Rediger

Del via


Making async calls in the PlayFab Services SDK

An asynchronous API is an API that returns quickly but starts an asynchronous task and the result is returned after the task is finished.

Traditionally, games have had little control over which thread executes the asynchronous task and which thread returns the results when using a completion callback. Some games are designed so that a section of the heap is only touched by a single thread to avoid any need for thread synchronization. If the completion callback isn't called from a thread the game controls, updating shared state with the result of an asynchronous task requires thread synchronization.

The PlayFab Services SDK exposes an asynchronous C API that gives developers direct thread control when making an asynchronous API call, such as PFAuthenticationLoginWithCustomIDAsync, PFDataGetFilesAsync, or PFProfilesGetProfileAsync.

Here's a basic example calling PFProfilesGetProfileAsync:

    XAsyncBlock* asyncBlock = new XAsyncBlock();
    asyncBlock->queue = GlobalState()->queue;
    asyncBlock->context = nullptr;
    asyncBlock->callback = [](XAsyncBlock* asyncBlock)
    {
        std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // take ownership of XAsyncBlock
        
        size_t bufferSize;
        HRESULT hr = PFProfilesGetProfileGetResultSize(asyncBlock, &bufferSize);
        if (SUCCEEDED(hr))
        {
            std::vector<char> getProfileResultBuffer(bufferSize);
            PFProfilesGetEntityProfileResponse* getProfileResponseResult{ nullptr };
            PFProfilesGetProfileGetResult(asyncBlock, getProfileResultBuffer.size(), getProfileResultBuffer.data(), &getProfileResponseResult, nullptr);
        }
    };

    PFProfilesGetEntityProfileRequest profileRequest{};
    HRESULT hr = PFProfilesGetProfileAsync(GlobalState()->entityHandle, &profileRequest, asyncBlock);

To understand this calling pattern, you need to understand how to use the XAsyncBlock and the XTaskQueueHandle.

The XAsyncBlock carries all of the information pertaining to the asynchronous task and completion callback.

The XTaskQueueHandle allows you to determine which thread executes the asynchronous task and which thread calls the XAsyncBlock's completion callback.

The XAsyncBlock

Let's take a look at the XAsyncBlock in detail. It's a struct defined as follows:

typedef struct XAsyncBlock
{
    /// <summary>
    /// The queue to queue the call on
    /// </summary>
    XTaskQueueHandle queue;

    /// <summary>
    /// Optional context pointer to pass to the callback
    /// </summary>
    void* context;

    /// <summary>
    /// Optional callback that will be invoked when the call completes
    /// </summary>
    XAsyncCompletionRoutine* callback;

    /// <summary>
    /// Internal use only
    /// </summary>
    unsigned char internal[sizeof(void*) * 4];
};

The XAsyncBlock contains:

  • queue - an XTaskQueueHandle which is a handle representing information about where to run a piece of work. If this parameter isn't set, a default queue is used.
  • context - allows you to pass data to the callback function.
  • callback - an optional callback function that will be called after the asynchronous work has been done. If you don't specify a callback, you can wait for the XAsyncBlock to complete with XAsyncGetStatus, and then get the results.

You should create a new XAsyncBlock on the heap for each async call you make. The XAsyncBlock must live until the XAsyncBlock's completion callback is called and then it can be deleted.

Important:

An XAsyncBlock must remain in memory until the asynchronous task completes. If it is dynamically allocated, it can be deleted inside the XAsyncBlock's completion callback.

Waiting for an asynchronous task

You can tell an asynchronous task is complete in two different ways:

  • The XAsyncBlock's completion callback is called.
  • Call XAsyncGetStatus with true to wait until it completes.

With XAsyncGetStatus, the asynchronous task is considered complete after the XAsyncBlock's completion callback executes however the XAsyncBlock's completion callback is optional.

Once the asynchronous task is complete, you can get the results.

Getting the result of the asynchronous task

To get the result, most asynchronous API functions have a corresponding Result function to receive the result of the asynchronous call.

In our example code, PFProfilesGetProfileAsync has a corresponding PFProfilesGetProfileGetResult function. You can use this function to retrieve the result of the function and act accordingly.

For full details on retrieving results, see the documentation of each asynchronous API function.

The XTaskQueueHandle

The XTaskQueueHandle allows you to determine which thread executes the asynchronous task and which thread calls the XAsyncBlock's completion callback.

You can control which thread performs these operations by setting a dispatch mode. There are three dispatch modes available:

  • Manual - The manual queue isn't automatically dispatched. It's up to the developer to dispatch them on any thread they want. This can be used to assign either the work or callback side of an async call to a specific thread.
  • Thread Pool - Dispatches using a thread pool. The thread pool invokes the calls in parallel, taking a call to execute from the queue in turn as thread pool threads become available. Thread Pool is the easiest to use, but gives you the least amount of control over which thread is used.
  • Serialized Thread Pool - Dispatches using a thread pool. The thread pool invokes the calls in serial, taking a call to execute from the queue in turn as the single thread pool thread becomes available.
  • Immediate - Immediately dispatches the queued work on the thread from which it was submitted.

To create a new XTaskQueueHandle, you need to call XTaskQueueCreate. For example:

STDAPI XTaskQueueCreate(
    _In_ XTaskQueueDispatchMode workDispatchMode,
    _In_ XTaskQueueDispatchMode completionDispatchMode,
    _Out_ XTaskQueueHandle* queue
    ) noexcept;

This function takes two XTaskQueueDispatchMode parameters. There are three possible values for XTaskQueueDispatchMode:

/// <summary>
/// Describes how task queue callbacks are processed.
/// </summary>
enum class XTaskQueueDispatchMode : uint32_t
{
    /// <summary>
    /// Callbacks are invoked manually by XTaskQueueDispatch
    /// </summary>
    Manual,

    /// <summary>
    /// Callbacks are queued to the system thread pool and will
    /// be processed in order by the thread pool across multiple thread
    /// pool threads.
    /// </summary>
    ThreadPool,
    
    /// <summary>
    /// Callbacks are queued to the system thread pool and
    /// will be processed one at a time.
    /// </summary>
    SerializedThreadPool,
    
    /// <summary>
    /// Callbacks are not queued at all but are dispatched
    /// immediately by the thread that submits them.
    /// </summary>
    Immediate
};

workDispatchMode determines the dispatch mode for the thread, which handles the async work. completionDispatchMode determines the dispatch mode for the thread, which handles the completion of the async operation.

Once you've created your XTaskQueueHandle, simply add it to the XAsyncBlock to control threading on your work and completion functions. When you're finished using the XTaskQueueHandle, typically when the game is ending, you can close it with XTaskQueueCloseHandle:

STDAPI_(void) XTaskQueueCloseHandle(
    _In_ XTaskQueueHandle queue
    ) noexcept;

Call Sample:

XTaskQueueCloseHandle(queue);

Manually dispatching an XTaskQueueHandle

If you used the manual queue dispatch mode for an XTaskQueueHandle work or completion queue, you need to manually dispatch. Let's say that an XTaskQueueHandle was created where both the work queue and the completion queue are set to dispatch manually like so:

XTaskQueueHandle queue = nullptr;
HRESULT hr = XTaskQueueCreate(
    XTaskQueueDispatchMode::Manual,
    XTaskQueueDispatchMode::Manual,
    &queue);

In order to dispatch work that's been assigned XTaskQueueDispatchMode::Manual, call the XTaskQueueDispatch function.

STDAPI_(bool) XTaskQueueDispatch(
    _In_ XTaskQueueHandle queue,
    _In_ XTaskQueuePort port,
    _In_ uint32_t timeoutInMs
    ) noexcept;

Call Sample:

HRESULT hr = XTaskQueueDispatch(queue, XTaskQueuePort::Completion, 0);
  • queue - which queue to dispatch work on.
  • port - an instance of the XTaskQueuePort enum.
  • timeoutInMs - a uint32_t for the timeout in milliseconds.

There are two callback types defined by the XTaskQueuePort enum:

/// <summary>
/// Declares which port of a task queue to dispatch or submit
/// callbacks to.
/// </summary>
enum class XTaskQueuePort : uint32_t
{
    /// <summary>
    /// Work callbacks
    /// </summary>
    Work,

    /// <summary>
    /// Completion callbacks after work is done
    /// </summary>
    Completion
};

When to call XTaskQueueDispatch

In order to check when the queue has received a new item, you can call XTaskQueueRegisterMonitor to set an event handler to let your code know that either work or completions are ready to be dispatched.

STDAPI XTaskQueueRegisterMonitor(
    _In_ XTaskQueueHandle queue,
    _In_opt_ void* callbackContext,
    _In_ XTaskQueueMonitorCallback* callback,
    _Out_ XTaskQueueRegistrationToken* token
    ) noexcept;

XTaskQueueRegisterMonitor takes the following parameters:

  • queue - the async queue you're submitting the callback for.
  • callbackContext - a pointer to data that should be passed to the submit callback.
  • callback - the function invoked when a new callback is submitted to the queue.
  • token - a token used in a later call to XTaskQueueUnregisterMonitor to remove the callback.

For example, here's a call to XTaskQueueRegisterMonitor:

XTaskQueueRegisterMonitor(queue, nullptr, HandleAsyncQueueCallback, &m_callbackToken);

The corresponding XTaskQueueMonitorCallback callback might be implemented as follows:

void CALLBACK HandleAsyncQueueCallback(
    _In_opt_ void* context,
    _In_ XTaskQueueHandle queue,
    _In_ XTaskQueuePort port)
{
    switch (port)
    {
    case XTaskQueuePort::Work:
        {
            std::lock_guard<std::mutex> lock(g_workReadyMutex);
            g_workReady = true;
        }

        g_workReadyConditionVariable.notify_one(); // (std::condition_variable)
        break;
    }
}

Then in a background thread, you can listen for this condition variable to wake up and call XTaskQueueDispatch.

void BackgroundWorkThreadProc(XTaskQueueHandle queue)
{
    while (true)
    {
        {
            std::unique_lock<std::mutex> cvLock(g_workReadyMutex);
            g_workReadyConditionVariable.wait(cvLock, [] { return g_workReady; });

            if (g_stopBackgroundWork)
            {
                break;
            }

            g_workReady = false;
        }

        bool workFound = false;
        do
        {
            workFound = XTaskQueueDispatch(queue, XTaskQueuePort::Work, 0);
        } while (workFound);
    }
    
    XTaskQueueCloseHandle(queue);
}

Reference

API reference documentation