sol2/docs/source/api/coroutine.rst

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coroutine
=========
*resumable/yielding functions from Lua*
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A ``coroutine`` is a :doc:`reference<reference>` to a function in Lua that can be called multiple times to yield a specific result. It is run on the :doc:`lua_State<state>` that was used to create it (see :doc:`thread<thread>` for an example on how to get a coroutine that runs on a thread separate from your usual "main" :doc:`lua_State<state>`).
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The ``coroutine`` object is entirely similar to the :doc:`protected_function<protected_function>` object, with additional member functions to check if a coroutine has yielded (:doc:`call_status::yielded<types>`) and is thus runnable again, whether it has completed (:ref:`call_status::ok<call-status>`) and thus cannot yield anymore values, or whether it has suffered an error (see :ref:`status()<status>` and :ref:`call_status<call-status>`'s error codes).
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For example, you can work with a coroutine like this:
.. code-block:: lua
:caption: co.lua
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:name: co-lua
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function loop()
while counter ~= 30
do
coroutine.yield(counter);
counter = counter + 1;
end
return counter
end
This is a function that yields:
.. code-block:: cpp
:caption: main.cpp
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:name: yield-main
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sol::state lua;
lua.open_libraries(sol::lib::base, sol::lib::coroutine);
lua.script_file("co.lua");
sol::coroutine cr = lua["loop"];
for (int counter = 0; // start from 0
counter < 10 && cr; // we want 10 values, and we only want to run if the coroutine "cr" is valid
// Alternative: counter < 10 && cr.valid()
++counter) {
// Call the coroutine, does the computation and then suspends
int value = cr();
}
Note that this code doesn't check for errors: to do so, you can call the function and assign it as ``auto result = cr();``, then check ``result.valid()`` as is the case with :doc:`protected_function<protected_function>`. Finally, you can run this coroutine on another thread by doing the following:
.. code-block:: cpp
:caption: main_with_thread.cpp
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:name: yield-main-thread
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sol::state lua;
lua.open_libraries(sol::lib::base, sol::lib::coroutine);
lua.script_file("co.lua");
sol::thread runner = sol::thread::create(lua.lua_state());
sol::state_view runnerstate = runner.state();
sol::coroutine cr = runnerstate["loop"];
for (int counter = 0; counter < 10 && cr; ++counter) {
// Call the coroutine, does the computation and then suspends
int value = cr();
}
The following are the members of ``sol::coroutine``:
members
-------
.. code-block:: cpp
:caption: function: constructor
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:name: sol-coroutine-constructor
coroutine(lua_State* L, int index = -1);
Grabs the coroutine at the specified index given a ``lua_State*``.
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.. code-block:: cpp
:caption: returning the coroutine's status
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:name: sol-coroutine-status
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call_status status() const noexcept;
Returns the status of a coroutine.
.. code-block:: cpp
:caption: checks for an error
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:name: sol-coroutine-error
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bool error() const noexcept;
Checks if an error occured when the coroutine was run.
.. _runnable:
.. code-block:: cpp
:caption: runnable and explicit operator bool
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:name: sol-coroutine-runnable
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bool runnable () const noexcept;
explicit operator bool() const noexcept;
These functions allow you to check if a coroutine can still be called (has more values to yield and has not errored). If you have a coroutine object ``coroutine my_co = /*...*/``, you can either check ``runnable()`` or do ``if ( my_co ) { /* use coroutine */ }``.
.. code-block:: cpp
:caption: calling a coroutine
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:name: sol-coroutine-operator-call
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template<typename... Args>
protected_function_result operator()( Args&&... args );
template<typename... Ret, typename... Args>
decltype(auto) call( Args&&... args );
template<typename... Ret, typename... Args>
decltype(auto) operator()( types<Ret...>, Args&&... args );
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Calls the coroutine. The second ``operator()`` lets you specify the templated return types using the ``my_co(sol::types<int, std::string>, ...)`` syntax. Check ``status()`` afterwards for more information about the success of the run or just check the coroutine object in an ifs tatement, as shown :ref:`above<runnable>`.