Rework lua timers and remove lua.Lock #3023
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Directly using Go timers from lua (e.g. via Go's
time.AfterFunc()
) is tricky. First, it requires the lua timer callback to explicitly locklua.Lock
to prevent races. Second, it requires the lua timer callback to explicitly redraw the screen if the callback changes the screen contents (see #2923).So, as per the discussion in #2945, this PR reworks lua timers support: it replaces directly exposed Go's
time.AfterFunc()
etc with micro's ownmicro.After()
timer API, which ensures both synchronization and redrawing on its own, instead of leaving this burden to lua code.Since this PR removes directly exposing Go timers to Lua, now we (probably?) have no cases of lua code possibly running asynchronously without micro controlling when it is running. So this PR also removes
lua.Lock
, since it is not needed anymore. (Before the recent fix #2945,lua.Lock
wasn't workable at all, which suggests that it has never been really used by anyone. So it should be safe to remove it.)Fixes #2923