;;;; The job ring between the listener thread and the game thread, and what it ;;;; does when it is full. ;;;; ;;;; The window this needs is "the listener has queued modules the game thread ;;;; has not looked at yet", and that window has to be held open by something ;;;; other than a timer — how long sixty-five connections take on a loaded ;;;; machine is exactly the kind of race a test must not be. So the program ;;;; blocks on stdin: the test fills the ring, checks what the agent said, and ;;;; only then writes the byte that lets the program poll. (import agent "vendor:agent") ;;; libc's, declared straight: no aggregate crosses the boundary, so there is ;;; nothing for a shim to do. (declare stdin-byte [] i32 "getchar") (defvar ticks i64) (defn tick [] i64 (set ticks (+ ticks 1)) ticks) (defn main [args [string]] i32 (if (< (len args) 2) (do (println "usage: agent-queue ") 2) (do (if (< (agent/start (at args 1)) 0) (do (println "cannot listen") 1) (do (println "ready") (stdin-byte) ;; How many the ring actually held. Every module queued is installed ;; here, so this number is the count of slots that survived — which ;; is the whole claim: a ring that overwrote the slot it was reading ;; would answer with something else. (print (agent/poll)) (println "") ;; Round two: one evaluated expression, whose rendering is longer ;; than the 4K the dev runtime will hold. The program has to still be ;; here afterwards for the value to be read back off the socket, so ;; it waits a third time and leaves on end of file. (stdin-byte) (print (agent/poll)) (println "") (stdin-byte) 0)))))