// $Id$ #define ACE_BUILD_DLL #include "ace/Thread.h" #include "ace/Token.h" #if defined (DEBUGGING) #include "ace/streams.h" #endif /* DEBUGGING */ ACE_RCSID(ace, Token, "$Id$") #if defined (ACE_HAS_THREADS) #if !defined (__ACE_INLINE__) #include "ace/Synch_T.h" #include "ace/Token.i" #endif /* __ACE_INLINE__ */ ACE_ALLOC_HOOK_DEFINE(ACE_Token) void ACE_Token::dump (void) const { ACE_TRACE ("ACE_Token::dump"); ACE_DEBUG ((LM_DEBUG, ACE_BEGIN_DUMP, this)); ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("\nthread = %d"), ACE_Thread::self ())); // @@ Is there a portable way to do this? // ACE_DEBUG ((LM_DEBUG, "\nowner_ = %l", (long) this->owner_)); ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("\nowner_ addr = %x"), &this->owner_)); ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("\nwaiters_ = %d"), this->waiters_)); ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("\nin_use_ = %d"), this->in_use_)); ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("\nnesting level = %d"), this->nesting_level_)); ACE_DEBUG ((LM_DEBUG, ACE_END_DUMP)); } ACE_Token::ACE_Token_Queue_Entry::ACE_Token_Queue_Entry (ACE_Thread_Mutex &m, ACE_thread_t t_id) : next_ (0), thread_id_ (t_id), #if defined (ACE_TOKEN_USES_SEMAPHORE) cv_ (0), #else cv_ (m), #endif /* ACE_TOKEN_USES_SEMAPHORE */ runable_ (0) { #if defined (ACE_TOKEN_USES_SEMAPHORE) ACE_UNUSED_ARG (m); #endif /* ACE_TOKEN_USES_SEMAPHORE */ ACE_TRACE ("ACE_Token::ACE_Token_Queue_Entry::ACE_Token_Queue_Entry"); } ACE_Token::ACE_Token_Queue_Entry::ACE_Token_Queue_Entry (ACE_Thread_Mutex &m, ACE_thread_t t_id, ACE_Condition_Attributes &attributes) : next_ (0), thread_id_ (t_id), #if defined (ACE_TOKEN_USES_SEMAPHORE) cv_ (0), #else cv_ (m, attributes), #endif /* ACE_TOKEN_USES_SEMAPHORE */ runable_ (0) { #if defined (ACE_TOKEN_USES_SEMAPHORE) ACE_UNUSED_ARG (m); ACE_UNUSED_ARG (attributes); #endif /* ACE_TOKEN_USES_SEMAPHORE */ ACE_TRACE ("ACE_Token::ACE_Token_Queue_Entry::ACE_Token_Queue_Entry"); } ACE_Token::ACE_Token_Queue::ACE_Token_Queue (void) : head_ (0), tail_ (0) { ACE_TRACE ("ACE_Token::ACE_Token_Queue::ACE_Token_Queue"); } // // Remove an entry from the list. Must be called with locks held. // void ACE_Token::ACE_Token_Queue::remove_entry (ACE_Token::ACE_Token_Queue_Entry *entry) { ACE_TRACE ("ACE_Token::remove_entry"); ACE_Token_Queue_Entry *curr = 0; ACE_Token_Queue_Entry *prev = 0; if (this->head_ == 0) return; for (curr = this->head_; curr != 0 && curr != entry; curr = curr->next_) prev = curr; if (curr == 0) // Didn't find the entry... return; else if (prev == 0) // Delete at the head. this->head_ = this->head_->next_; else // Delete in the middle. prev->next_ = curr->next_; // We need to update the tail of the list if we've deleted the last // entry. if (curr->next_ == 0) this->tail_ = prev; } // // Add an entry into the list. Must be called with locks held. // void ACE_Token::ACE_Token_Queue::insert_entry (ACE_Token::ACE_Token_Queue_Entry &entry, int requeue_position) { if (this->head_ == 0) { // No other threads - just add me this->head_ = &entry; this->tail_ = &entry; } else if (requeue_position == -1) { // Insert at the end of the queue. this->tail_->next_ = &entry; this->tail_ = &entry; } else if (requeue_position == 0) { // Insert at head of queue. entry.next_ = this->head_; this->head_ = &entry; } else // Insert in the middle of the queue somewhere. { // Determine where our thread should go in the queue of waiters. ACE_Token::ACE_Token_Queue_Entry *insert_after = this->head_; while (requeue_position-- && insert_after->next_ != 0) insert_after = insert_after->next_; entry.next_ = insert_after->next_; if (entry.next_ == 0) this->tail_ = &entry; insert_after->next_ = &entry; } } ACE_Token::ACE_Token (LPCTSTR name, void *any) : lock_ (name, any), owner_ (ACE_OS::NULL_thread), in_use_ (0), waiters_ (0), nesting_level_ (0), signal_all_threads_ (0), attributes_ (USYNC_THREAD) { // ACE_TRACE ("ACE_Token::ACE_Token"); } ACE_Token::~ACE_Token (void) { ACE_TRACE ("ACE_Token::~ACE_Token"); } int ACE_Token::shared_acquire (void (*sleep_hook_func)(void *), void *arg, ACE_Time_Value *timeout, ACE_Token_Op_Type op_type) { ACE_TRACE ("ACE_Token::shared_acquire"); ACE_GUARD_RETURN (ACE_Thread_Mutex, ace_mon, this->lock_, -1); #if defined (DEBUGGING) this->dump (); #endif /* DEBUGGING */ ACE_thread_t thr_id = ACE_Thread::self (); // Nobody holds the token. if (!this->in_use_) { // Its mine! this->in_use_ = op_type; this->owner_ = thr_id; return 0; } // // Someone already holds the token. // // Check if it is us. if (ACE_OS::thr_equal (thr_id, this->owner_)) { this->nesting_level_++; return 0; } // Do a quick check for "polling" behavior. if (timeout != 0 && timeout->sec () == 0 && timeout->usec () == 0) { errno = ETIME; return -1; } // // We've got to sleep until we get the token. // // Which queue we should end up in... ACE_Token_Queue *queue = (op_type == ACE_Token::READ_TOKEN ? &this->readers_ : &this->writers_); // Allocate queue entry on stack. This works since we don't exit // this method's activation record until we've got the token. ACE_Token::ACE_Token_Queue_Entry my_entry (this->lock_, thr_id, this->attributes_); queue->insert_entry (my_entry); this->waiters_++; // Execute appropriate callback. (@@ should these // methods return a success/failure status, and if so, what should // we do with it?) int ret = 0; if (sleep_hook_func) { (*sleep_hook_func) (arg); ret++; } else { // Execute virtual method. this->sleep_hook (); ret++; } int timed_out = 0; int error = 0; // Sleep until we've got the token (ignore signals). do { int result = my_entry.wait (timeout, this->lock_); if (result == -1) { // Note, this should obey whatever thread-specific interrupt // policy is currently in place... if (errno == EINTR) continue; #if defined (DEBUGGING) cerr << '(' << ACE_Thread::self () << ')' << " acquire: " << (errno == ETIME ? "timed out" : "error occurred") << endl; #endif /* DEBUGGING */ // We come here if a timeout occurs or some serious // ACE_Condition object error. if (errno == ETIME) timed_out = 1; else error = 1; // Stop the loop. break; } } while (!ACE_OS::thr_equal (thr_id, this->owner_)); // Do this always and irrespective of the result of wait(). this->waiters_--; queue->remove_entry (&my_entry); #if defined (DEBUGGING) cerr << '(' << ACE_Thread::self () << ')' << " acquire (UNBLOCKED)" << endl; #endif /* DEBUGGING */ // If timeout occured if (timed_out) { // This thread was still selected to own the token. if (my_entry.runable_) { // Wakeup next waiter since this thread timed out. this->wakeup_next_waiter (); } // Return error. return -1; } else if (error) { // Return error. return -1; } else { // If this is a normal wakeup, this thread should be runnable. ACE_ASSERT (my_entry.runable_); if (this->signal_all_threads_ != 0) return 2; else return ret; } } // By default this is a no-op. /* virtual */ void ACE_Token::sleep_hook (void) { ACE_TRACE ("ACE_Token::sleep_hook"); } int ACE_Token::acquire (ACE_Time_Value *timeout) { ACE_TRACE ("ACE_Token::acquire"); return this->shared_acquire (0, 0, timeout, ACE_Token::WRITE_TOKEN); } // Acquire the token, sleeping until it is obtained or until // expires. int ACE_Token::acquire (void (*sleep_hook_func)(void *), void *arg, ACE_Time_Value *timeout) { ACE_TRACE ("ACE_Token::acquire"); return this->shared_acquire (sleep_hook_func, arg, timeout, ACE_Token::WRITE_TOKEN); } // Try to renew the token. int ACE_Token::renew (int requeue_position, ACE_Time_Value *timeout) { ACE_TRACE ("ACE_Token::renew"); ACE_GUARD_RETURN (ACE_Thread_Mutex, ace_mon, this->lock_, -1); #if defined (DEBUGGING) this->dump (); #endif /* DEBUGGING */ // ACE_ASSERT (ACE_OS::thr_equal (ACE_Thread::self (), this->owner_)); // // Check to see if there are any waiters worth giving up the lock // for. // // If no writers and either we are a writer or there are no readers. if (this->writers_.head_ == 0 && (this->in_use_ == ACE_Token::WRITE_TOKEN && this->readers_.head_ == 0)) // Immediate return. return 0; // // We've got to sleep until we get the token again. // // Determine which queue should this thread go to. ACE_Token::ACE_Token_Queue *this_threads_queue = this->in_use_ == ACE_Token::READ_TOKEN ? &this->readers_ : &this->writers_; ACE_Token::ACE_Token_Queue_Entry my_entry (this->lock_, this->owner_); this_threads_queue->insert_entry (my_entry, requeue_position); this->waiters_++; // Remember nesting level... int save_nesting_level_ = this->nesting_level_; // Reset state for new owner. this->nesting_level_ = 0; // Wakeup waiter. this->wakeup_next_waiter (); int timed_out = 0; int error = 0; // Sleep until we've got the token (ignore signals). do { int result = my_entry.wait (timeout, this->lock_); if (result == -1) { // Note, this should obey whatever thread-specific interrupt // policy is currently in place... if (errno == EINTR) continue; #if defined (DEBUGGING) cerr << '(' << ACE_Thread::self () << ')' << " renew: " << (errno == ETIME ? "timed out" : "error occurred") << endl; #endif /* DEBUGGING */ // We come here if a timeout occurs or some serious // ACE_Condition object error. if (errno == ETIME) timed_out = 1; else error = 1; // Stop the loop. break; } } while (!ACE_OS::thr_equal (my_entry.thread_id_, this->owner_)); // Do this always and irrespective of the result of wait(). this->waiters_--; this_threads_queue->remove_entry (&my_entry); #if defined (DEBUGGING) cerr << '(' << ACE_Thread::self () << ')' << " acquire (UNBLOCKED)" << endl; #endif /* DEBUGGING */ // If timeout occured if (timed_out) { // This thread was still selected to own the token. if (my_entry.runable_) { // Wakeup next waiter since this thread timed out. this->wakeup_next_waiter (); } // Return error. return -1; } else if (error) { // Return error. return -1; } else { // If this is a normal wakeup, this thread should be runnable. ACE_ASSERT (my_entry.runable_); // Reinstate nesting level. this->nesting_level_ = save_nesting_level_; if (this->signal_all_threads_ != 0) return 2; else return 0; } } // Release the current holder of the token (which had // better be the caller's thread!). int ACE_Token::release (void) { ACE_TRACE ("ACE_Token::release"); ACE_GUARD_RETURN (ACE_Thread_Mutex, ace_mon, this->lock_, -1); // ACE_ASSERT (ACE_OS::thr_equal (ACE_Thread::self (), this->owner_)); #if defined (DEBUGGING) this->dump (); #endif /* DEBUGGING */ // Nested release... if (this->nesting_level_ > 0) --this->nesting_level_; else { // // Regular release... // // Wakeup waiter. this->wakeup_next_waiter (); } return 0; } void ACE_Token::wakeup_next_waiter (void) { ACE_TRACE ("ACE_Token::wakeup_next_waiter"); // Reset state for new owner. this->owner_ = ACE_OS::NULL_thread; this->in_use_ = 0; // Any waiters... if (this->writers_.head_ == 0 && this->readers_.head_ == 0) { // No more waiters... this->signal_all_threads_ = 0; return; } // Wakeup next waiter. ACE_Token_Queue *queue; // Writer threads get priority to run first. if (this->writers_.head_ != 0) { this->in_use_ = ACE_Token::WRITE_TOKEN; queue = &this->writers_; } else { this->in_use_ = ACE_Token::READ_TOKEN; queue = &this->readers_; } // Wake up waiter and make it runable. queue->head_->runable_ = 1; queue->head_->signal (); this->owner_ = queue->head_->thread_id_; } int ACE_Token::signal_all_threads (void) { ACE_TRACE ("ACE_Token::release"); ACE_GUARD_RETURN (ACE_Thread_Mutex, ace_mon, this->lock_, -1); if (this->waiters_ != 0) this->signal_all_threads_ = 1; return this->waiters_; } #endif /* ACE_HAS_THREADS */ #if defined (ACE_HAS_EXPLICIT_TEMPLATE_INSTANTIATION) #elif defined (ACE_HAS_TEMPLATE_INSTANTIATION_PRAGMA) #endif /* ACE_HAS_EXPLICIT_TEMPLATE_INSTANTIATION */