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// This may look like C, but it's really -*- C++ -*-
// $Id$
// ============================================================================
//
// = LIBRARY
// TAO
//
// = DESCRIPTION
// Define the interface for the Reply_Dispatcher strategies.
//
// = AUTHOR
// Alexander Babu Arulanthu <alex@cs.wustl.edu>
//
// ============================================================================
#ifndef TAO_REPLY_DISPATCHER_H
#define TAO_REPLY_DISPATCHER_H
#include "ace/pre.h"
#include "tao/IOPC.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
// Forward Declarations.
class TAO_GIOP_Message_State;
class TAO_GIOP_Version;
class TAO_Transport;
class TAO_Export TAO_Reply_Dispatcher
{
// = TITLE
//
// = DESCRIPTION
// Different invocation modes process the Reply messages in
// different ways. Traditional synchronous replies simply receive
// the message and wake up the waiting thread (if any).
// Asynchronous Method Invocation (Callbacks) must process the
// message in the thread that receives it.
// Deferred Synchronous (DII) and AMI in the Poller mode save the
// reply for later processing in the application.
// The lower level components in the ORB only deal with this
// abstract interface, when the invocation is made the right type
// of Reply Dispatcher is instantiated and registered with the
// Transport object.
//
public:
TAO_Reply_Dispatcher (void);
// Constructor.
virtual ~TAO_Reply_Dispatcher (void);
// Destructor.
virtual int dispatch_reply (CORBA::ULong reply_status,
const TAO_GIOP_Version& version,
IOP::ServiceContextList& reply_ctx,
TAO_GIOP_Message_State* message_state) = 0;
// Dispatch the reply. Return 1 on sucess, -1 on error.
// @@ TODO Pluggable Messaging: this method has too many arguments,
// the "Right Thing"[tm] is for the Transport Object to create a
// "ClientReply" that encapsulates all we need to process a
// reply. Naturally it is possible that different messaging
// protocols implement different variants of such ClientReply
// class.
virtual TAO_GIOP_Message_State *message_state (void);
// Get the Message State into which the reply has been read.
virtual void dispatcher_bound (TAO_Transport*) = 0;
// The dispatcher has been bound.
// Some dispatchers need to retain state to cooperate with other
// components, such as the waiting strategy.
virtual void connection_closed (void) = 0;
// The used for the pending reply has been closed.
// No reply is expected.
// @@ TODO: If the connection was closed due to a CloseConnection
// message then we could re-issue the request instead of raising
// the exception, it would a matter of simply adding a boolean
// argument to this function.
};
#if defined (__ACE_INLINE__)
#include "tao/Reply_Dispatcher.i"
#endif /* __ACE_INLINE__ */
#include "ace/post.h"
#endif /* TAO_REPLY_DISPATCHER_H */
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