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// -*- C++ -*-
//=============================================================================
/**
* @file Message_Queue.h
*
* $Id$
*
* @author Douglas C. Schmidt <schmidt@cs.wustl.edu>
*/
//=============================================================================
#ifndef ACE_MESSAGE_QUEUE_H
#define ACE_MESSAGE_QUEUE_H
#include /**/ "ace/pre.h"
#include "ace/Message_Block.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#include "ace/IO_Cntl_Msg.h"
// Forward decls.
class ACE_Notification_Strategy;
template <ACE_SYNCH_DECL> class ACE_Message_Queue_Iterator;
template <ACE_SYNCH_DECL> class ACE_Message_Queue_Reverse_Iterator;
/**
* @class ACE_Message_Queue_Base
*
* @brief Base class for <ACE_Message_Queue>, which is the central
* queueing facility for messages in the ACE framework.
*
* For all the <ACE_Time_Value> pointer parameters the caller will
* block until action is possible if <timeout> == 0. Otherwise, it
* will wait until the absolute time specified in *<timeout>
* elapses.
*
* A queue is always in one of three states:
* . ACTIVATED
* . DEACTIVATED
* . PULSED
*/
class ACE_Export ACE_Message_Queue_Base
{
public:
enum
{
// Default high and low watermarks.
/// Default high watermark (16 K).
DEFAULT_HWM = 16 * 1024,
/// Default low watermark (same as high water mark).
DEFAULT_LWM = 16 * 1024,
// Queue states. Before PULSED state was added, the activate()
// and deactivate() methods returned WAS_INACTIVE or WAS_ACTIVE
// to indicate the previous condition. Now those methods
// return the state the queue was previously in. WAS_ACTIVE
// and WAS_INACTIVE are defined to match previous semantics for
// applications that don't use the PULSED state.
/// @deprecated Use ACTIVATED instead.
WAS_ACTIVE = 1,
/// Message queue is active and processing normally
ACTIVATED = 1,
/// @deprecated Use DEACTIVATED instead.
WAS_INACTIVE = 2,
/// Queue is deactivated; no enqueue or dequeue operations allowed.
DEACTIVATED = 2,
/// Message queue was pulsed; enqueue and dequeue may proceed normally.
PULSED = 3
};
ACE_Message_Queue_Base (void);
/// Close down the message queue and release all resources.
virtual int close (void) = 0;
/// Close down the message queue and release all resources.
virtual ~ACE_Message_Queue_Base (void);
// = Enqueue and dequeue methods.
/**
* Retrieve the first <ACE_Message_Block> without removing it. Note
* that <timeout> uses <{absolute}> time rather than <{relative}>
* time. If the <timeout> elapses without receiving a message -1 is
* returned and <errno> is set to <EWOULDBLOCK>. If the queue is
* deactivated -1 is returned and <errno> is set to <ESHUTDOWN>.
* Otherwise, returns -1 on failure, else the number of items still
* on the queue.
*/
virtual int peek_dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0) = 0;
/**
* Enqueue a <ACE_Message_Block *> into the tail of the queue.
* Returns number of items in queue if the call succeeds or -1
* otherwise. These calls return -1 when queue is closed,
* deactivated (in which case <errno> == <ESHUTDOWN>), when a signal
* occurs (in which case <errno> == <EINTR>, or if the time
* specified in timeout elapses (in which case <errno> ==
* <EWOULDBLOCK>).
*/
virtual int enqueue_tail (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0) = 0;
virtual int enqueue (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0) = 0;
/**
* Dequeue and return the <ACE_Message_Block *> at the head of the
* queue. Returns number of items in queue if the call succeeds or
* -1 otherwise. These calls return -1 when queue is closed,
* deactivated (in which case <errno> == <ESHUTDOWN>), when a signal
* occurs (in which case <errno> == <EINTR>, or if the time
* specified in timeout elapses (in which case <errno> ==
* <EWOULDBLOCK>).
*/
virtual int dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0) = 0;
virtual int dequeue (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0) = 0;
// = Check if queue is full/empty.
/// True if queue is full, else false.
virtual int is_full (void) = 0;
/// True if queue is empty, else false.
virtual int is_empty (void) = 0;
// = Queue statistic methods.
/// Number of total bytes on the queue, i.e., sum of the message
/// block sizes.
virtual size_t message_bytes (void) = 0;
/// Number of total length on the queue, i.e., sum of the message
/// block lengths.
virtual size_t message_length (void) = 0;
/// Number of total messages on the queue.
virtual size_t message_count (void) = 0;
/// New value of the number of total bytes on the queue, i.e.,
/// sum of the message block sizes.
virtual void message_bytes (size_t new_size) = 0;
/// New value of the number of total length on the queue, i.e.,
/// sum of the message block lengths.
virtual void message_length (size_t new_length) = 0;
// = Activation control methods.
/**
* Deactivate the queue and wake up all threads waiting on the queue
* so they can continue. No messages are removed from the queue,
* however. Any other operations called until the queue is
* activated again will immediately return -1 with @c errno
* ESHUTDOWN.
*
* @retval The queue's state before this call.
*/
virtual int deactivate (void) = 0;
/**
* Reactivate the queue so that threads can enqueue and dequeue
* messages again.
*
* @retval The queue's state before this call.
*/
virtual int activate (void) = 0;
/**
* Pulse the queue to wake up any waiting threads. Changes the
* queue state to PULSED; future enqueue/dequeue operations proceed
* as in ACTIVATED state.
*
* @retval The queue's state before this call.
*/
virtual int pulse (void) = 0;
/// Returns the current state of the queue.
virtual int state (void);
/// Returns 1 if the state of the queue is DEACTIVATED,
/// and 0 if the queue's state is ACTIVATED or PULSED.
virtual int deactivated (void) = 0;
/// Get the notification strategy for the <Message_Queue>
virtual ACE_Notification_Strategy *notification_strategy (void) = 0;
/// Set the notification strategy for the <Message_Queue>
virtual void notification_strategy (ACE_Notification_Strategy *s) = 0;
// = Notification hook.
/// Dump the state of an object.
virtual void dump (void) const = 0;
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
protected:
/// Indicates the state of the queue, which can be
/// <ACTIVATED>, <DEACTIVATED>, or <PULSED>.
int state_;
private:
// = Disallow these operations.
ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Message_Queue_Base &))
ACE_UNIMPLEMENTED_FUNC (ACE_Message_Queue_Base (const ACE_Message_Queue_Base &))
};
// Include the templates here.
#include "ace/Message_Queue_T.h"
#if defined (VXWORKS)
# include /**/ <msgQLib.h>
# include "ace/Null_Mutex.h"
# include "ace/Null_Condition.h"
/**
* @class ACE_Message_Queue_Vx
*
* @brief Wrapper for VxWorks message queues.
*
* Specialization of ACE_Message_Queue to simply wrap VxWorks
* MsgQ. It does not use any synchronization, because it relies
* on the native MsgQ implementation to take care of that. The
* only system calls that it uses are VxWorks msgQLib calls, so
* it is suitable for use in interrupt service routines.
* NOTE: *Many* ACE_Message_Queue features are not supported with
* this specialization, including:
* * The two size arguments to the constructor and <open> are
* interpreted differently. The first is interpreted as the
* maximum number of bytes in a message. The second is
* interpreted as the maximum number of messages that can be
* queued.
* * <dequeue_head> *requires* that the ACE_Message_Block
* pointer argument point to an ACE_Message_Block that was
* allocated by the caller. It must be big enough to support
* the received message, without using continuation. The
* pointer argument is not modified.
* * Message priority. MSG_Q_FIFO is hard-coded.
* * enqueue method timeouts.
* * <peek_dequeue_head>.
* * <ACE_Message_Queue_Iterators>.
* * The ability to change low and high water marks after creation.
* * <Message_Block> chains. The continuation field of <ACE_Message_Block>
* * is ignored; only the first block of a fragment chain is
* * recognized.
*/
class ACE_Message_Queue_Vx : public ACE_Message_Queue<ACE_NULL_SYNCH>
{
public:
// = Initialization and termination methods.
ACE_Message_Queue_Vx (size_t max_messages,
size_t max_message_length,
ACE_Notification_Strategy * = 0);
// Create a message queue with all the defaults.
/// Create a message queue with all the defaults.
virtual int open (size_t max_messages,
size_t max_message_length,
ACE_Notification_Strategy * = 0);
/// Close down the message queue and release all resources.
virtual int close (void);
/// Close down the message queue and release all resources.
virtual ~ACE_Message_Queue_Vx (void);
// = Queue statistic methods.
/**
* Number of total bytes on the queue, i.e., sum of the message
* block sizes.
*/
virtual size_t message_bytes (void);
/**
* Number of total length on the queue, i.e., sum of the message
* block lengths.
*/
virtual size_t message_length (void);
/**
* Number of total messages on the queue.
*/
virtual size_t message_count (void);
// = Manual changes to these stats (used when queued message blocks
// change size or lengths).
/**
* New value of the number of total bytes on the queue, i.e., sum of
* the message block sizes.
*/
virtual void message_bytes (size_t new_size);
/**
* New value of the number of total length on the queue, i.e., sum
* of the message block lengths.
*/
virtual void message_length (size_t new_length);
// = Flow control routines
/// Get high watermark.
virtual size_t high_water_mark (void);
/// Set high watermark.
virtual void high_water_mark (size_t hwm);
/// Get low watermark.
virtual size_t low_water_mark (void);
/// Set low watermark.
virtual void low_water_mark (size_t lwm);
// = Activation control methods.
/// Dump the state of an object.
void dump (void) const;
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
protected:
/// Enqueue an <ACE_Message_Block *> in accordance with its priority.
virtual int enqueue_i (ACE_Message_Block *new_item);
/// Enqueue an <ACE_Message_Block *> in accordance with its deadline time.
virtual int enqueue_deadline_i (ACE_Message_Block *new_item);
/// Enqueue an <ACE_Message_Block *> at the end of the queue.
virtual int enqueue_tail_i (ACE_Message_Block *new_item);
/// Enqueue an <ACE_Message_Block *> at the head of the queue.
virtual int enqueue_head_i (ACE_Message_Block *new_item);
/// Dequeue and return the <ACE_Message_Block *> at the head of the
/// queue.
virtual int dequeue_head_i (ACE_Message_Block *&first_item);
/// Dequeue and return the <ACE_Message_Block *> with the lowest
/// priority.
virtual int dequeue_prio_i (ACE_Message_Block *&dequeued);
/// Dequeue and return the <ACE_Message_Block *> at the tail of the
/// queue.
virtual int dequeue_tail_i (ACE_Message_Block *&dequeued);
/// Dequeue and return the <ACE_Message_Block *> that has the lowest
/// deadline time.
virtual int dequeue_deadline_i (ACE_Message_Block *&dequeued);
// = Check the boundary conditions (assumes locks are held).
/// True if queue is full, else false.
virtual int is_full_i (void);
/// True if queue is empty, else false.
virtual int is_empty_i (void);
// = Implementation of public <activate>/<deactivate> methods above.
// These methods assume locks are held.
// = Helper methods to factor out common #ifdef code.
/// Wait for the queue to become non-full.
virtual int wait_not_full_cond (ACE_Guard<ACE_Null_Mutex> &mon,
ACE_Time_Value *tv);
/// Wait for the queue to become non-empty.
virtual int wait_not_empty_cond (ACE_Guard<ACE_Null_Mutex> &mon,
ACE_Time_Value *tv);
/// Inform any threads waiting to enqueue that they can procede.
virtual int signal_enqueue_waiters (void);
/// Inform any threads waiting to dequeue that they can procede.
virtual int signal_dequeue_waiters (void);
/// Access the underlying msgQ.
MSG_Q_ID msgq (void);
private:
/// Maximum number of messages that can be queued.
int max_messages_;
/// Maximum message size, in bytes.
int max_message_length_;
/// Native message queue options.
int options_;
// = Disallow these operations.
ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Message_Queue_Vx &))
ACE_UNIMPLEMENTED_FUNC (ACE_Message_Queue_Vx (const ACE_Message_Queue_Vx &))
ACE_UNIMPLEMENTED_FUNC (virtual int peek_dequeue_head
(ACE_Message_Block *&first_item,
ACE_Time_Value *tv = 0))
};
#endif /* VXWORKS */
#if defined (ACE_WIN32) && (ACE_HAS_WINNT4 != 0)
/**
* @class ACE_Message_Queue_NT
*
* @brief Message Queue implementation using IO completion port on NT.
*
* Implementation of a strip-downed ACE_Message_Queue using NT's
* IO completion port mechanism.
* NOTE: *Many* ACE_Message_Queue features are not supported with
* this implementation, including:
* * <open> method have different signatures.
* * <dequeue_head> *requires* that the <ACE_Message_Block>
* pointer argument point to an <ACE_Message_Block> that was
* allocated by the caller.
* * <peek_dequeue_head>.
* * <ACE_Message_Queue_Iterators>.
* * No flow control.
*/
class ACE_Export ACE_Message_Queue_NT : public ACE_Message_Queue_Base
{
public:
// = Initialization and termination methods.
ACE_Message_Queue_NT (DWORD max_threads = ACE_Message_Queue_Base::DEFAULT_HWM);
/**
* Initialize the Message Queue by creating a new NT I/O completion
* port. The first arguemnt specifies the number of threads
* released by the MQ that are allowed to run concurrently. Return
* 0 when succeeds, -1 otherwise.
*/
virtual int open (DWORD max_threads = ACE_Message_Queue_Base::DEFAULT_HWM);
/// Close down the underlying I/O completion port. You need to
/// re-open the MQ after this function is executed.
virtual int close (void);
/// Close down the message queue and release all resources.
virtual ~ACE_Message_Queue_NT (void);
// = Enqueue and dequeue methods.
/**
* Enqueue an <ACE_Message_Block *> at the end of the queue.
* Returns -1 on failure, else the number of items still on the
* queue.
*/
virtual int enqueue_tail (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
virtual int enqueue (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_Message_Block *> at the head of the
* queue. Returns -1 on failure, else the number of items still on
* the queue.
*/
virtual int dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
virtual int dequeue (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
// = Check if queue is full/empty.
/**
* Always return false.
*/
virtual int is_full (void);
/**
* True if queue is empty, else false. Notice the return value is
* only transient.
*/
virtual int is_empty (void);
// = Queue statistic methods (transient.)
/**
* Number of total bytes on the queue, i.e., sum of the message
* block sizes.
*/
virtual size_t message_bytes (void);
/**
* Number of total length on the queue, i.e., sum of the message
* block lengths.
*/
virtual size_t message_length (void);
/**
* Number of total messages on the queue.
*/
virtual size_t message_count (void);
// = Manual changes to these stats (used when queued message blocks
// change size or lengths).
/**
* New value of the number of total bytes on the queue, i.e., sum of
* the message block sizes.
*/
virtual void message_bytes (size_t new_size);
/**
* New value of the number of total length on the queue, i.e., sum
* of the message block lengths.
*/
virtual void message_length (size_t new_length);
/// Get the max concurrent thread number.
virtual DWORD max_threads (void);
// = Activation control methods.
/**
* Deactivate the queue and wake up all threads waiting on the queue
* so they can continue. No messages are removed from the queue,
* however. Any other operations called until the queue is
* activated again will immediately return -1 with @c errno
* ESHUTDOWN.
*
* @retval The queue's state before this call.
*/
virtual int deactivate (void);
/**
* Reactivate the queue so that threads can enqueue and dequeue
* messages again. Returns the state of the queue before the call.
*/
virtual int activate (void);
/**
* Pulse the queue to wake up any waiting threads. Changes the
* queue state to PULSED; future enqueue/dequeue operations proceed
* as in ACTIVATED state.
*
* @retval The queue's state before this call.
*/
virtual int pulse (void);
/// Returns true if the state of the queue is <DEACTIVATED>,
/// but false if the queue's is <ACTIVATED> or <PULSED>.
virtual int deactivated (void);
// = Not currently implemented...
int peek_dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
ACE_Notification_Strategy *notification_strategy (void);
void notification_strategy (ACE_Notification_Strategy *s);
// = Notification hook.
/// Dump the state of an object.
virtual void dump (void) const;
/// Get the handle to the underlying completion port.
virtual ACE_HANDLE completion_port (void);
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
private:
// = Internal states.
/// Maximum threads that can be released (and run) concurrently.
DWORD max_cthrs_;
/// Current number of threads waiting to dequeue messages.
DWORD cur_thrs_;
/// Current number of bytes in queue.
size_t cur_bytes_;
/// Current length of messages in queue.
size_t cur_length_;
/// Current number of messages in the queue.
size_t cur_count_;
/**
* Synchronizer. This should really be an ACE_Recursive_Thread_Mutex
* but since this class is only supported on NT, it's okay to use
* ACE_Thread_Mutex here.
*/
ACE_Thread_Mutex lock_;
/// Underlying NT IoCompletionPort.
ACE_HANDLE completion_port_;
// = Disallow these operations.
ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Message_Queue_NT &))
ACE_UNIMPLEMENTED_FUNC (ACE_Message_Queue_NT (const ACE_Message_Queue_NT &))
};
#endif /* ACE_WIN32 && ACE_HAS_WINNT4 != 0 */
#if defined (__ACE_INLINE__)
#include "ace/Message_Queue.inl"
#endif /* __ACE_INLINE__ */
#include /**/ "ace/post.h"
#endif /* ACE_MESSAGE_QUEUE_H */
|