// -*- C++ -*- //============================================================================= /** * @file Operation_Table.h * * $Id$ * * @author Aniruddha Gokhale */ //============================================================================= #ifndef TAO_OPTABLE_H #define TAO_OPTABLE_H #include /**/ "ace/pre.h" #include "tao/PortableServer/portableserver_export.h" #if !defined (ACE_LACKS_PRAGMA_ONCE) # pragma once #endif /* ACE_LACKS_PRAGMA_ONCE */ #include "tao/Object.h" #include "tao/Collocation_Strategy.h" TAO_BEGIN_VERSIONED_NAMESPACE_DECL class TAO_ServerRequest; class TAO_Abstract_ServantBase; typedef void (*TAO_Skeleton)( TAO_ServerRequest &, void *, void * ); typedef void (*TAO_Collocated_Skeleton)( TAO_Abstract_ServantBase *, TAO::Argument **, int ); /** * @struct TAO_operation_db_entry * * @brief Define a table entry that holds an operation name and its * corresponding skeleton. A table of such entries is used to * initialize the different lookup strategies. */ struct TAO_operation_db_entry { /// Operation name char const * opname; /// Remote/thru-POA skeleton pointer TAO_Skeleton skel_ptr; /// Collocated skeleton pointers. TAO_Collocated_Skeleton direct_skel_ptr; }; // -------------------------- namespace TAO { /** * @class Operation_Skeleton_Ptr * * @brief A logical aggregation of all the operation skeleton pointers * in use. * * This is not used by the IDL compiler. This is used internally * within different strategies. */ struct Operation_Skeletons { Operation_Skeletons (void); /// Remote skeleton pointer TAO_Skeleton skel_ptr; /// Collocated skeleton pointers. TAO_Skeleton thruPOA_skel_ptr; TAO_Collocated_Skeleton direct_skel_ptr; }; } /** * @class TAO_Operation_Table * * @brief Abstract class for maintaining and lookup of CORBA IDL * operation names. */ class TAO_PortableServer_Export TAO_Operation_Table { public: /** * Uses @a opname to look up the skeleton function and pass it back * in @a skelfunc. Returns non-negative integer on success, or -1 * on failure. */ virtual int find (const char *opname, TAO_Skeleton &skelfunc, const unsigned int length = 0) = 0; /** * Uses @a opname to look up the collocated skeleton function and * pass it back in @a skelfunc. Returns non-negative integer on * success, or -1 on failure. */ virtual int find (const char *opname, TAO_Collocated_Skeleton &skelfunc, TAO::Collocation_Strategy s, const unsigned int length = 0) = 0; /// Associate the skeleton @a skel_ptr with an operation named /// @a opname. Returns -1 on failure, 0 on success, 1 on duplicate. virtual int bind (const char *opname, const TAO::Operation_Skeletons skel_ptr) = 0; virtual ~TAO_Operation_Table (void); }; TAO_END_VERSIONED_NAMESPACE_DECL #include /**/ "ace/post.h" #endif /* TAO_OPTABLE_H */