/* -*- C++ -*- */ // $Id$ // ============================================================================ // // = LIBRARY // ace // // = FILENAME // Message_Queue.h // // = AUTHOR // Doug Schmidt // // ============================================================================ #if !defined (ACE_MESSAGE_QUEUE_H) #define ACE_MESSAGE_QUEUE_H #include "ace/Message_Block.h" #include "ace/IO_Cntl_Msg.h" // Forward decls. class ACE_Notification_Strategy; template class ACE_Message_Queue_Iterator; template class ACE_Message_Queue_Reverse_Iterator; class ACE_Export ACE_Message_Queue_Base { // = TITLE // Workaround HP/C++ compiler bug with enums in templates. // // = DESCRIPTION // The ever lamest HP/C++ compiler seems to fail if enums are // defined inside a template, hence we have to move them into a // base class. public: // = Default high and low water marks. enum { DEFAULT_LWM = 0, // Default low watermark. DEFAULT_HWM = 16 * 1024, // Default high watermark (16 K). WAS_ACTIVE = 1, // Message queue was active before activate() or deactivate(). WAS_INACTIVE = 2 // Message queue was inactive before activate() or deactivate(). }; }; template class ACE_Message_Queue : public ACE_Message_Queue_Base { // = TITLE // A threaded message queueing facility, modeled after the // queueing facilities in System V STREAMs. // // = DESCRIPTION // An is the central queueing facility for // messages in the ASX framework. If is // ACE_MT_SYNCH then all operations are thread-safe. Otherwise, // if it's then there's no locking overhead. public: friend class ACE_Message_Queue_Iterator; friend class ACE_Message_Queue_Reverse_Iterator; // = Traits typedef ACE_Message_Queue_Iterator ITERATOR; typedef ACE_Message_Queue_Reverse_Iterator REVERSE_ITERATOR; // = Initialization and termination methods. ACE_Message_Queue (size_t hwm = DEFAULT_HWM, size_t lwm = DEFAULT_LWM, ACE_Notification_Strategy * = 0); // Create a message queue with all the defaults. virtual int open (size_t hwm = DEFAULT_HWM, size_t lwm = DEFAULT_LWM, ACE_Notification_Strategy * = 0); // Create a message queue with all the defaults. virtual int close (void); // Close down the message queue and release all resources. virtual ~ACE_Message_Queue (void); // Close down the message queue and release all resources. // = Enqueue and dequeue methods. // For all the following routines if == 0, the caller will // block until action is possible, else will wait until the absolute // time specified in * elapses). These calls will return, // however, when queue is closed, deactivated, when a signal occurs, // or if the time specified in timeout elapses, (in which case errno // = EWOULDBLOCK). virtual int peek_dequeue_head (ACE_Message_Block *&first_item, ACE_Time_Value *tv = 0); // Retrieve the first without removing it. // Returns -1 on failure, else the number of items still on the // queue. virtual int enqueue_prio (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); // Enqueue an into the in // accordance with its (0 is lowest priority). FIFO // order is maintained when messages of the same priority are // inserted consecutively. Returns -1 on failure, else the number // of items still on the queue. virtual int enqueue (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); // This is an alias for . It's only here for // backwards compatibility and will go away in a subsequent release. // Please use instead. virtual int enqueue_tail (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); // Enqueue an at the end of the queue. // Returns -1 on failure, else the number of items still on the // queue. virtual int enqueue_head (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); // Enqueue an at the head of the queue. // Returns -1 on failure, else the number of items still on the // queue. virtual int dequeue_head (ACE_Message_Block *&first_item, ACE_Time_Value *timeout = 0); // Dequeue and return the at the head of the // queue. Returns -1 on failure, else the number of items still on // the queue. // = Check if queue is full/empty. virtual int is_full (void); // True if queue is full, else false. virtual int is_empty (void); // True if queue is empty, else false. // = Queue statistic methods. virtual size_t message_bytes (void); // Number of total bytes on the queue. virtual size_t message_count (void); // Number of total messages on the queue. // = Flow control routines virtual size_t high_water_mark (void); // Get high watermark. virtual void high_water_mark (size_t hwm); // Set high watermark. virtual size_t low_water_mark (void); // Get low watermark. virtual void low_water_mark (size_t lwm); // Set low watermark. // = Activation control methods. virtual int deactivate (void); // Deactivate the queue and wakeup all threads waiting on the queue // so they can continue. No messages are removed from the queue, // however. Any other operations called until the queue is // activated again will immediately return -1 with == // ESHUTDOWN. Returns WAS_INACTIVE if queue was inactive before the // call and WAS_ACTIVE if queue was active before the call. virtual int activate (void); // Reactivate the queue so that threads can enqueue and dequeue // messages again. Returns WAS_INACTIVE if queue was inactive // before the call and WAS_ACTIVE if queue was active before the // call. virtual int deactivated (void); // Returns true if is enabled. // = Notification hook. virtual int notify (void); // This hook is automatically invoked by , // , and when a new item is inserted // into the queue. Subclasses can override this method to perform // specific notification strategies (e.g., signaling events for a // , notifying a , etc.). In a // multi-threaded application with concurrent consumers, there is no // guarantee that the queue will be still be non-empty by the time // the notification occurs. // = Get/set the notification strategy for the virtual ACE_Notification_Strategy *notification_strategy (void); virtual void notification_strategy (ACE_Notification_Strategy *s); void dump (void) const; // Dump the state of an object. ACE_ALLOC_HOOK_DECLARE; // Declare the dynamic allocation hooks. protected: // = Routines that actually do the enqueueing and dequeueing. // These routines assume that locks are held by the corresponding // public methods. Since they are virtual, you can change the // queueing mechanism by subclassing from . virtual int enqueue_i (ACE_Message_Block *new_item); // Enqueue an in accordance with its priority. virtual int enqueue_tail_i (ACE_Message_Block *new_item); // Enqueue an at the end of the queue. virtual int enqueue_head_i (ACE_Message_Block *new_item); // Enqueue an at the head of the queue. virtual int dequeue_head_i (ACE_Message_Block *&first_item); // Dequeue and return the at the head of the // queue. // = Check the boundary conditions (assumes locks are held). virtual int is_full_i (void); // True if queue is full, else false. virtual int is_empty_i (void); // True if queue is empty, else false. // = Implementation of the public activate() and deactivate() methods above (assumes locks are held). virtual int deactivate_i (void); // Deactivate the queue. virtual int activate_i (void); // Activate the queue. // = Helper methods to factor out common #ifdef code. virtual int wait_not_full_cond (ACE_Guard &mon, ACE_Time_Value *tv); // Wait for the queue to become non-full. virtual int wait_not_empty_cond (ACE_Guard &mon, ACE_Time_Value *tv); // Wait for the queue to become non-empty. virtual int signal_enqueue_waiters (void); // Inform any threads waiting to enqueue that they can procede. virtual int signal_dequeue_waiters (void); // Inform any threads waiting to dequeue that they can procede. ACE_Message_Block *head_; // Pointer to head of ACE_Message_Block list. ACE_Message_Block *tail_; // Pointer to tail of ACE_Message_Block list. size_t low_water_mark_; // Lowest number before unblocking occurs. size_t high_water_mark_; // Greatest number of bytes before blocking. size_t cur_bytes_; // Current number of bytes in the queue. size_t cur_count_; // Current number of messages in the queue. int deactivated_; // Indicates that the queue is inactive. ACE_Notification_Strategy *notification_strategy_; // The notification strategy used when a new message is enqueued. // = Synchronization primitives for controlling concurrent access. ACE_SYNCH_MUTEX_T lock_; // Protect queue from concurrent access. #if defined (ACE_HAS_OPTIMIZED_MESSAGE_QUEUE) ACE_SYNCH_SEMAPHORE_T not_empty_cond_; // Used to make threads sleep until the queue is no longer empty. ACE_SYNCH_SEMAPHORE_T not_full_cond_; // Used to make threads sleep until the queue is no longer full. size_t dequeue_waiters_; // Number of threads waiting to dequeue a . size_t enqueue_waiters_; // Number of threads waiting to enqueue a . #else ACE_SYNCH_CONDITION_T not_empty_cond_; // Used to make threads sleep until the queue is no longer empty. ACE_SYNCH_CONDITION_T not_full_cond_; // Used to make threads sleep until the queue is no longer full. #endif /* ACE_HAS_OPTIMIZED_MESSAGE_QUEUE */ private: // = Disallow these operations. ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Message_Queue &)) ACE_UNIMPLEMENTED_FUNC (ACE_Message_Queue (const ACE_Message_Queue &)) }; template class ACE_Message_Queue_Iterator { // = TITLE // Iterator for the . public: // = Initialization method. ACE_Message_Queue_Iterator (ACE_Message_Queue &queue); // = Iteration methods. int next (ACE_Message_Block *&entry); // Pass back the that hasn't been seen in the queue. // Returns 0 when all items have been seen, else 1. int done (void) const; // Returns 1 when all items have been seen, else 0. int advance (void); // Move forward by one element in the queue. Returns 0 when all the // items in the set have been seen, else 1. void dump (void) const; // Dump the state of an object. ACE_ALLOC_HOOK_DECLARE; // Declare the dynamic allocation hooks. private: ACE_Message_Queue &queue_; // Message_Queue we are iterating over. ACE_Message_Block *curr_; // Keeps track of how far we've advanced... }; template class ACE_Message_Queue_Reverse_Iterator { // = TITLE // Reverse Iterator for the . public: // = Initialization method. ACE_Message_Queue_Reverse_Iterator (ACE_Message_Queue &queue); // = Iteration methods. int next (ACE_Message_Block *&entry); // Pass back the that hasn't been seen in the queue. // Returns 0 when all items have been seen, else 1. int done (void) const; // Returns 1 when all items have been seen, else 0. int advance (void); // Move forward by one element in the queue. Returns 0 when all the // items in the set have been seen, else 1. void dump (void) const; // Dump the state of an object. ACE_ALLOC_HOOK_DECLARE; // Declare the dynamic allocation hooks. private: ACE_Message_Queue &queue_; // Message_Queue we are iterating over. ACE_Message_Block *curr_; // Keeps track of how far we've advanced... }; // This must go here to avoid problems with circular includes. #include "ace/Strategies.h" #if defined (__ACE_INLINE__) #include "ace/Message_Queue.i" #endif /* __ACE_INLINE__ */ #if defined (ACE_TEMPLATES_REQUIRE_SOURCE) #include "ace/Message_Queue.cpp" #endif /* ACE_TEMPLATES_REQUIRE_SOURCE */ #if defined (ACE_TEMPLATES_REQUIRE_PRAGMA) #pragma implementation ("Message_Queue.cpp") #endif /* ACE_TEMPLATES_REQUIRE_PRAGMA */ #endif /* ACE_MESSAGE_QUEUE_H */