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/* -*- C++ -*- */
/**
* @file Kokyu.h
*
* $Id$
*
* @author Venkita Subramonian (venkita@cs.wustl.edu)
*
* Based on previous work by Tim Harrison (harrison@cs.wustl.edu),
* Chris Gill, Carlos O'Ryan and other members of the DOC group.
*/
#ifndef KOKYU_H
#define KOKYU_H
#include "ace/pre.h"
#include "ace/OS.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#include "ace/Array.h"
#include "ace/Time_Value.h"
#include "ace/Auto_Ptr.h"
#include "ace/Message_Block.h"
#include "ace/Sched_Params.h"
#include "kokyu_export.h"
namespace Kokyu
{
typedef long Priority_t;
typedef ACE_Time_Value Deadline_t; //absolute deadline
typedef ACE_Time_Value Execution_Time_t; //execution time
enum Dispatching_Type_t
// Defines the type of prioritization strategy
// to be used by a dispatching queue
{
FIFO_DISPATCHING,
DEADLINE_DISPATCHING,
LAXITY_DISPATCHING
};
enum Criticality_t
// Defines the criticality of the operation.
// For use with Dynamic Scheduler.
{
VERY_LOW_CRITICALITY,
LOW_CRITICALITY,
MEDIUM_CRITICALITY,
HIGH_CRITICALITY,
VERY_HIGH_CRITICALITY
};
enum Importance_t
// Defines the importance of the operation,
// which can be used by the RtecScheduler as a
// "tie-breaker" when other scheduling
// parameters are equal.
{
VERY_LOW_IMPORTANCE,
LOW_IMPORTANCE,
MEDIUM_IMPORTANCE,
HIGH_IMPORTANCE,
VERY_HIGH_IMPORTANCE
};
struct ConfigInfo
{
Priority_t preemption_priority_;
// OS priority of the dispatching thread associated with the queue
Priority_t thread_priority_;
// type of dispatching queue
Dispatching_Type_t dispatching_type_;
};
typedef ACE_Array<ConfigInfo> ConfigInfoSet;
struct QoSDescriptor
{
Priority_t preemption_priority_;
Deadline_t deadline_;
Execution_Time_t execution_time_;
Importance_t importance_;
};
struct DSRT_QoSDescriptor
{
short importance_;
};
class Kokyu_Export Dispatch_Command
{
public:
Dispatch_Command(int dont_delete = 0);
/// Command callback
virtual int execute () = 0;
int can_be_deleted () const;
void destroy (void);
protected:
/// Destructor
// only inheritance is possible and object should be on heap,
// since object could be handed over to a different thread.
virtual ~Dispatch_Command (void);
private:
int dont_delete_;
};
class Dispatcher_Impl;
class DSRT_Dispatcher_Impl;
struct DSRT_ConfigInfo
{
};
typedef int guid_t;
class Kokyu_Export DSRT_Dispatcher
{
public:
int schedule (guid_t guid, const DSRT_QoSDescriptor&);
int update_schedule (guid_t guid, const DSRT_QoSDescriptor&);
int cancel_schedule (guid_t guid, const DSRT_QoSDescriptor&);
void implementation (DSRT_Dispatcher_Impl*);
private:
DSRT_Dispatcher_Impl* dispatcher_impl_;
};
class Kokyu_Export Dispatcher
{
public:
int dispatch (const Dispatch_Command*, const QoSDescriptor&);
int shutdown ();
void implementation (Dispatcher_Impl*);
private:
auto_ptr<Dispatcher_Impl> dispatcher_impl_;
};
class Kokyu_Export Dispatcher_Factory
{
public:
//@@ Should we return auto_ptr<Dispatcher> instead?
static Dispatcher* create_dispatcher (const ConfigInfoSet&);
static DSRT_Dispatcher* create_DSRT_dispatcher (const DSRT_ConfigInfo&);
};
} //end of namespace
#if defined (__ACE_INLINE__)
#include "Kokyu.i"
#endif /* __ACE_INLINE__ */
#include "Dispatcher_Impl.h"
#include "DSRT_Dispatcher_Impl.h"
#include "ace/post.h"
#endif /* KOKYU_H */
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