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+ /*
+
+ Copyright (C) 2000 Stefan Westerfeld
+ stefan@space.twc.de
+
+ 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