/* 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 #include #include #include #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 requestResultPool; Pool objectPool; std::list 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