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Basic C++ worker implementation (#6125)
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#pragma once
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#include <memory>
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#include <ray/api/generated/actor_funcs.generated.h>
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#include <ray/api/generated/create_funcs.generated.h>
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#include <ray/api/generated/funcs.generated.h>
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#include <ray/api/ray_runtime.h>
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#include <msgpack.hpp>
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#include "ray/core.h"
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namespace ray {
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namespace api {
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template <typename T>
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class RayObject;
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template <typename T>
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class RayActor;
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class WaitResult;
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class Ray {
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public:
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/// Initialize Ray runtime.
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static void Init();
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/// Store an object in the object store.
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///
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/// \param[in] obj The object which should be stored.
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/// \return RayObject A reference to the object in the object store.
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template <typename T>
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static RayObject<T> Put(const T &obj);
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/// Get a list of objects from the object store.
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/// This method will be blocked until all the objects are ready.
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///
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/// \param[in] ids The object id array which should be got.
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/// \return shared pointer array of the result.
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template <typename T>
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static std::vector<std::shared_ptr<T>> Get(const std::vector<ObjectID> &ids);
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/// Get a list of objects from the object store.
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/// This method will be blocked until all the objects are ready.
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///
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/// \param[in] objects The object array which should be got.
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/// \return shared pointer array of the result.
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template <typename T>
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static std::vector<std::shared_ptr<T>> Get(const std::vector<RayObject<T>> &ids);
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/// Wait for a list of RayObjects to be locally available,
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/// until specified number of objects are ready, or specified timeout has passed.
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///
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/// \param[in] ids The object id array which should be waited.
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/// \param[in] num_objects The minimum number of objects to wait.
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/// \param[in] timeout_ms The maximum wait time in milliseconds.
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/// \return Two arrays, one containing locally available objects, one containing the
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/// rest.
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static WaitResult Wait(const std::vector<ObjectID> &ids, int num_objects,
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int timeout_ms);
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/// Include the `Call` methods for calling remote functions.
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#include "api/generated/call_funcs.generated.h"
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/// Include the `CreateActor` methods for creating actors.
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#include "api/generated/create_actors.generated.h"
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private:
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static RayRuntime *runtime_;
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static std::once_flag is_inited_;
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/// Used by RayObject to implement .Get()
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template <typename T>
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static std::shared_ptr<T> Get(const RayObject<T> &object);
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template <typename ReturnType, typename FuncType, typename ExecFuncType,
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typename... ArgTypes>
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static RayObject<ReturnType> CallInternal(FuncType &func, ExecFuncType &exec_func,
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ArgTypes &... args);
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template <typename ReturnType, typename FuncType, typename ExecFuncType,
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typename... ArgTypes>
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static RayActor<ReturnType> CreateActorInternal(FuncType &func, ExecFuncType &exec_func,
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ArgTypes &... args);
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template <typename ReturnType, typename ActorType, typename FuncType,
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typename ExecFuncType, typename... ArgTypes>
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static RayObject<ReturnType> CallActorInternal(FuncType &actor_func,
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ExecFuncType &exec_func,
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RayActor<ActorType> &actor,
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ArgTypes &... args);
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/// Include the `Call` methods for calling actor methods.
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/// Used by RayActor to implement .Call()
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#include "api/generated/call_actors.generated.h"
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template <typename T>
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friend class RayObject;
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template <typename ActorType>
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friend class RayActor;
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};
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} // namespace api
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} // namespace ray
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// --------- inline implementation ------------
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#include <ray/api/arguments.h>
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#include <ray/api/ray_actor.h>
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#include <ray/api/ray_object.h>
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#include <ray/api/serializer.h>
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#include <ray/api/wait_result.h>
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namespace ray {
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namespace api {
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template <typename T>
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inline static std::vector<ObjectID> RayObjectsToObjectIDs(
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const std::vector<RayObject<T>> &ray_objects) {
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std::vector<ObjectID> object_ids;
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for (auto it = ray_objects.begin(); it != ray_objects.end(); it++) {
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object_ids.push_back(it->ID());
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}
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return object_ids;
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}
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template <typename T>
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inline RayObject<T> Ray::Put(const T &obj) {
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std::shared_ptr<msgpack::sbuffer> buffer(new msgpack::sbuffer());
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msgpack::packer<msgpack::sbuffer> packer(buffer.get());
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Serializer::Serialize(packer, obj);
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auto id = runtime_->Put(buffer);
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return RayObject<T>(id);
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}
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template <typename T>
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inline std::shared_ptr<T> Ray::Get(const RayObject<T> &object) {
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auto packed_object = runtime_->Get(object.ID());
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msgpack::unpacker unpacker;
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unpacker.reserve_buffer(packed_object->size());
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memcpy(unpacker.buffer(), packed_object->data(), packed_object->size());
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unpacker.buffer_consumed(packed_object->size());
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std::shared_ptr<T> return_object(new T);
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Serializer::Deserialize(unpacker, return_object.get());
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return return_object;
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}
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template <typename T>
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inline std::vector<std::shared_ptr<T>> Ray::Get(const std::vector<ObjectID> &ids) {
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auto result = runtime_->Get(ids);
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std::vector<std::shared_ptr<T>> return_objects;
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return_objects.reserve(result.size());
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for (auto it = result.begin(); it != result.end(); it++) {
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msgpack::unpacker unpacker;
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unpacker.reserve_buffer((*it)->size());
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memcpy(unpacker.buffer(), (*it)->data(), (*it)->size());
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unpacker.buffer_consumed((*it)->size());
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std::shared_ptr<T> obj(new T);
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Serializer::Deserialize(unpacker, obj.get());
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return_objects.push_back(obj);
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}
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return return_objects;
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}
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template <typename T>
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inline std::vector<std::shared_ptr<T>> Ray::Get(const std::vector<RayObject<T>> &ids) {
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auto object_ids = RayObjectsToObjectIDs<T>(ids);
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return Get<T>(object_ids);
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}
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inline WaitResult Ray::Wait(const std::vector<ObjectID> &ids, int num_objects,
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int timeout_ms) {
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return runtime_->Wait(ids, num_objects, timeout_ms);
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}
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template <typename ReturnType, typename FuncType, typename ExecFuncType,
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typename... ArgTypes>
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inline RayObject<ReturnType> Ray::CallInternal(FuncType &func, ExecFuncType &exec_func,
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ArgTypes &... args) {
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std::shared_ptr<msgpack::sbuffer> buffer(new msgpack::sbuffer());
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msgpack::packer<msgpack::sbuffer> packer(buffer.get());
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Arguments::WrapArgs(packer, args...);
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RemoteFunctionPtrHolder ptr;
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ptr.function_pointer = reinterpret_cast<uintptr_t>(func);
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ptr.exec_function_pointer = reinterpret_cast<uintptr_t>(exec_func);
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auto returned_object_id = runtime_->Call(ptr, buffer);
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return RayObject<ReturnType>(returned_object_id);
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}
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template <typename ReturnType, typename FuncType, typename ExecFuncType,
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typename... ArgTypes>
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inline RayActor<ReturnType> Ray::CreateActorInternal(FuncType &create_func,
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ExecFuncType &exec_func,
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ArgTypes &... args) {
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std::shared_ptr<msgpack::sbuffer> buffer(new msgpack::sbuffer());
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msgpack::packer<msgpack::sbuffer> packer(buffer.get());
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Arguments::WrapArgs(packer, args...);
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RemoteFunctionPtrHolder ptr;
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ptr.function_pointer = reinterpret_cast<uintptr_t>(create_func);
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ptr.exec_function_pointer = reinterpret_cast<uintptr_t>(exec_func);
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auto returned_actor_id = runtime_->CreateActor(ptr, buffer);
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return RayActor<ReturnType>(returned_actor_id);
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}
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template <typename ReturnType, typename ActorType, typename FuncType,
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typename ExecFuncType, typename... ArgTypes>
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inline RayObject<ReturnType> Ray::CallActorInternal(FuncType &actor_func,
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ExecFuncType &exec_func,
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RayActor<ActorType> &actor,
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ArgTypes &... args) {
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std::shared_ptr<msgpack::sbuffer> buffer(new msgpack::sbuffer());
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msgpack::packer<msgpack::sbuffer> packer(buffer.get());
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Arguments::WrapArgs(packer, args...);
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RemoteFunctionPtrHolder ptr;
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MemberFunctionPtrHolder holder = *(MemberFunctionPtrHolder *)(&actor_func);
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ptr.function_pointer = reinterpret_cast<uintptr_t>(holder.value[0]);
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ptr.exec_function_pointer = reinterpret_cast<uintptr_t>(exec_func);
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auto returned_object_id = runtime_->CallActor(ptr, actor.ID(), buffer);
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return RayObject<ReturnType>(returned_object_id);
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}
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#include <ray/api/generated/exec_funcs.generated.h>
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#include <ray/api/generated/call_funcs_impl.generated.h>
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#include <ray/api/generated/create_actors_impl.generated.h>
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#include <ray/api/generated/call_actors_impl.generated.h>
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} // namespace api
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} // namespace ray
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