Coroutines, multiple requests in Lua - lua

I've been poring over this subject for the past 12 hours, and I simply cannot seem to get anywhere. I do not even know if this is possible, but I'm hoping it is because it would go a long way to continuing my project.
What I am attempting to do is create coroutines so the particular program I use does not freeze up due to its inability to perform asynchronous http requests. I've figured out how to do that part, even though my understanding of coroutines is still in the "Huh? How does that work?" phase. My issue now is being able to respond to multiple requests with the correct information. For instance, the following should produce three separate responses:
foo(a)
foo(b)
foo(c)
where foo initiates a coroutine with the parameters inside. If all requested separately, then it returns the proper results. However, if requested as a block, it will only return foo(c)'s result. Now, I understand the reasoning behind this, but I cannot find a way to make it return all three results when requested as a block. To help understand this problem a bit, here's the actual code:
function background_weather()
local loc = url.escape(querystring)
weatherpage = http.request("http://api.wunderground.com/api/004678614f27ceae/conditions/q/" .. loc .. ".json")
wresults = json.decode(weatherpage)
--process some stuff here, mainly datamining
end
--send datamined information as a response
coroutine.yield()
end
And the creation of the coroutine:
function getweather ()
-- see if backgrounder running
if background_task == nil or
coroutine.status (background_task) == "dead" then
-- not running, create it
background_task = coroutine.create (background_weather)
-- make timer to keep it going
AddTimer ("tickler", 0, 0, 1, "",
timer_flag.Enabled + timer_flag.Replace,
"tickle_it")
end -- if
end -- function
The querystring variable is set with the initial request. I didn't include it here, but for the sake of testing, use 12345 as the querystring variable. The timer is something that the original author of the script initialized to check if the coroutine was still running or not, poking the background every second until done. To be honest, I'm not even sure if I've done this correctly, though it seems to run asynchronously in the program.
So, is it possible to receive multiple requests in one block and return multiple responses, correctly? Or is this far too much a task for Lua to handle?

Coroutines don't work like that. They are, in fact, blocking.
The problem coroutines resolve is "I want to have a function I can execute for a while, then go back to do other thing, and then come back and have the same state I had when I left it".
Notice that I didn't say "I want it to keep running while I do other things"; the flow of code "stops" on the coroutine, and only continues on it when you go back to it.
Using coroutines you can modify (and in some cases facilitate) how the code behaves, to make it more evident or legible. But it is still strictly single-threaded.
Remember that what Lua implements must be specified by C99. Since this standard doesn't come with a thread implementation, Lua is strictly single-threaded by default. If you want multi-threading, you need to hook it to an external lib. For example, luvit hooks Luajit with the libuv lib to achieve this.
A couple good references:
http://lua-users.org/wiki/CoroutinesTutorial
http://lua-users.org/wiki/ThreadsTutorial
http://lua-users.org/wiki/MultiTasking
http://kotisivu.dnainternet.net/askok/bin/lanes/comparison.html

Chapter 9.4 of Programming in Lua contains a fairly good example of how to deal with this exact problem, using coroutines and LuaSocket's socket.select() function to prevent busylooping.
Unfortunately I don't believe there's any way to use the socket.http functions with socket.select; the code in the PiL example is often all you'll need, but it doesn't handle some fairly common cases such as the requested URL sending a redirect.

Related

In Lua, why might a function or expression evaluate multiple times in an update call?

Working in Lua and I currently I have a function that does:
function Entity:damage(dmg)
self.health = self.health - dmg
end
when I call it in another class's update function, like so:
function Room:update(dt)
if not entity.dead and self.player:collides(entity) then
self.player:damage(1)
end
instead of only dealing 1 damage, it actually deals up to 13 damage, as if the function is being called multiple times, but I'm not sure why that would be? I have very similar functions that are all doing the same thing and I'm not sure why the function/expression therein is being evaluated multiple times?
I've omitted a lot of code because I'm not sure what is relevant to helping. (I am using a Class library and player inherits from entity)
understandably a lot of code is missing and I'll likely end up debugging this myself, but if anyone has a suggestion that might be helpful/steer me in some direction I'd appreciate it, and I do apologize for the poorly formed question.
Thanks to everyone who commented; with your help, I found out what was going on!
First, Piglet you were correct--the 'collision' check state was longer than 1 frame. However, once I fixed that, I still noticed I was getting the wrong return value for
function Room:update(dt)
if not entity.dead and self.player:collides(entity) then
self.player:damage(1)
end
and I think Alexander you were correct in pointing out the multithreading or upvalues--that is a little bit beyond my comprehension at the moment-- but I checked the page linked and discovered that when I moved the function call 'upstream', I was getting the return value I expected.
So it seems perhaps where I was calling the function resulted in it being called or processed multiple times by the update functions of various classes.
Thanks for the comments; I'll use them to improve my question asking and also my general knowledge :)

script variable should not be used for call processing?

sir,
I am trying to create stateful proxy in opensips 2.4.
I just wanted a variable to hold received message information and process it.
So i checked "core variable" in opensips manual.it says, script variable are process wise. So i should not use to hold header value in script value like $var(Ruri)=$ru?? it will be overwritten by other call??
$var(userName)=$rU;
$var(removePlus) = '+';
# Search the string starting at 0 index
if($(var(userName){s.index, $var(removePlus)})==0){
$rU=$(var(userName){s.substr,1,0});
}
$var variables are process-local, meaning that you can't share them with other SIP workers even if you wanted to! In fact, they are so optimized that their starting value will often be what the same process left-behind during a previous SIP message processing (tip: you can prove this by running opensips with children = 1 and making two calls).
On the other hand, variables such as $avp are shared between processes, but not in a "dangerous" way that you have to worry about two INVITE retransmissions processing in parallel, each overwriting the other one's $avp, etc. No! That is taken care of under the hood. The "sharing" only means that, for example, during a 200 OK reply processed by a different process than the one which relayed the initial INVITE, you will still be able to read and write to the same $avp which you set during request processing.
Finally, your code seems correct, but it can be greatly simplified:
if ($rU =~ "^+")
strip(1);

How to use AwesomeWM signals in lua?

I want to execute a method when one of my wibox.widget.textbox widgets is clicked, and according to the documentation I should use the button::press signal.
However I didn't find anything about these signals, I can't even figure if it is a native lua thing of if they are tied with AwesomeWM.
Thus, I don't know how to implement them.
Any help would be appreciated. (Please note that I have barely no knowledge in lua).
Sample code:
mywidget = wibox.widget.textbox()
mywidget:set_align("right")
-- I want to execute awful.util.spawn_with_shell("pavucontrol") if the widget is clicked
Probably something like this. The button::press signal needs a callback which is called with the parameters listed in the docs you linked. Untested:
local box = wibox.widget.textbox(...)
local box_pressed = function(lx, ly, button, mods, find_widgets_result)
// some code ...
end
box:connect_signal("button::press", box_pressed)

Railscast doesn't recommend a solution for production, I'm looking for a reason why

In this railscast our good friend Mr. Bates walks through a solution to creating an app that can search, sort, and paginate a set of data. When going through AJAX searching he provides a solution that will display results of the search the moment a user enters input into the search box. Here is his solution:
$('#products_search input').keyup(function () {
$.get($('#products_search').attr('action'), ↵
$('#products_search').serialize(), null, 'script');
return false;
});
However he states "Note that this is only a quick demo and isn’t the best way to do this. There are several jQuery plugins that you can use if you do something like this in a production app." I'm looking for an explanation on why he believes this isn't suitable for production. Thanks in advance!
There are two major issues I see with this solution. The first is that you are making an HTTP (AJAX) request every time a key is pressed, which will not be the most efficient way of doing this. The second is that you are basically calling eval in the response, and eval is bad as it can lead to malicious users executing code you don't want to be executed.
Some suggestions on improving:
Use a proper JSON parser and pass the data back as JSON. (you can use $.getJSON)
Throttle the request - don't do it on every keyUp, maybe start a timer and only submit the request if no keys have been pressed in the last second, meaning it won't make lots of calls for people who type fast.
Cache the response. If you have already searched for something, then there is no point fetching the data twice. Keep a note (in a JS Object) of previous calls in this session and their results.

How do you make a combo of two emotes in lua in World of Warcraft work?

How do you make a combo of two emotes in lua in World of Warcraft work?
function Button2_OnClick()
PlaySoundFile("Interface\\Addons\\Fart\\common_fart[1].wav");
DoEmote("moon");
DoEmote("sit");
DoEmote("dance");
DoEmote("beckon");
end
I am using Wow Addon Studio to make a fart application on Wow.
I used this function, and only the sit motion showed, and beckon and moon only showed on the chat window. The dance emote didn't show up anywhere.
Blizzard has explicitly prohibited anything that can be used to make lua wait or pause because it is an essential ingredient to making a gold mining or grinding bot.
There isn't a native (i.e. lua only) way to have lua wait without using all the CPU. Outside of the WOW client, you'd use win.sleep or some other 3rd party API call that calls into the host application or operating systems threading functions.
It may be possible to simulate a wait by having code execute on a frequent event (such as text arriving at the chat window) and then in the event handler checking to see if enough time has passed to permit executing the next command in the sequence. This probably wouldn't be a very accurate timer and it would be rather complex as you'd have to create a data structure to hold the sequence of commands, the timings between each, the current command, etc. and so on.
This may be an intentional limitation of the API to prevent in game automation (botting).
What has worked for me is to have a global variable that is incremented through the loop. Such as
Integer count = 0;
function Button2_OnClick()
i++
switch
case(1)
PlaySoundFile("Interface\\Addons\\Fart\\common_fart[1].wav");
case(2)
DoEmote("moon");
case(3)
DoEmote("sit");
case(4)
DoEmote("dance");
case(5)
DoEmote("beckon");
default
i=0;
end
end
What you would have to do then is to click the button multiple times, but you would get the effect you're going for.
I would suggest you wait some time before doing the next emote. As far as I know, the server disconnects you if you spam too much. This might just trigger it sometimes.
Besides that, I guess maybe the client has a way of preventing it? In either case, I would suggest you add some sort of fraction-of-a-second delay between the emotes.
Cheers,
Amit Ron
Could it be that the last two can't be done while sitting?
infact, integer i = 0, because defining integer 'count' and then using i is incorrect. :)

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