/* -*- C++ -*- */ //============================================================================= /** * @file Message_Queue_T.h * * $Id$ * * @author Douglas C. Schmidt */ //============================================================================= #ifndef ACE_MESSAGE_QUEUE_T_H #define ACE_MESSAGE_QUEUE_T_H #include /**/ "ace/pre.h" #include "ace/Message_Queue.h" #include "ace/Synch_Traits.h" #include "ace/Guard_T.h" #if !defined (ACE_LACKS_PRAGMA_ONCE) # pragma once #endif /* ACE_LACKS_PRAGMA_ONCE */ #if defined (VXWORKS) class ACE_Message_Queue_Vx; #endif /* defined (VXWORKS) */ #if defined (ACE_WIN32) && (ACE_HAS_WINNT4 != 0) class ACE_Message_Queue_NT; #endif /* ACE_WIN32 && ACE_HAS_WINNT4 != 0 */ /** * @class ACE_Message_Queue * * @brief A threaded message queueing facility, modeled after the * queueing facilities in System V STREAMs. * * An is the central queueing facility for * messages in the ACE framework. If is * then all operations are thread-safe. * Otherwise, if it's then there's no locking * overhead. */ template class ACE_Message_Queue : public ACE_Message_Queue_Base { 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. /** * Initialize an . The * determines how many bytes can be stored in a queue before it's * considered "full." Supplier threads must block until the queue * is no longer full. The determines how many * bytes must be in the queue before supplier threads are allowed to * enqueue additional s. By default, the * equals the , which means that * suppliers will be able to enqueue new messages as soon as a * consumer removes any message from the queue. Making the * smaller than the forces * consumers to drain more messages from the queue before suppliers * can enqueue new messages, which can minimize the "silly window * syndrome." */ ACE_Message_Queue (size_t high_water_mark = ACE_Message_Queue_Base::DEFAULT_HWM, size_t low_water_mark = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0); /** * Initialize an . The * determines how many bytes can be stored in a queue before it's * considered "full." Supplier threads must block until the queue * is no longer full. The determines how many * bytes must be in the queue before supplier threads are allowed to * enqueue additional s. By default, the * equals the , which means that * suppliers will be able to enqueue new messages as soon as a * consumer removes any message from the queue. Making the * smaller than the forces * consumers to drain more messages from the queue before suppliers * can enqueue new messages, which can minimize the "silly window * syndrome." */ virtual int open (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM, size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0); /// Release all resources from the message queue and mark it as deactivated. /// Returns the number of messages released from the queue. virtual int close (void); /// Release all resources from the message queue and mark it as deactivated. virtual ~ACE_Message_Queue (void); /// Release all resources from the message queue but do not mark it /// as deactivated. /** * This method holds the queue lock during this operation. * * @return The number of messages flushed. */ virtual int flush (void); /// Release all resources from the message queue but do not mark it /// as deactivated. /** * The caller must be holding the queue lock before calling this * method. * * @return The number of messages flushed. */ virtual int flush_i (void); // = Enqueue and dequeue methods. // For the following enqueue and dequeue methods 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). /** * Retrieve a pointer to the first ACE_Message_Block in the queue * without removing it. * * @param first_item Reference to an ACE_Message_Block * that will * point to the first block on the queue. The block * remains on the queue until this or another thread * dequeues it. * @param timeout The absolute time the caller will wait until * for a block to be queued. * * @retval >0 The number of ACE_Message_Blocks on the queue. * @retval -1 On failure. errno holds the reason. If EWOULDBLOCK, * the timeout elapsed. If ESHUTDOWN, the queue was * deactivated or pulsed. */ virtual int peek_dequeue_head (ACE_Message_Block *&first_item, ACE_Time_Value *timeout = 0); /** * Enqueue an ACE_Message_Block into the queue in accordance with * the ACE_Message_Block's priority (0 is lowest priority). FIFO * order is maintained when messages of the same priority are * inserted consecutively. * * @param new_item Pointer to an ACE_Message_Block that will be * added to the queue. The block's @c msg_priority() * method will be called to obtain the queueing priority. * @param timeout The absolute time the caller will wait until * for the block to be queued. * * @retval >0 The number of ACE_Message_Blocks on the queue after adding * the specified block. * @retval -1 On failure. errno holds the reason. If EWOULDBLOCK, * the timeout elapsed. If ESHUTDOWN, the queue was * deactivated or pulsed. */ virtual int enqueue_prio (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); /** * Enqueue an into the in * accordance with its . FIFO * order is maintained when messages of the same deadline time are * inserted consecutively. Note that uses <{absolute}> * time rather than <{relative}> time. If the elapses * without receiving a message -1 is returned and is set to * . If the queue is deactivated -1 is returned and * is set to . Otherwise, returns -1 on failure, * else the number of items still on the queue. */ virtual int enqueue_deadline (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. Note that uses * <{absolute}> time rather than <{relative}> time. */ virtual int enqueue (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); /** * Enqueue an at the end of the queue. Note * that uses <{absolute}> time rather than <{relative}> * time. If the elapses without receiving a message -1 is * returned and is set to . If the queue is * deactivated -1 is returned and is set to . * Otherwise, returns -1 on failure, else the number of items still * on the queue. */ virtual int enqueue_tail (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); /** * Enqueue an at the head of the queue. Note * that uses <{absolute}> time rather than <{relative}> * time. If the elapses without receiving a message -1 is * returned and is set to . If the queue is * deactivated -1 is returned and is set to . * Otherwise, 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); /// This method is an alias for the following method. virtual int dequeue (ACE_Message_Block *&first_item, ACE_Time_Value *timeout = 0); /** * Dequeue and return the at the head of the * queue. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, 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 that has the lowest * priority. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, returns -1 on failure, else the number * of items still on the queue. */ virtual int dequeue_prio (ACE_Message_Block *&first_item, ACE_Time_Value *timeout = 0); /** * Dequeue and return the at the tail of the * queue. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, returns -1 on failure, else the number * of items still on the queue. */ virtual int dequeue_tail (ACE_Message_Block *&dequeued, ACE_Time_Value *timeout = 0); /** * Dequeue and return the with the lowest * deadlien time. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, returns -1 on failure, else the number * of items still on the queue. */ virtual int dequeue_deadline (ACE_Message_Block *&dequeued, ACE_Time_Value *timeout = 0); // = Check if queue is full/empty. /// True if queue is full, else false. virtual int is_full (void); /// True if queue is empty, else false. virtual int is_empty (void); // = Queue statistic methods. /** * Number of total bytes on the queue, i.e., sum of the message * block sizes. */ virtual size_t message_bytes (void); /** * Number of total length on the queue, i.e., sum of the message * block lengths. */ virtual size_t message_length (void); /** * Number of total messages on the queue. */ virtual int message_count (void); // = Manual changes to these stats (used when queued message blocks // change size or lengths). /** * New value of the number of total bytes on the queue, i.e., sum of * the message block sizes. */ virtual void message_bytes (size_t new_size); /** * New value of the number of total length on the queue, i.e., sum * of the message block lengths. */ virtual void message_length (size_t new_length); // = Flow control methods. /** * Get high watermark. */ virtual size_t high_water_mark (void); /** * Set the high watermark, which determines how many bytes can be * stored in a queue before it's considered "full." */ virtual void high_water_mark (size_t hwm); /** * Get low watermark. */ virtual size_t low_water_mark (void); /** * Set the low watermark, which determines how many bytes must be in * the queue before supplier threads are allowed to enqueue * additional s. */ virtual void low_water_mark (size_t lwm); // = Activation control methods. /** * 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 deactivate (void); /** * Reactivate the queue so that threads can enqueue and dequeue * messages again. Returns the state of the queue before the call. */ virtual int activate (void); /** * Pulse the queue to wake up any waiting threads. Changes the * queue state to PULSED; future enqueue/dequeue operations proceed * as in ACTIVATED state. * * @return The queue's state before this call. */ virtual int pulse (void); /// Returns the current state of the queue, which can be one of /// ACTIVATED, DEACTIVATED, or PULSED. virtual int state (void); /// Returns true if the state of the queue is , /// but false if the queue's is or . virtual int deactivated (void); // = Notification hook. /** * 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. */ virtual int notify (void); /// Get the notification strategy for the virtual ACE_Notification_Strategy *notification_strategy (void); /// Set the notification strategy for the virtual void notification_strategy (ACE_Notification_Strategy *s); /// Returns a reference to the lock used by the . virtual ACE_SYNCH_MUTEX_T &lock (void) { // The Sun Forte 6 (CC 5.1) compiler is only happy if this is in the // header file (j.russell.noseworthy@objectsciences.com) return this->lock_; } /// Dump the state of an object. virtual void dump (void) const; /// Declare the dynamic allocation hooks. ACE_ALLOC_HOOK_DECLARE; 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 . /// Enqueue an in accordance with its priority. virtual int enqueue_i (ACE_Message_Block *new_item); /// Enqueue an in accordance with its deadline time. virtual int enqueue_deadline_i (ACE_Message_Block *new_item); /// Enqueue an at the end of the queue. virtual int enqueue_tail_i (ACE_Message_Block *new_item); /// Enqueue an at the head of the queue. virtual int enqueue_head_i (ACE_Message_Block *new_item); /// Dequeue and return the at the head of the /// queue. virtual int dequeue_head_i (ACE_Message_Block *&first_item); /// Dequeue and return the with the lowest /// priority. virtual int dequeue_prio_i (ACE_Message_Block *&dequeued); /// Dequeue and return the at the tail of the /// queue. virtual int dequeue_tail_i (ACE_Message_Block *&first_item); /// Dequeue and return the with the lowest /// deadline time. virtual int dequeue_deadline_i (ACE_Message_Block *&first_item); // = Check the boundary conditions (assumes locks are held). /// True if queue is full, else false. virtual int is_full_i (void); /// True if queue is empty, else false. virtual int is_empty_i (void); // = Implementation of the public and methods. // These methods assume locks are held. /** * Notifies all waiting threads that the queue has been deactivated * so they can wakeup and continue other processing. * No messages are removed from the queue. * * @param pulse If 0, the queue's state is changed to DEACTIVATED * and any other operations called until the queue is * reactivated will immediately return -1 with * errno == ESHUTDOWN. * If not zero, only the waiting threads are notified and * the queue's state changes to PULSED. * * @return The state of the queue before the call. */ virtual int deactivate_i (int pulse = 0); /// Activate the queue. virtual int activate_i (void); // = Helper methods to factor out common #ifdef code. /// Wait for the queue to become non-full. virtual int wait_not_full_cond (ACE_Guard &mon, ACE_Time_Value *timeout); /// Wait for the queue to become non-empty. virtual int wait_not_empty_cond (ACE_Guard &mon, ACE_Time_Value *timeout); /// Inform any threads waiting to enqueue that they can procede. virtual int signal_enqueue_waiters (void); /// Inform any threads waiting to dequeue that they can procede. virtual int signal_dequeue_waiters (void); /// Pointer to head of ACE_Message_Block list. ACE_Message_Block *head_; /// Pointer to tail of ACE_Message_Block list. ACE_Message_Block *tail_; /// Lowest number before unblocking occurs. size_t low_water_mark_; /// Greatest number of bytes before blocking. size_t high_water_mark_; /// Current number of bytes in the queue. size_t cur_bytes_; /// Current length of messages in the queue. size_t cur_length_; /// Current number of messages in the queue. int cur_count_; /// The notification strategy used when a new message is enqueued. ACE_Notification_Strategy *notification_strategy_; // = Synchronization primitives for controlling concurrent access. /// Protect queue from concurrent access. ACE_SYNCH_MUTEX_T lock_; /// Used to make threads sleep until the queue is no longer empty. ACE_SYNCH_CONDITION_T not_empty_cond_; /// Used to make threads sleep until the queue is no longer full. ACE_SYNCH_CONDITION_T not_full_cond_; private: // = Disallow these operations. ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Message_Queue &)) ACE_UNIMPLEMENTED_FUNC (ACE_Message_Queue (const ACE_Message_Queue &)) }; // This typedef is used to get around a compiler bug in g++/vxworks. typedef ACE_Message_Queue ACE_DEFAULT_MESSAGE_QUEUE_TYPE; /** * @class ACE_Message_Queue_Iterator * * @brief Iterator for the . */ template class ACE_Message_Queue_Iterator { public: // = Initialization method. ACE_Message_Queue_Iterator (ACE_Message_Queue &queue); // = Iteration methods. /// Pass back the that hasn't been seen in the queue. /// Returns 0 when all items have been seen, else 1. int next (ACE_Message_Block *&entry); /// Returns 1 when all items have been seen, else 0. int done (void) const; /// Move forward by one element in the queue. Returns 0 when all the /// items in the set have been seen, else 1. int advance (void); /// Dump the state of an object. void dump (void) const; /// Declare the dynamic allocation hooks. ACE_ALLOC_HOOK_DECLARE; private: /// Message_Queue we are iterating over. ACE_Message_Queue &queue_; /// Keeps track of how far we've advanced... ACE_Message_Block *curr_; }; /** * @class ACE_Message_Queue_Reverse_Iterator * * @brief Reverse Iterator for the . */ template class ACE_Message_Queue_Reverse_Iterator { public: // = Initialization method. ACE_Message_Queue_Reverse_Iterator (ACE_Message_Queue &queue); // = Iteration methods. /// Pass back the that hasn't been seen in the queue. /// Returns 0 when all items have been seen, else 1. int next (ACE_Message_Block *&entry); /// Returns 1 when all items have been seen, else 0. int done (void) const; /// Move forward by one element in the queue. Returns 0 when all the /// items in the set have been seen, else 1. int advance (void); /// Dump the state of an object. void dump (void) const; /// Declare the dynamic allocation hooks. ACE_ALLOC_HOOK_DECLARE; private: /// Message_Queue we are iterating over. ACE_Message_Queue &queue_; /// Keeps track of how far we've advanced... ACE_Message_Block *curr_; }; /** * @class ACE_Dynamic_Message_Queue * * @brief A derived class which adapts the * class in order to maintain dynamic priorities for enqueued * and manage the queue order according * to these dynamic priorities. * * The messages in the queue are managed so as to preserve * a logical ordering with minimal overhead per enqueue and * dequeue operation. For this reason, the actual order of * messages in the linked list of the queue may differ from * their priority order. As time passes, a message may change * from pending status to late status, and eventually to beyond * late status. To minimize reordering overhead under this * design force, three separate boundaries are maintained * within the linked list of messages. Messages are dequeued * preferentially from the head of the pending portion, then * the head of the late portion, and finally from the head * of the beyond late portion. In this way, only the boundaries * need to be maintained (which can be done efficiently, as * aging messages maintain the same linked list order as they * progress from one status to the next), with no reordering * of the messages themselves, while providing correct priority * ordered dequeueing semantics. * Head and tail enqueue methods inherited from ACE_Message_Queue * are made private to prevent out-of-order messages from confusing * management of the various portions of the queue. Messages in * the pending portion of the queue whose priority becomes late * (according to the specific dynamic strategy) advance into * the late portion of the queue. Messages in the late portion * of the queue whose priority becomes later than can be represented * advance to the beyond_late portion of the queue. These behaviors * support a limited schedule overrun, with pending messages prioritized * ahead of late messages, and late messages ahead of beyond late * messages. These behaviors can be modified in derived classes by * providing alternative definitions for the appropriate virtual methods. * When filled with messages, the queue's linked list should look like: * H T * | | * B - B - B - B - L - L - L - P - P - P - P - P * | | | | | | * BH BT LH LT PH PT * Where the symbols are as follows: * H = Head of the entire list * T = Tail of the entire list * B = Beyond late message * BH = Beyond late messages Head * BT = Beyond late messages Tail * L = Late message * LH = Late messages Head * LT = Late messages Tail * P = Pending message * PH = Pending messages Head * PT = Pending messages Tail * Caveat: the virtual methods enqueue_tail, enqueue_head, * and peek_dequeue_head have semantics for the static * message queues that cannot be guaranteed for dynamic * message queues. The peek_dequeue_head method just * calls the base class method, while the two enqueue * methods call the priority enqueue method. The * order of messages in the dynamic queue is a function * of message deadlines and how long they are in the * queues. You can manipulate these in some cases to * ensure the correct semantics, but that is not a * very stable or portable approach (discouraged). */ template class ACE_Dynamic_Message_Queue : public ACE_Message_Queue { public: // = Initialization and termination methods. ACE_Dynamic_Message_Queue (ACE_Dynamic_Message_Strategy & message_strategy, size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM, size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0); /// Close down the message queue and release all resources. virtual ~ACE_Dynamic_Message_Queue (void); /** * Detach all messages with status given in the passed flags from * the queue and return them by setting passed head and tail pointers * to the linked list they comprise. This method is intended primarily * as a means of periodically harvesting messages that have missed * their deadlines, but is available in its most general form. All * messages are returned in priority order, from head to tail, as of * the time this method was called. */ virtual int remove_messages (ACE_Message_Block *&list_head, ACE_Message_Block *&list_tail, u_int status_flags); /** * Dequeue and return the 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); /// Dump the state of the queue. virtual void dump (void) const; /** * Just call priority enqueue method: tail enqueue semantics for dynamic * message queues are unstable: the message may or may not be where * it was placed after the queue is refreshed prior to the next * enqueue or dequeue operation. */ virtual int enqueue_tail (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); /** * Just call priority enqueue method: head enqueue semantics for dynamic * message queues are unstable: the message may or may not be where * it was placed after the queue is refreshed prior to the next * enqueue or dequeue operation. */ virtual int enqueue_head (ACE_Message_Block *new_item, ACE_Time_Value *timeout = 0); /// Declare the dynamic allocation hooks. ACE_ALLOC_HOOK_DECLARE; protected: /** * Enqueue an in accordance with its priority. * priority may be *dynamic* or *static* or a combination or *both* * It calls the priority evaluation function passed into the Dynamic * Message Queue constructor to update the priorities of all * enqueued messages. */ virtual int enqueue_i (ACE_Message_Block *new_item); /// Enqueue a message in priority order within a given priority status sublist virtual int sublist_enqueue_i (ACE_Message_Block *new_item, const ACE_Time_Value ¤t_time, ACE_Message_Block *&sublist_head, ACE_Message_Block *&sublist_tail, ACE_Dynamic_Message_Strategy::Priority_Status status); /** * Dequeue and return the at the head of the * logical queue. Attempts first to dequeue from the pending * portion of the queue, or if that is empty from the late portion, * or if that is empty from the beyond late portion, or if that is * empty just sets the passed pointer to zero and returns -1. */ virtual int dequeue_head_i (ACE_Message_Block *&first_item); /// Refresh the queue using the strategy /// specific priority status function. virtual int refresh_queue (const ACE_Time_Value & current_time); /// Refresh the pending queue using the strategy /// specific priority status function. virtual int refresh_pending_queue (const ACE_Time_Value & current_time); /// Refresh the late queue using the strategy /// specific priority status function. virtual int refresh_late_queue (const ACE_Time_Value & current_time); /// Pointer to head of the pending messages ACE_Message_Block *pending_head_; /// Pointer to tail of the pending messages ACE_Message_Block *pending_tail_; /// Pointer to head of the late messages ACE_Message_Block *late_head_; /// Pointer to tail of the late messages ACE_Message_Block *late_tail_; /// Pointer to head of the beyond late messages ACE_Message_Block *beyond_late_head_; /// Pointer to tail of the beyond late messages ACE_Message_Block *beyond_late_tail_; /// Pointer to a dynamic priority evaluation function. ACE_Dynamic_Message_Strategy &message_strategy_; private: // = Disallow public access to these operations. ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Dynamic_Message_Queue &)) ACE_UNIMPLEMENTED_FUNC (ACE_Dynamic_Message_Queue (const ACE_Dynamic_Message_Queue &)) // provide definitions for these (just call base class method), // but make them private so they're not accessible outside the class /// Private method to hide public base class method: just calls base class method virtual int peek_dequeue_head (ACE_Message_Block *&first_item, ACE_Time_Value *timeout = 0); }; /** * @class ACE_Message_Queue_Factory * * @brief ACE_Message_Queue_Factory is a static factory class template which * provides a separate factory method for each of the major kinds of * priority based message dispatching: static, earliest deadline first * (EDF), and minimum laxity first (MLF). * * The ACE_Dynamic_Message_Queue class assumes responsibility for * releasing the resources of the strategy with which it was * constructed: the user of a message queue constructed by * any of these factory methods is only responsible for * ensuring destruction of the message queue itself. */ template class ACE_Message_Queue_Factory { public: /// Factory method for a statically prioritized ACE_Message_Queue static ACE_Message_Queue * create_static_message_queue (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM, size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0); /// Factory method for a dynamically prioritized (by time to deadline) ACE_Dynamic_Message_Queue static ACE_Dynamic_Message_Queue * create_deadline_message_queue (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM, size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0, u_long static_bit_field_mask = 0x3FFUL, // 2^(10) - 1 u_long static_bit_field_shift = 10, // 10 low order bits u_long dynamic_priority_max = 0x3FFFFFUL, // 2^(22)-1 u_long dynamic_priority_offset = 0x200000UL); // 2^(22-1) /// Factory method for a dynamically prioritized (by laxity) ACE_Dynamic_Message_Queue static ACE_Dynamic_Message_Queue * create_laxity_message_queue (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM, size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0, u_long static_bit_field_mask = 0x3FFUL, // 2^(10) - 1 u_long static_bit_field_shift = 10, // 10 low order bits u_long dynamic_priority_max = 0x3FFFFFUL, // 2^(22)-1 u_long dynamic_priority_offset = 0x200000UL); // 2^(22-1) #if defined (VXWORKS) /// Factory method for a wrapped VxWorks message queue static ACE_Message_Queue_Vx * create_Vx_message_queue (size_t max_messages, size_t max_message_length, ACE_Notification_Strategy *ns = 0); #endif /* defined (VXWORKS) */ #if defined (ACE_WIN32) && (ACE_HAS_WINNT4 != 0) /// Factory method for a NT message queue. static ACE_Message_Queue_NT * create_NT_message_queue (size_t max_threads); #endif /* ACE_WIN32 && ACE_HAS_WINNT4 != 0 */ }; /** * @class ACE_Message_Queue_Ex * * @brief A threaded message queueing facility, modeled after the * queueing facilities in System V STREAMs. * * An is a strongly-typed version of the * . If * is then all operations are * thread-safe. Otherwise, if it's then there's no * locking overhead. */ template class ACE_Message_Queue_Ex { public: // = Default priority value. enum { DEFAULT_PRIORITY = 0 }; #if 0 // @@ Iterators are not implemented yet... 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; #endif /* 0 */ // = Initialization and termination methods. /** * Initialize an . The * determines how many bytes can be stored in a queue before it's * considered "full." Supplier threads must block until the queue * is no longer full. The determines how many * bytes must be in the queue before supplier threads are allowed to * enqueue additional s. By default, the * equals the , which means that * suppliers will be able to enqueue new messages as soon as a * consumer removes any message from the queue. Making the * smaller than the forces * consumers to drain more messages from the queue before suppliers * can enqueue new messages, which can minimize the "silly window * syndrome." */ ACE_Message_Queue_Ex (size_t high_water_mark = ACE_Message_Queue_Base::DEFAULT_HWM, size_t low_water_mark = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0); /** * Initialize an . The * determines how many bytes can be stored in a queue before it's * considered "full." Supplier threads must block until the queue * is no longer full. The determines how many * bytes must be in the queue before supplier threads are allowed to * enqueue additional s. By default, the * equals the , which means that * suppliers will be able to enqueue new messages as soon as a * consumer removes any message from the queue. Making the * smaller than the forces * consumers to drain more messages from the queue before suppliers * can enqueue new messages, which can minimize the "silly window * syndrome." */ virtual int open (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM, size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM, ACE_Notification_Strategy * = 0); /// Close down the message queue and release all resources. virtual int close (void); /// Close down the message queue and release all resources. virtual ~ACE_Message_Queue_Ex (void); /// Release all resources from the message queue but do not mark it as deactivated. /// This method holds the queue lock during this operation. Returns the number of /// messages flushed. virtual int flush (void); /// Release all resources from the message queue but do not mark it as deactivated. /// This method does not hold the queue lock during this operation, i.e., it assume /// the lock is held externally. Returns the number of messages flushed. virtual int flush_i (void); // = Enqueue and dequeue methods. // For the following enqueue and dequeue methods 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). /** * Retrieve the first without removing it. Note * that uses <{absolute}> time rather than <{relative}> * time. If the elapses without receiving a message -1 is * returned and is set to . If the queue is * deactivated -1 is returned and is set to . * Otherwise, returns -1 on failure, else the number of items still * on the queue. */ virtual int peek_dequeue_head (ACE_MESSAGE_TYPE *&first_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. Note that uses <{absolute}> * time rather than <{relative}> time. If the elapses * without receiving a message -1 is returned and is set to * . If the queue is deactivated -1 is returned and * is set to . Otherwise, returns -1 on failure, * else the number of items still on the queue. */ virtual int enqueue_prio (ACE_MESSAGE_TYPE *new_item, ACE_Time_Value *timeout = 0); /** * Enqueue an into the in * accordance with its . FIFO * order is maintained when messages of the same deadline time are * inserted consecutively. Note that uses <{absolute}> * time rather than <{relative}> time. If the elapses * without receiving a message -1 is returned and is set to * . If the queue is deactivated -1 is returned and * is set to . Otherwise, returns -1 on failure, * else the number of items still on the queue. */ virtual int enqueue_deadline (ACE_MESSAGE_TYPE *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. Note that uses * <{absolute}> time rather than <{relative}> time. */ virtual int enqueue (ACE_MESSAGE_TYPE *new_item, ACE_Time_Value *timeout = 0); /** * Enqueue an at the end of the queue. Note * that uses <{absolute}> time rather than <{relative}> * time. If the elapses without receiving a message -1 is * returned and is set to . If the queue is * deactivated -1 is returned and is set to . * Otherwise, returns -1 on failure, else the number of items still * on the queue. */ virtual int enqueue_tail (ACE_MESSAGE_TYPE *new_item, ACE_Time_Value *timeout = 0); /** * Enqueue an at the head of the queue. Note * that uses <{absolute}> time rather than <{relative}> * time. If the elapses without receiving a message -1 is * returned and is set to . If the queue is * deactivated -1 is returned and is set to . * Otherwise, returns -1 on failure, else the number of items still * on the queue. */ virtual int enqueue_head (ACE_MESSAGE_TYPE *new_item, ACE_Time_Value *timeout = 0); /// This method is an alias for the following method. virtual int dequeue (ACE_MESSAGE_TYPE *&first_item, ACE_Time_Value *timeout = 0); // This method is an alias for the following method. /** * Dequeue and return the at the head of the * queue. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, returns -1 on failure, else the number * of items still on the queue. */ virtual int dequeue_head (ACE_MESSAGE_TYPE *&first_item, ACE_Time_Value *timeout = 0); /** * Dequeue and return the that has the lowest * priority. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, returns -1 on failure, else the number * of items still on the queue. */ virtual int dequeue_prio (ACE_MESSAGE_TYPE *&dequeued, ACE_Time_Value *timeout = 0); /** * Dequeue and return the at the tail of the * queue. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, returns -1 on failure, else the number * of items still on the queue. */ virtual int dequeue_tail (ACE_MESSAGE_TYPE *&dequeued, ACE_Time_Value *timeout = 0); /** * Dequeue and return the with the lowest * deadline time. Note that uses <{absolute}> time rather than * <{relative}> time. If the elapses without receiving a * message -1 is returned and is set to . If * the queue is deactivated -1 is returned and is set to * . Otherwise, returns -1 on failure, else the number * of items still on the queue. */ virtual int dequeue_deadline (ACE_MESSAGE_TYPE *&dequeued, ACE_Time_Value *timeout = 0); // = Check if queue is full/empty. /// True if queue is full, else false. virtual int is_full (void); /// True if queue is empty, else false. virtual int is_empty (void); // = Queue statistic methods. /** * Number of total bytes on the queue, i.e., sum of the message * block sizes. */ virtual size_t message_bytes (void); /** * Number of total length on the queue, i.e., sum of the message * block lengths. */ virtual size_t message_length (void); /** * Number of total messages on the queue. */ virtual int message_count (void); // = Manual changes to these stats (used when queued message blocks // change size or lengths). /** * New value of the number of total bytes on the queue, i.e., sum of * the message block sizes. */ virtual void message_bytes (size_t new_size); /** * New value of the number of total length on the queue, i.e., sum * of the message block lengths. */ virtual void message_length (size_t new_length); // = Flow control methods. /** * Get high watermark. */ virtual size_t high_water_mark (void); /** * Set the high watermark, which determines how many bytes can be * stored in a queue before it's considered "full." */ virtual void high_water_mark (size_t hwm); /** * Get low watermark. */ virtual size_t low_water_mark (void); /** * Set the low watermark, which determines how many bytes must be in * the queue before supplier threads are allowed to enqueue * additional s. */ virtual void low_water_mark (size_t lwm); // = Activation control methods. /** * 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 deactivate (void); /** * Reactivate the queue so that threads can enqueue and dequeue * messages again. Returns the state of the queue before the call. */ virtual int activate (void); /** * Pulse the queue to wake up any waiting threads. Changes the * queue state to PULSED; future enqueue/dequeue operations proceed * as in ACTIVATED state. * * @retval The queue's state before this call. */ virtual int pulse (void); /// Returns the current state of the queue, which can be one of /// ACTIVATED, DEACTIVATED, or PULSED. virtual int state (void); /// Returns true if the state of the queue is DEACTIVATED, /// but false if the queue's state is ACTIVATED or PULSED. virtual int deactivated (void); // = Notification hook. /** * 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. */ virtual int notify (void); /// Get the notification strategy for the virtual ACE_Notification_Strategy *notification_strategy (void); /// Set the notification strategy for the virtual void notification_strategy (ACE_Notification_Strategy *s); /// Returns a reference to the lock used by the . virtual ACE_SYNCH_MUTEX_T &lock (void) { // The Sun Forte 6 (CC 5.1) compiler is only happy if this is in the // header file (j.russell.noseworthy@objectsciences.com) return this->queue_.lock (); } /// Dump the state of an object. virtual void dump (void) const; /// Declare the dynamic allocation hooks. ACE_ALLOC_HOOK_DECLARE; private: /// Implement this via an . ACE_Message_Queue queue_; }; #if defined (__ACE_INLINE__) #include "ace/Message_Queue_T.i" #endif /* __ACE_INLINE__ */ #if defined (ACE_TEMPLATES_REQUIRE_SOURCE) #include "ace/Message_Queue_T.cpp" #endif /* ACE_TEMPLATES_REQUIRE_SOURCE */ #if defined (ACE_TEMPLATES_REQUIRE_PRAGMA) #pragma implementation ("Message_Queue_T.cpp") #endif /* ACE_TEMPLATES_REQUIRE_PRAGMA */ #include /**/ "ace/post.h" #endif /* ACE_MESSAGE_QUEUE_T_H */