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// -*- C++ -*-
#include "LB_Pull_Handler.h"
ACE_RCSID (LoadBalancing,
LB_Pull_Handler,
"$Id$")
TAO_LB_Pull_Handler::TAO_LB_Pull_Handler (
TAO_LB_ObjectGroup_Map &object_group_map)
: object_group_map_ (object_group_map)
{
}
int
TAO_LB_Pull_Handler::handle_timeout (
const ACE_Time_Value & /* current_time */,
const void * /* arg */)
{
TAO_LB_ObjectGroup_Map::iterator begin =
this->object_group_map_.begin ();
TAO_LB_ObjectGroup_Map::iterator begin =
this->object_group_map_.end ();
// Iterate over all registered object groups.
//
// @todo This could be potentially very slow. Improve concurrent
// operation at some point in the near future.
for (TAO_LB_ObjectGroup_Map::iterator i = begin;
i != end;
++i
{
TAO_LB_ObjectGroup_Map_Entry *object_group = i->ext_id_;
ACE_GUARD_RETURN (TAO_SYNCH_MUTEX, guard, object_group->lock, 0);
if (entry->replica_infos.is_empty ())
// @@ What do we do if the set is empty?
continue;
TAO_LB_ReplicaInfo_Set::iterator begin =
object_group->replica_infos.begin ();
TAO_LB_ReplicaInfo_Set::iterator end =
object_group->replica_infos.end ();
// Now iterate over the replica set.
TAO_LB_ReplicaInfo *replica_info = (*i);
for (TAO_LB_ReplicaInfo_Set::iterator i = begin;
i != end;
++i)
{
LoadBalancing::LoadList_var load =
(*i)->load_monitor->current_load (ACE_TRY_ENV);
ACE_CHECK_RETURN (CORBA::Object::_nil ());
// @@ Hardcode one load and don't bother checking the
// LoadId, for now. (just to get things going)
if (d[CORBA::Long (0)].value > load[CORBA::Long (0)].value)
{
replica_info = *i;
d = (*i)->load_monitor->current_load (ACE_TRY_ENV);
ACE_CHECK_RETURN (CORBA::Object::_nil ());
}
}
}
return 0;
}
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