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/*
Copyright (C) 2000 Stefan Westerfeld
[email protected]
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*/
#ifndef DISPATCHER_H
#define DISPATCHER_H
#include "common.h"
#include "pool.h"
#include "iomanager.h"
#include "tcpserver.h"
#include "unixserver.h"
#include "connection.h"
#include "notification.h"
#include <deque>
#include <stack>
#include <vector>
#include <list>
#include "arts_export.h"
/*
* BC - Status (2002-03-08): Dispatcher
*
* This is part of the public API (and interacts with generated code) and
* has to be kept binary compatible.
*/
namespace Arts {
class ObjectReference;
class FlowSystem_impl;
class GlobalComm;
class InterfaceRepo;
class ObjectManager;
class Object_skel;
class ReferenceClean;
class DelayedReturn;
extern "C" {
typedef void (*mcop_sighandler)(int);
}
class ARTS_EXPORT Dispatcher {
private:
class DispatcherPrivate *d;
protected:
static Dispatcher *_instance;
Pool<Buffer> requestResultPool;
Pool<Object_skel> objectPool;
std::list<Connection *> connections;
std::string serverID;
void generateServerID(); // helper function
bool deleteIOManagerOnExit;
TCPServer *tcpServer;
UnixServer *unixServer;
IOManager *_ioManager;
FlowSystem_impl *_flowSystem;
ObjectManager *objectManager;
ReferenceClean *referenceClean;
NotificationManager *notificationManager;
mcop_sighandler orig_sigpipe; // original signal handler for SIG_PIPE
Connection *_activeConnection; // internal use only (for refcounting)
/**
* connects to a given URL
*
* @returns a valid connection, or a 0 pointer on error
*/
Connection *connectUrl(const std::string& url);
public:
enum StartServer {
noServer = 0, // don't be a server
startUnixServer = 1, // listen on a unix domain socket
startTCPServer = 2, // listen on a tcp port
noAuthentication = 4 // don't require authentication
};
Dispatcher(IOManager *ioManager = 0, StartServer startServer = noServer);
~Dispatcher();
static Dispatcher *the();
inline IOManager *ioManager() { return _ioManager; };
InterfaceRepo interfaceRepo();
FlowSystem_impl *flowSystem();
GlobalComm globalComm();
void setFlowSystem(FlowSystem_impl *fs);
void refillRequestIDs();
// blocking wait for result
Buffer *waitForResult(long requestID,Connection *connection);
// request creation for oneway and twoway requests
Buffer *createRequest(long& requestID, long objectID, long methodID);
Buffer *createOnewayRequest(long objectID, long methodID);
// processes messages
void handle(Connection *conn, Buffer *buffer, long messageType);
/*
* special hook to handle corrupt messages
*/
void handleCorrupt(Connection *conn);
/**
* object registration
*
* do not call manually, this is used by the Object_skel constructor
* to register itself
*/
long addObject(Object_skel *object);
/**
* object deregistration
*
* do not call manually, this is called by the Object_skel destructor
* as soon as the object is deleted
*/
void removeObject(long objectID);
/**
* connects to a local object, returning a readily casted "interface" *
* if success, or NULL if this object is not local
*/
void *connectObjectLocal(ObjectReference& reference, const std::string& interface);
/**
* connects to a remote object, establishing a connection if necessary
*
* returns NULL if connecting fails or object isn't present or whatever
* else could go wrong
*/
Connection *connectObjectRemote(ObjectReference& reference);
/**
* stringification of objects (only used by the object implementations,
* which in turn provide a _toString method)
*/
std::string objectToString(long objectID);
/**
* destringification of objects (mainly used by the object implementations,
* which in turn provide a _fromString method)
*/
bool stringToObjectReference(ObjectReference& r, const std::string& s);
/**
* main loop
*/
void run();
/**
* this function quits the main loop (it must be running, of course)
* and causes the run() function to return.
*/
void terminate();
/**
* Is called by the transport services as soon as a new connection is
* created - this will send authentication request, etc.
*/
void initiateConnection(Connection *connection);
/**
* Is called by the Connection as soon as the connection goes down,
* which may happen due to a normal cause (client exits), and may
* happen if an error occurs as well (network down)
*/
void handleConnectionClose(Connection *connection);
/**
* Locks the dispatcher. Whenever you want to do anything with any kind
* of aRts object, you will hold a lock on Arts::Dispatcher. There is
* only one exception to the rule, and that is: you don't have to lock
* the dispatcher when the lock is already held.
*
* Generally, that is very often the case. Typical situations where you
* don't need to lock() the Dispatcher are:
*
* @li you receive a callback from the IOManager (timer or fd)
* @li you get call due to some MCOP request
* @li you are called from the NotificationManager
* @li you are called from the FlowSystem (calculateBlock)
*/
static void lock();
/**
* Unlocks the dispatcher. Do this to release a lock you hold on
* the Arts::Dispatcher.
*/
static void unlock();
/**
* Wakes the dispatcher - normally, the dispatcher will go to sleep in
* it's event loop, when nothing is to be done. If you change things from
* another thread, like: add a new Timer, write something to a connection,
* and so on, the dispatcher will not notice it. To wake the dispatcher
* up, this call is provided.
*/
static void wakeUp();
/**
* - internal usage only -
*
* this will return the Connection the last request came from
*/
Connection *activeConnection();
/**
* - internal usage only -
*
* this will return a loopback Connection for sending requests to myself
*/
Connection *loopbackConnection();
/**
* - internal usage only -
*
* this will cause a function to return from a request later
* @see DelayedReturn
*/
DelayedReturn *delayReturn();
/**
* - internal usage only -
*
* gets object with a given ID
* @returns the object if successful, 0 otherwise
*/
Object_skel *getLocalObject(long ID);
/**
* reloads the trader data (do this if things have been added/changed
* there)
*/
void reloadTraderData();
};
}
#endif
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