(cat, '[%s][%s] init', this.id, this.name, this);
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}
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};
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/**
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* Logs debug information on this task and the system state.
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*/
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Task.prototype.debug = function(msg) {
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msg = msg || '';
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forge.log.debug(cat, msg,
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'[%s][%s] task:', this.id, this.name, this,
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'subtasks:', this.subtasks.length,
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'queue:', sTaskQueues);
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};
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/**
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* Adds a subtask to run after task.doNext() or task.fail() is called.
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*
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* @param name human readable name for this task (optional).
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* @param subrun a function to run that takes the current task as
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* its first parameter.
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*
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* @return the current task (useful for chaining next() calls).
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*/
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Task.prototype.next = function(name, subrun) {
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// juggle parameters if it looks like no name is given
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if(typeof(name) === 'function') {
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subrun = name;
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// inherit parent's name
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name = this.name;
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}
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// create subtask, set parent to this task, propagate callbacks
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var subtask = new Task({
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run: subrun,
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name: name,
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parent: this
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});
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// start subtasks running
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subtask.state = RUNNING;
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subtask.type = this.type;
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subtask.successCallback = this.successCallback || null;
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subtask.failureCallback = this.failureCallback || null;
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// queue a new subtask
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this.subtasks.push(subtask);
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return this;
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};
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/**
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* Adds subtasks to run in parallel after task.doNext() or task.fail()
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* is called.
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*
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* @param name human readable name for this task (optional).
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* @param subrun functions to run that take the current task as
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* their first parameter.
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*
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* @return the current task (useful for chaining next() calls).
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*/
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Task.prototype.parallel = function(name, subrun) {
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// juggle parameters if it looks like no name is given
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if(forge.util.isArray(name)) {
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subrun = name;
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// inherit parent's name
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name = this.name;
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}
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// Wrap parallel tasks in a regular task so they are started at the
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// proper time.
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return this.next(name, function(task) {
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// block waiting for subtasks
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var ptask = task;
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ptask.block(subrun.length);
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// we pass the iterator from the loop below as a parameter
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// to a function because it is otherwise included in the
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// closure and changes as the loop changes -- causing i
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// to always be set to its highest value
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var startParallelTask = function(pname, pi) {
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forge.task.start({
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type: pname,
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run: function(task) {
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subrun[pi](task);
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},
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success: function(task) {
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ptask.unblock();
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},
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failure: function(task) {
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ptask.unblock();
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}
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});
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};
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for(var i = 0; i < subrun.length; i++) {
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// Type must be unique so task starts in parallel:
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// name + private string + task id + sub-task index
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// start tasks in parallel and unblock when the finish
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var pname = name + '__parallel-' + task.id + '-' + i;
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var pi = i;
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startParallelTask(pname, pi);
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}
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});
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};
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/**
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* Stops a running task.
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*/
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Task.prototype.stop = function() {
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this.state = sStateTable[this.state][STOP];
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};
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/**
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* Starts running a task.
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*/
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Task.prototype.start = function() {
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this.error = false;
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this.state = sStateTable[this.state][START];
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// try to restart
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if(this.state === RUNNING) {
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this.start = new Date();
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this.run(this);
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runNext(this, 0);
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}
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};
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/**
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* Blocks a task until it one or more permits have been released. The
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* task will not resume until the requested number of permits have
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* been released with call(s) to unblock().
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*
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* @param n number of permits to wait for(default: 1).
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*/
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Task.prototype.block = function(n) {
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n = typeof(n) === 'undefined' ? 1 : n;
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this.blocks += n;
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if(this.blocks > 0) {
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this.state = sStateTable[this.state][BLOCK];
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}
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};
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/**
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* Releases a permit to unblock a task. If a task was blocked by
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* requesting N permits via block(), then it will only continue
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* running once enough permits have been released via unblock() calls.
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*
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* If multiple processes need to synchronize with a single task then
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* use a condition variable (see forge.task.createCondition). It is
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* an error to unblock a task more times than it has been blocked.
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*
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* @param n number of permits to release (default: 1).
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*
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* @return the current block count (task is unblocked when count is 0)
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*/
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Task.prototype.unblock = function(n) {
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n = typeof(n) === 'undefined' ? 1 : n;
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this.blocks -= n;
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if(this.blocks === 0 && this.state !== DONE) {
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this.state = RUNNING;
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runNext(this, 0);
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}
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return this.blocks;
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};
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/**
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* Sleep for a period of time before resuming tasks.
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*
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* @param n number of milliseconds to sleep (default: 0).
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*/
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Task.prototype.sleep = function(n) {
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n = typeof(n) === 'undefined' ? 0 : n;
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this.state = sStateTable[this.state][SLEEP];
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var self = this;
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this.timeoutId = setTimeout(function() {
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self.timeoutId = null;
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self.state = RUNNING;
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runNext(self, 0);
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}, n);
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};
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/**
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* Waits on a condition variable until notified. The next task will
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* not be scheduled until notification. A condition variable can be
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* created with forge.task.createCondition().
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*
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* Once cond.notify() is called, the task will continue.
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*
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* @param cond the condition variable to wait on.
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*/
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Task.prototype.wait = function(cond) {
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cond.wait(this);
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};
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/**
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* If sleeping, wakeup and continue running tasks.
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*/
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Task.prototype.wakeup = function() {
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if(this.state === SLEEPING) {
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cancelTimeout(this.timeoutId);
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this.timeoutId = null;
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this.state = RUNNING;
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runNext(this, 0);
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}
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};
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/**
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* Cancel all remaining subtasks of this task.
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*/
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Task.prototype.cancel = function() {
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this.state = sStateTable[this.state][CANCEL];
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// remove permits needed
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this.permitsNeeded = 0;
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// cancel timeouts
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if(this.timeoutId !== null) {
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cancelTimeout(this.timeoutId);
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this.timeoutId = null;
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}
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// remove subtasks
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this.subtasks = [];
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};
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/**
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* Finishes this task with failure and sets error flag. The entire
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* task will be aborted unless the next task that should execute
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* is passed as a parameter. This allows levels of subtasks to be
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* skipped. For instance, to abort only this tasks's subtasks, then
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* call fail(task.parent). To abort this task's subtasks and its
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* parent's subtasks, call fail(task.parent.parent). To abort
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* all tasks and simply call the task callback, call fail() or
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* fail(null).
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*
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* The task callback (success or failure) will always, eventually, be
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* called.
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*
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* @param next the task to continue at, or null to abort entirely.
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*/
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Task.prototype.fail = function(next) {
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// set error flag
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this.error = true;
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// finish task
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finish(this, true);
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if(next) {
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// propagate task info
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next.error = this.error;
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next.swapTime = this.swapTime;
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next.userData = this.userData;
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// do next task as specified
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runNext(next, 0);
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} else {
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if(this.parent !== null) {
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// finish root task (ensures it is removed from task queue)
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var parent = this.parent;
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while(parent.parent !== null) {
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// propagate task info
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parent.error = this.error;
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parent.swapTime = this.swapTime;
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parent.userData = this.userData;
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parent = parent.parent;
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}
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finish(parent, true);
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}
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// call failure callback if one exists
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if(this.failureCallback) {
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this.failureCallback(this);
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}
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}
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};
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/**
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* Asynchronously start a task.
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*
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* @param task the task to start.
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*/
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var start = function(task) {
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task.error = false;
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task.state = sStateTable[task.state][START];
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setTimeout(function() {
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if(task.state === RUNNING) {
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task.swapTime = +new Date();
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task.run(task);
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runNext(task, 0);
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}
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}, 0);
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};
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/**
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* Run the next subtask or finish this task.
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*
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* @param task the task to process.
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* @param recurse the recursion count.
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*/
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var runNext = function(task, recurse) {
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// get time since last context swap (ms), if enough time has passed set
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// swap to true to indicate that doNext was performed asynchronously
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// also, if recurse is too high do asynchronously
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|
var swap =
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(recurse > sMaxRecursions) ||
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(+new Date() - task.swapTime) > sTimeSlice;
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var doNext = function(recurse) {
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recurse++;
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if(task.state === RUNNING) {
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if(swap) {
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// update swap time
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task.swapTime = +new Date();
|
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}
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if(task.subtasks.length > 0) {
|
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// run next subtask
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var subtask = task.subtasks.shift();
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subtask.error = task.error;
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subtask.swapTime = task.swapTime;
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subtask.userData = task.userData;
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subtask.run(subtask);
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if(!subtask.error) {
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runNext(subtask, recurse);
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}
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} else {
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finish(task);
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if(!task.error) {
|
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// chain back up and run parent
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|
if(task.parent !== null) {
|
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// propagate task info
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|
task.parent.error = task.error;
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task.parent.swapTime = task.swapTime;
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task.parent.userData = task.userData;
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// no subtasks left, call run next subtask on parent
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|
runNext(task.parent, recurse);
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}
|
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}
|
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}
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}
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};
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if(swap) {
|
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// we're swapping, so run asynchronously
|
|
setTimeout(doNext, 0);
|
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} else {
|
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// not swapping, so run synchronously
|
|
doNext(recurse);
|
|
}
|
|
};
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|
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/**
|
|
* Finishes a task and looks for the next task in the queue to start.
|
|
*
|
|
* @param task the task to finish.
|
|
* @param suppressCallbacks true to suppress callbacks.
|
|
*/
|
|
var finish = function(task, suppressCallbacks) {
|
|
// subtask is now done
|
|
task.state = DONE;
|
|
|
|
delete sTasks[task.id];
|
|
if(sVL >= 1) {
|
|
forge.log.verbose(cat, '[%s][%s] finish',
|
|
task.id, task.name, task);
|
|
}
|
|
|
|
// only do queue processing for root tasks
|
|
if(task.parent === null) {
|
|
// report error if queue is missing
|
|
if(!(task.type in sTaskQueues)) {
|
|
forge.log.error(cat,
|
|
'[%s][%s] task queue missing [%s]',
|
|
task.id, task.name, task.type);
|
|
} else if(sTaskQueues[task.type].length === 0) {
|
|
// report error if queue is empty
|
|
forge.log.error(cat,
|
|
'[%s][%s] task queue empty [%s]',
|
|
task.id, task.name, task.type);
|
|
} else if(sTaskQueues[task.type][0] !== task) {
|
|
// report error if this task isn't the first in the queue
|
|
forge.log.error(cat,
|
|
'[%s][%s] task not first in queue [%s]',
|
|
task.id, task.name, task.type);
|
|
} else {
|
|
// remove ourselves from the queue
|
|
sTaskQueues[task.type].shift();
|
|
// clean up queue if it is empty
|
|
if(sTaskQueues[task.type].length === 0) {
|
|
if(sVL >= 1) {
|
|
forge.log.verbose(cat, '[%s][%s] delete queue [%s]',
|
|
task.id, task.name, task.type);
|
|
}
|
|
/* Note: Only a task can delete a queue of its own type. This
|
|
is used as a way to synchronize tasks. If a queue for a certain
|
|
task type exists, then a task of that type is running.
|
|
*/
|
|
delete sTaskQueues[task.type];
|
|
} else {
|
|
// dequeue the next task and start it
|
|
if(sVL >= 1) {
|
|
forge.log.verbose(cat,
|
|
'[%s][%s] queue start next [%s] remain:%s',
|
|
task.id, task.name, task.type,
|
|
sTaskQueues[task.type].length);
|
|
}
|
|
sTaskQueues[task.type][0].start();
|
|
}
|
|
}
|
|
|
|
if(!suppressCallbacks) {
|
|
// call final callback if one exists
|
|
if(task.error && task.failureCallback) {
|
|
task.failureCallback(task);
|
|
} else if(!task.error && task.successCallback) {
|
|
task.successCallback(task);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/* Tasks API */
|
|
module.exports = forge.task = forge.task || {};
|
|
|
|
/**
|
|
* Starts a new task that will run the passed function asynchronously.
|
|
*
|
|
* In order to finish the task, either task.doNext() or task.fail()
|
|
* *must* be called.
|
|
*
|
|
* The task must have a type (a string identifier) that can be used to
|
|
* synchronize it with other tasks of the same type. That type can also
|
|
* be used to cancel tasks that haven't started yet.
|
|
*
|
|
* To start a task, the following object must be provided as a parameter
|
|
* (each function takes a task object as its first parameter):
|
|
*
|
|
* {
|
|
* type: the type of task.
|
|
* run: the function to run to execute the task.
|
|
* success: a callback to call when the task succeeds (optional).
|
|
* failure: a callback to call when the task fails (optional).
|
|
* }
|
|
*
|
|
* @param options the object as described above.
|
|
*/
|
|
forge.task.start = function(options) {
|
|
// create a new task
|
|
var task = new Task({
|
|
run: options.run,
|
|
name: options.name || sNoTaskName
|
|
});
|
|
task.type = options.type;
|
|
task.successCallback = options.success || null;
|
|
task.failureCallback = options.failure || null;
|
|
|
|
// append the task onto the appropriate queue
|
|
if(!(task.type in sTaskQueues)) {
|
|
if(sVL >= 1) {
|
|
forge.log.verbose(cat, '[%s][%s] create queue [%s]',
|
|
task.id, task.name, task.type);
|
|
}
|
|
// create the queue with the new task
|
|
sTaskQueues[task.type] = [task];
|
|
start(task);
|
|
} else {
|
|
// push the task onto the queue, it will be run after a task
|
|
// with the same type completes
|
|
sTaskQueues[options.type].push(task);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Cancels all tasks of the given type that haven't started yet.
|
|
*
|
|
* @param type the type of task to cancel.
|
|
*/
|
|
forge.task.cancel = function(type) {
|
|
// find the task queue
|
|
if(type in sTaskQueues) {
|
|
// empty all but the current task from the queue
|
|
sTaskQueues[type] = [sTaskQueues[type][0]];
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Creates a condition variable to synchronize tasks. To make a task wait
|
|
* on the condition variable, call task.wait(condition). To notify all
|
|
* tasks that are waiting, call condition.notify().
|
|
*
|
|
* @return the condition variable.
|
|
*/
|
|
forge.task.createCondition = function() {
|
|
var cond = {
|
|
// all tasks that are blocked
|
|
tasks: {}
|
|
};
|
|
|
|
/**
|
|
* Causes the given task to block until notify is called. If the task
|
|
* is already waiting on this condition then this is a no-op.
|
|
*
|
|
* @param task the task to cause to wait.
|
|
*/
|
|
cond.wait = function(task) {
|
|
// only block once
|
|
if(!(task.id in cond.tasks)) {
|
|
task.block();
|
|
cond.tasks[task.id] = task;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Notifies all waiting tasks to wake up.
|
|
*/
|
|
cond.notify = function() {
|
|
// since unblock() will run the next task from here, make sure to
|
|
// clear the condition's blocked task list before unblocking
|
|
var tmp = cond.tasks;
|
|
cond.tasks = {};
|
|
for(var id in tmp) {
|
|
tmp[id].unblock();
|
|
}
|
|
};
|
|
|
|
return cond;
|
|
};
|