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// -*- C++ -*-
//=============================================================================
/**
* @file CSD_TP_Strategy.h
*
* @author Tim Bradley <bradley_t@ociweb.com>
*/
//=============================================================================
#ifndef TAO_CSD_TP_STRATEGY_H
#define TAO_CSD_TP_STRATEGY_H
#include /**/ "ace/pre.h"
#include "tao/CSD_ThreadPool/CSD_TP_Export.h"
#include "tao/CSD_ThreadPool/CSD_TP_Task.h"
#include "tao/CSD_ThreadPool/CSD_TP_Servant_State_Map.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#include "tao/CSD_Framework/CSD_Strategy_Base.h"
#include "tao/Intrusive_Ref_Count_Handle_T.h"
TAO_BEGIN_VERSIONED_NAMESPACE_DECL
namespace TAO
{
namespace CSD
{
class TP_Strategy;
typedef TAO_Intrusive_Ref_Count_Handle<TP_Strategy> TP_Strategy_Handle;
class TP_Custom_Request_Operation;
/**
* @class TP_Strategy
*
* @brief A simple custom Thread-Pool servant dispatching strategy class.
*
* This class represents a concrete implementation of a "Custom
* Servant Dispatching Strategy". This implementation is being called
* the "Thread Pool Strategy" reference implementation.
*
* A custom servant dispatching strategy object can be applied to a
* POA object in order to carry out the servant dispatching duties
* for that POA.
*
*/
class TAO_CSD_TP_Export TP_Strategy
: public Strategy_Base
{
public:
/// Constructor.
TP_Strategy(Thread_Counter num_threads = 1,
bool serialize_servants = true);
/// Virtual Destructor.
virtual ~TP_Strategy();
/// Set the number of threads in the pool (must be > 0).
void set_num_threads(Thread_Counter num_threads);
/// Turn on/off serialization of servants.
void set_servant_serialization(bool serialize_servants);
/// Return codes for the custom dispatch_request() methods.
enum CustomRequestOutcome
{
/// The request was successfully put on the request queue.
REQUEST_DISPATCHED,
/// The request has been executed/completed by a worker thread.
REQUEST_EXECUTED,
/// The request was removed from the queue and cancelled.
REQUEST_CANCELLED,
/// The request queue rejected the request
REQUEST_REJECTED
};
/// Inject a synchronous, custom request into the request queue.
/// This will block the calling thread until the request is handled
/// (dispatched or cancelled) or rejected.
/// Will return REQUEST_EXECUTED, REQUEST_CANCELLED, or REQUEST_REJECTED.
CustomRequestOutcome custom_synch_request
(TP_Custom_Request_Operation* op);
/// Inject an asynchronous, custom request into the request queue.
/// This will return control to the calling thread once the request
/// has been placed into the queue (or rejected).
/// Will return REQUEST_DISPATCHED or REQUEST_REJECTED.
CustomRequestOutcome custom_asynch_request
(TP_Custom_Request_Operation* op);
/// Cancel all requests that are targeted for the provided servant.
/// This is requested on the user application level.
void cancel_requests(PortableServer::Servant servant);
protected:
/// Handle the dispatching of a remote request.
///
/// This will cause a new "request" object to be created and pushed
/// on to a "request queue". The worker threads are responsible for
/// servicing the queue, and performing the actual dispatch logic.
virtual Strategy_Base::DispatchResult dispatch_remote_request_i
(TAO_ServerRequest& server_request,
const PortableServer::ObjectId& object_id,
PortableServer::POA_ptr poa,
const char* operation,
PortableServer::Servant servant);
/// Handle the dispatching of a collocated request.
///
/// This will cause a new "request" object to be created and pushed
/// on to a "request queue". The worker threads are responsible for
/// servicing the queue, and performing the actual dispatch logic.
virtual Strategy_Base::DispatchResult dispatch_collocated_request_i
(TAO_ServerRequest& server_request,
const PortableServer::ObjectId& object_id,
PortableServer::POA_ptr poa,
const char* operation,
PortableServer::Servant servant);
/// Event - The POA has been activated.
/// This will activate the worker thread(s).
/// Returns true if the worker threads were activated successfully.
/// Otherwise, returns false.
virtual bool poa_activated_event_i(TAO_ORB_Core& orb_core);
/// Event - The POA has been deactivated.
/// This will shutdown the worker thread(s).
virtual void poa_deactivated_event_i();
/// Event - A servant has been activated
virtual void servant_activated_event_i
(PortableServer::Servant servant,
const PortableServer::ObjectId& oid);
/// Event - A servant has been deactivated
virtual void servant_deactivated_event_i
(PortableServer::Servant servant,
const PortableServer::ObjectId& oid);
private:
/**
* Helper method that is responsible for looking up the servant
* state object in the servant state map *if* the "serialize
* servants" flag is set to true. In the case where the
* "serialize servants" flag is set to false, then a "nil"
* servant state handle object is returned.
*
* @param servant - input - a pointer to the servant object.
*
* @returns a handle to a servant state object.
*
* @throw PortableServer::POA::ServantNotActive if the servant
* state cannot be determined.
*/
TP_Servant_State::HandleType get_servant_state
(PortableServer::Servant servant);
/// This is the active object used by the worker threads.
/// The request queue is owned/managed by the task object.
/// The strategy object puts requests into the task's request
/// queue, and the worker threads service the queued requests
/// by performing the actual servant request dispatching logic.
TP_Task task_;
/// The number of worker threads to use for the task.
Thread_Counter num_threads_;
/// The "serialize servants" flag.
bool serialize_servants_;
/// The map of servant state objects - only used when the
/// "serialize servants" flag is set to true.
TP_Servant_State_Map servant_state_map_;
};
}
}
TAO_END_VERSIONED_NAMESPACE_DECL
#if defined (__ACE_INLINE__)
# include "tao/CSD_ThreadPool/CSD_TP_Strategy.inl"
#endif /* __ACE_INLINE__ */
#include /**/ "ace/post.h"
#endif /* TAO_CSD_TP_STRATEGY_H */
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