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|
// $Id$
#ifndef ACE_MESSAGE_QUEUE_T_C
#define ACE_MESSAGE_QUEUE_T_C
#define ACE_BUILD_DLL
// #include Message_Queue.h instead of Message_Queue_T.h to avoid
// circular include problems.
#include "ace/Message_Queue.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#if !defined (__ACE_INLINE__)
#include "ace/Message_Queue_T.i"
#endif /* __ACE_INLINE__ */
#include "ace/Strategies.h" // Need ACE_Notification_Strategy
ACE_RCSID(ace, Message_Queue_T, "$Id$")
ACE_ALLOC_HOOK_DEFINE(ACE_Message_Queue)
ACE_ALLOC_HOOK_DEFINE(ACE_Dynamic_Message_Queue)
template <ACE_SYNCH_DECL>
ACE_Message_Queue_Iterator<ACE_SYNCH_USE>::ACE_Message_Queue_Iterator (ACE_Message_Queue <ACE_SYNCH_USE> &q)
: queue_ (q),
curr_ (q.head_)
{
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue_Iterator<ACE_SYNCH_USE>::next (ACE_Message_Block *&entry)
{
ACE_READ_GUARD_RETURN (ACE_SYNCH_MUTEX_T, m, this->queue_.lock_, -1)
if (this->curr_ != 0)
{
entry = this->curr_;
return 1;
}
else
return 0;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue_Iterator<ACE_SYNCH_USE>::done (void) const
{
ACE_READ_GUARD_RETURN (ACE_SYNCH_MUTEX_T, m, this->queue_.lock_, -1)
return this->curr_ == 0;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue_Iterator<ACE_SYNCH_USE>::advance (void)
{
ACE_READ_GUARD_RETURN (ACE_SYNCH_MUTEX_T, m, this->queue_.lock_, -1)
if (this->curr_)
this->curr_ = this->curr_->next ();
return this->curr_ != 0;
}
template <ACE_SYNCH_DECL> void
ACE_Message_Queue_Iterator<ACE_SYNCH_USE>::dump (void) const
{
}
ACE_ALLOC_HOOK_DEFINE(ACE_Message_Queue_Iterator)
template <ACE_SYNCH_DECL>
ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>::ACE_Message_Queue_Reverse_Iterator (ACE_Message_Queue <ACE_SYNCH_USE> &q)
: queue_ (q),
curr_ (queue_.tail_)
{
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>::next (ACE_Message_Block *&entry)
{
ACE_READ_GUARD_RETURN (ACE_SYNCH_MUTEX_T, m, this->queue_.lock_, -1)
if (this->curr_ != 0)
{
entry = this->curr_;
return 1;
}
else
return 0;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>::done (void) const
{
ACE_READ_GUARD_RETURN (ACE_SYNCH_MUTEX_T, m, this->queue_.lock_, -1)
return this->curr_ == 0;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>::advance (void)
{
ACE_READ_GUARD_RETURN (ACE_SYNCH_MUTEX_T, m, this->queue_.lock_, -1)
if (this->curr_)
this->curr_ = this->curr_->prev ();
return this->curr_ != 0;
}
template <ACE_SYNCH_DECL> void
ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>::dump (void) const
{
}
template <ACE_SYNCH_DECL> void
ACE_Message_Queue<ACE_SYNCH_USE>::dump (void) const
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::dump");
ACE_DEBUG ((LM_DEBUG, ACE_BEGIN_DUMP, this));
ACE_DEBUG ((LM_DEBUG,
ASYS_TEXT ("deactivated = %d\n")
ASYS_TEXT ("low_water_mark = %d\n")
ASYS_TEXT ("high_water_mark = %d\n")
ASYS_TEXT ("cur_bytes = %d\n")
ASYS_TEXT ("cur_count = %d\n")
ASYS_TEXT ("head_ = %u\n")
ASYS_TEXT ("tail_ = %u\n"),
this->deactivated_,
this->low_water_mark_,
this->high_water_mark_,
this->cur_bytes_,
this->cur_count_,
this->head_,
this->tail_));
ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("not_full_cond: \n")));
not_full_cond_.dump ();
ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("not_empty_cond: \n")));
not_empty_cond_.dump ();
ACE_DEBUG ((LM_DEBUG, ACE_END_DUMP));
}
template <ACE_SYNCH_DECL>
ACE_Message_Queue<ACE_SYNCH_USE>::ACE_Message_Queue (size_t hwm,
size_t lwm,
ACE_Notification_Strategy *ns)
#if defined (ACE_HAS_OPTIMIZED_MESSAGE_QUEUE)
: not_empty_cond_ (0),
not_full_cond_ (0),
enqueue_waiters_ (0),
dequeue_waiters_ (0)
#else
: not_empty_cond_ (this->lock_),
not_full_cond_ (this->lock_)
#endif /* ACE_HAS_OPTIMIZED_MESSAGE_QUEUE */
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::ACE_Message_Queue");
if (this->open (hwm, lwm, ns) == -1)
ACE_ERROR ((LM_ERROR, ASYS_TEXT ("open")));
}
template <ACE_SYNCH_DECL>
ACE_Message_Queue<ACE_SYNCH_USE>::~ACE_Message_Queue (void)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::~ACE_Message_Queue");
if (this->head_ != 0 && this->close () == -1)
ACE_ERROR ((LM_ERROR, ASYS_TEXT ("close")));
}
// Don't bother locking since if someone calls this function more than
// once for the same queue, we're in bigger trouble than just
// concurrency control!
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::open (size_t hwm,
size_t lwm,
ACE_Notification_Strategy *ns)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::open");
this->high_water_mark_ = hwm;
this->low_water_mark_ = lwm;
this->deactivated_ = 0;
this->cur_bytes_ = 0;
this->cur_count_ = 0;
this->tail_ = 0;
this->head_ = 0;
this->notification_strategy_ = ns;
return 0;
}
// Implementation of the public deactivate() method
// (assumes locks are held).
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::deactivate_i (void)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::deactivate_i");
int current_status =
this->deactivated_ ? WAS_INACTIVE : WAS_ACTIVE;
// Wakeup all waiters.
#if !defined (ACE_HAS_OPTIMIZED_MESSAGE_QUEUE)
this->not_empty_cond_.broadcast ();
this->not_full_cond_.broadcast ();
#endif /* ACE_HAS_OPTIMIZED_MESSAGE_QUEUE */
this->deactivated_ = 1;
return current_status;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::activate_i (void)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::activate_i");
int current_status =
this->deactivated_ ? WAS_INACTIVE : WAS_ACTIVE;
this->deactivated_ = 0;
return current_status;
}
// Clean up the queue if we have not already done so!
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::close (void)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::close");
ACE_GUARD_RETURN (ACE_SYNCH_MUTEX_T, ace_mon, this->lock_, -1);
int res = this->deactivate_i ();
// Free up the remaining message on the list
for (this->tail_ = 0; this->head_ != 0; )
{
this->cur_count_--;
this->cur_bytes_ -= this->head_->total_size ();
ACE_Message_Block *temp = this->head_;
this->head_ = this->head_->next ();
// Make sure to use <release> rather than <delete> since this is
// reference counted.
temp->release ();
}
return res;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::signal_enqueue_waiters (void)
{
#if !defined (ACE_HAS_OPTIMIZED_MESSAGE_QUEUE)
if (this->not_full_cond_.signal () != 0)
return -1;
#else
if (this->enqueue_waiters_ > 0)
{
--this->enqueue_waiters_;
return this->not_full_cond_.release ();
}
#endif /* ACE_HAS_OPTIMIZED_MESSAGE_QUEUE */
return 0;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::signal_dequeue_waiters (void)
{
#if !defined (ACE_HAS_OPTIMIZED_MESSAGE_QUEUE)
// Tell any blocked threads that the queue has a new item!
if (this->not_empty_cond_.signal () != 0)
return -1;
#else
if (this->dequeue_waiters_ > 0)
{
--this->dequeue_waiters_;
return this->not_empty_cond_.release ();
}
#endif /* ACE_HAS_OPTIMIZED_MESSAGE_QUEUE */
return 0;
}
// Actually put the node at the end (no locking so must be called with
// locks held).
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_tail_i (ACE_Message_Block *new_item)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_tail_i");
if (new_item == 0)
return -1;
// List was empty, so build a new one.
if (this->tail_ == 0)
{
this->head_ = new_item;
this->tail_ = new_item;
new_item->next (0);
new_item->prev (0);
}
// Link at the end.
else
{
new_item->next (0);
this->tail_->next (new_item);
new_item->prev (this->tail_);
this->tail_ = new_item;
}
// Make sure to count all the bytes in a composite message!!!
this->cur_bytes_ += new_item->total_size ();
this->cur_count_++;
if (this->signal_dequeue_waiters () == -1)
return -1;
else
return this->cur_count_;
}
// Actually put the node at the head (no locking)
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_head_i (ACE_Message_Block *new_item)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_head_i");
if (new_item == 0)
return -1;
new_item->prev (0);
new_item->next (this->head_);
if (this->head_ != 0)
this->head_->prev (new_item);
else
this->tail_ = new_item;
this->head_ = new_item;
// Make sure to count all the bytes in a composite message!!!
this->cur_bytes_ += new_item->total_size ();
this->cur_count_++;
if (this->signal_dequeue_waiters () == -1)
return -1;
else
return this->cur_count_;
}
// Actually put the node at its proper position relative to its
// priority.
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_i (ACE_Message_Block *new_item)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_i");
if (new_item == 0)
return -1;
if (this->head_ == 0)
// Check for simple case of an empty queue, where all we need to
// do is insert <new_item> into the head.
return this->enqueue_head_i (new_item);
else
{
ACE_Message_Block *temp;
// Figure out where the new item goes relative to its priority.
// We start looking from the highest priority to the lowest
// priority.
for (temp = this->tail_;
temp != 0;
temp = temp->prev ())
if (temp->msg_priority () >= new_item->msg_priority ())
// Break out when we've located an item that has
// greater or equal priority.
break;
if (temp == 0)
// Check for simple case of inserting at the head of the queue,
// where all we need to do is insert <new_item> before the
// current head.
return this->enqueue_head_i (new_item);
else if (temp->next () == 0)
// Check for simple case of inserting at the tail of the
// queue, where all we need to do is insert <new_item> after
// the current tail.
return this->enqueue_tail_i (new_item);
else
{
// Insert the new message behind the message of
// greater or equal priority. This ensures that FIFO order is
// maintained when messages of the same priority are
// inserted consecutively.
new_item->prev (temp);
new_item->next (temp->next ());
temp->next ()->prev (new_item);
temp->next (new_item);
}
}
// Make sure to count all the bytes in a composite message!!!
this->cur_bytes_ += new_item->total_size ();
this->cur_count_++;
if (this->signal_dequeue_waiters () == -1)
return -1;
else
return this->cur_count_;
}
// Actually get the first ACE_Message_Block (no locking, so must be
// called with locks held). This method assumes that the queue has at
// least one item in it when it is called.
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::dequeue_head_i (ACE_Message_Block *&first_item)
{
if (this->head_ ==0)
ACE_ERROR_RETURN ((LM_ERROR,
ASYS_TEXT ("Attempting to dequeue from empty queue")),
-1);
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::dequeue_head_i");
first_item = this->head_;
this->head_ = this->head_->next ();
if (this->head_ == 0)
this->tail_ = 0;
else
// The prev pointer of the first message block has to point to
// NULL...
this->head_->prev (0);
// Subtract off all of the bytes associated with this message.
this->cur_bytes_ -= first_item->total_size ();
this->cur_count_--;
// Only signal enqueueing threads if we've fallen below the low
// water mark.
if (this->cur_bytes_ <= this->low_water_mark_
&& this->signal_enqueue_waiters () == -1)
return -1;
else
return this->cur_count_;
}
// Take a look at the first item without removing it.
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::peek_dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::peek_dequeue_head");
ACE_GUARD_RETURN (ACE_SYNCH_MUTEX_T, ace_mon, this->lock_, -1);
if (this->deactivated_)
{
errno = ESHUTDOWN;
return -1;
}
// Wait for at least one item to become available.
if (this->wait_not_empty_cond (ace_mon, timeout) == -1)
return -1;
first_item = this->head_;
return this->cur_count_;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::wait_not_full_cond (ACE_Guard<ACE_SYNCH_MUTEX_T> &mon,
ACE_Time_Value *timeout)
{
int result = 0;
#if defined (ACE_HAS_OPTIMIZED_MESSAGE_QUEUE)
while (this->is_full_i () && result != -1)
{
++this->enqueue_waiters_;
// @@ Need to add sanity checks for failure...
mon.release ();
if (timeout == 0)
result = this->not_full_cond_.acquire ();
else
result = this->not_full_cond_.acquire (*timeout);
// Save/restore errno.
ACE_Errno_Guard error (errno);
mon.acquire ();
}
#else
ACE_UNUSED_ARG (mon);
// Wait while the queue is full.
while (this->is_full_i ())
{
if (this->not_full_cond_.wait (timeout) == -1)
{
if (errno == ETIME)
errno = EWOULDBLOCK;
result = -1;
break;
}
if (this->deactivated_)
{
errno = ESHUTDOWN;
result = -1;
break;
}
}
#endif /* ACE_HAS_OPTIMIZED_MESSAGE_QUEUE */
return result;
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::wait_not_empty_cond (ACE_Guard<ACE_SYNCH_MUTEX_T> &mon,
ACE_Time_Value *timeout)
{
int result = 0;
#if defined (ACE_HAS_OPTIMIZED_MESSAGE_QUEUE)
while (this->is_empty_i () && result != -1)
{
++this->dequeue_waiters_;
// @@ Need to add sanity checks for failure...
mon.release ();
if (timeout == 0)
result = this->not_empty_cond_.acquire ();
else
{
result = this->not_empty_cond_.acquire (*timeout);
if (result == -1 && errno == ETIME)
errno = EWOULDBLOCK;
}
// Save/restore errno.
ACE_Errno_Guard error (errno);
mon.acquire ();
}
#else
ACE_UNUSED_ARG (mon);
// Wait while the queue is empty.
while (this->is_empty_i ())
{
if (this->not_empty_cond_.wait (timeout) == -1)
{
if (errno == ETIME)
errno = EWOULDBLOCK;
result = -1;
break;
}
if (this->deactivated_)
{
errno = ESHUTDOWN;
result = -1;
break;
}
}
#endif /* ACE_HAS_OPTIMIZED_MESSAGE_QUEUE */
return result;
}
// Block indefinitely waiting for an item to arrive, does not ignore
// alerts (e.g., signals).
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_head (ACE_Message_Block *new_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_head");
ACE_GUARD_RETURN (ACE_SYNCH_MUTEX_T, ace_mon, this->lock_, -1);
if (this->deactivated_)
{
errno = ESHUTDOWN;
return -1;
}
if (this->wait_not_full_cond (ace_mon, timeout) == -1)
return -1;
int queue_count = this->enqueue_head_i (new_item);
if (queue_count == -1)
return -1;
else
{
this->notify ();
return queue_count;
}
}
// Enqueue an <ACE_Message_Block *> into the <Message_Queue> in
// accordance with its <msg_priority> (0 is lowest priority). Returns
// -1 on failure, else the number of items still on the queue.
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_prio (ACE_Message_Block *new_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_prio");
ACE_GUARD_RETURN (ACE_SYNCH_MUTEX_T, ace_mon, this->lock_, -1);
if (this->deactivated_)
{
errno = ESHUTDOWN;
return -1;
}
if (this->wait_not_full_cond (ace_mon, timeout) == -1)
return -1;
int queue_count = this->enqueue_i (new_item);
if (queue_count == -1)
return -1;
else
{
this->notify ();
return queue_count;
}
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::enqueue (ACE_Message_Block *new_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::enqueue");
return this->enqueue_prio (new_item, timeout);
}
// Block indefinitely waiting for an item to arrive,
// does not ignore alerts (e.g., signals).
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_tail (ACE_Message_Block *new_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::enqueue_tail");
ACE_GUARD_RETURN (ACE_SYNCH_MUTEX_T, ace_mon, this->lock_, -1);
if (this->deactivated_)
{
errno = ESHUTDOWN;
return -1;
}
if (this->wait_not_full_cond (ace_mon, timeout) == -1)
return -1;
int queue_count = this->enqueue_tail_i (new_item);
if (queue_count == -1)
return -1;
else
{
this->notify ();
return queue_count;
}
}
// Remove an item from the front of the queue. If timeout == 0 block
// indefinitely (or until an alert occurs). Otherwise, block for upto
// the amount of time specified by timeout.
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::dequeue_head");
ACE_GUARD_RETURN (ACE_SYNCH_MUTEX_T, ace_mon, this->lock_, -1);
if (this->deactivated_)
{
errno = ESHUTDOWN;
return -1;
}
if (this->wait_not_empty_cond (ace_mon, timeout) == -1)
return -1;
return this->dequeue_head_i (first_item);
}
template <ACE_SYNCH_DECL> int
ACE_Message_Queue<ACE_SYNCH_USE>::notify (void)
{
ACE_TRACE ("ACE_Message_Queue<ACE_SYNCH_USE>::notify");
// By default, don't do anything.
if (this->notification_strategy_ == 0)
return 0;
else
return this->notification_strategy_->notify ();
}
// = Initialization and termination methods.
template <ACE_SYNCH_DECL>
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::ACE_Dynamic_Message_Queue (ACE_Dynamic_Message_Strategy & message_strategy,
size_t hwm,
size_t lwm,
ACE_Notification_Strategy *ns)
: ACE_Message_Queue<ACE_SYNCH_USE> (hwm, lwm, ns),
pending_head_ (0),
pending_tail_ (0),
late_head_ (0),
late_tail_ (0),
beyond_late_head_ (0),
beyond_late_tail_ (0),
message_strategy_ (message_strategy)
{
// Note, the ACE_Dynamic_Message_Queue assumes full responsibility
// for the passed ACE_Dynamic_Message_Strategy object, and deletes
// it in its own dtor
}
// dtor: free message strategy and let base class dtor do the rest.
template <ACE_SYNCH_DECL>
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::~ACE_Dynamic_Message_Queue (void)
{
delete &this->message_strategy_;
}
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::remove_messages (ACE_Message_Block *&list_head,
ACE_Message_Block *&list_tail,
u_int status_flags)
{
// start with an empty list
list_head = 0;
list_tail = 0;
// Get the current time
ACE_Time_Value current_time = ACE_OS::gettimeofday ();
// Refresh priority status boundaries in the queue.
int result = this->refresh_queue (current_time);
if (result < 0)
return result;
if (ACE_BIT_ENABLED (status_flags,
(u_int) ACE_Dynamic_Message_Strategy::PENDING)
&& this->pending_head_
&& this->pending_tail_)
{
// patch up pointers for the new tail of the queue
if (this->pending_head_->prev ())
{
this->tail_ = this->pending_head_->prev ();
this->pending_head_->prev ()->next (0);
}
else
{
// the list has become empty
this->head_ = 0;
this->tail_ = 0;
}
// point to the head and tail of the list
list_head = this->pending_head_;
list_tail = this->pending_tail_;
// cut the pending messages out of the queue entirely
this->pending_head_->prev (0);
this->pending_head_ = 0;
this->pending_tail_ = 0;
}
if (ACE_BIT_ENABLED (status_flags,
(u_int) ACE_Dynamic_Message_Strategy::LATE)
&& this->late_head_
&& this->late_tail_)
{
// Patch up pointers for the (possibly) new head and tail of the
// queue.
if (this->late_tail_->next ())
this->late_tail_->next ()->prev (this->late_head_->prev ());
else
this->tail_ = this->late_head_->prev ();
if (this->late_head_->prev ())
this->late_head_->prev ()->next (this->late_tail_->next ());
else
this->head_ = this->late_tail_->next ();
// put late messages behind pending messages (if any) being returned
this->late_head_->prev (list_tail);
if (list_tail)
list_tail->next (this->late_head_);
else
list_head = this->late_head_;
list_tail = this->late_tail_;
this->late_tail_->next (0);
this->late_head_ = 0;
this->late_tail_ = 0;
}
if (ACE_BIT_ENABLED (status_flags,
(u_int) ACE_Dynamic_Message_Strategy::BEYOND_LATE)
&& this->beyond_late_head_
&& this->beyond_late_tail_)
{
// Patch up pointers for the new tail of the queue
if (this->beyond_late_tail_->next ())
{
this->head_ = this->beyond_late_tail_->next ();
this->beyond_late_tail_->next ()->prev (0);
}
else
{
// the list has become empty
this->head_ = 0;
this->tail_ = 0;
}
// Put beyond late messages at the end of the list being
// returned.
if (list_tail)
{
this->beyond_late_head_->prev (list_tail);
list_tail->next (this->beyond_late_head_);
}
else
list_head = this->beyond_late_head_;
list_tail = this->beyond_late_tail_;
this->beyond_late_tail_->next (0);
this->beyond_late_head_ = 0;
this->beyond_late_tail_ = 0;
}
// Decrement message and size counts for removed messages.
ACE_Message_Block *temp1;
for (temp1 = list_head;
temp1 != 0;
temp1 = temp1->next ())
{
this->cur_count_--;
this->cur_bytes_ -= temp1->total_size ();
}
return result;
}
// Detach all messages with status given in the passed flags from the
// queue and return them by setting passed head and tail pointers to
// the linked list they comprise. This method is intended primarily
// as a means of periodically harvesting messages that have missed
// their deadlines, but is available in its most general form. All
// messages are returned in priority order, from head to tail, as of
// the time this method was called.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::dequeue_head");
ACE_GUARD_RETURN (ACE_SYNCH_MUTEX_T, ace_mon, this->lock_, -1);
if (this->deactivated_)
{
errno = ESHUTDOWN;
return -1;
}
int result;
// get the current time
ACE_Time_Value current_time = ACE_OS::gettimeofday ();
// refresh priority status boundaries in the queue
result = this->refresh_queue (current_time);
if (result < 0)
return result;
// *now* it's appropriate to wait for an enqueued item
result = this->wait_not_empty_cond (ace_mon, timeout);
if (result == -1)
return result;
// call the internal dequeue method, which selects an item from the
// highest priority status portion of the queue that has messages
// enqueued.
result = this->dequeue_head_i (first_item);
return result;
}
// Dequeue and return the <ACE_Message_Block *> at the (logical) head
// of the queue.
template <ACE_SYNCH_DECL> void
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::dump (void) const
{
ACE_TRACE ("ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::dump");
ACE_DEBUG ((LM_DEBUG, ACE_BEGIN_DUMP, this));
ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("ACE_Message_Queue<ACE_SYNCH_USE> (base class): \n")));
this->ACE_Message_Queue<ACE_SYNCH_USE>::dump ();
ACE_DEBUG ((LM_DEBUG,
ASYS_TEXT ("pending_head_ = %u\n")
ASYS_TEXT ("pending_tail_ = %u\n")
ASYS_TEXT ("late_head_ = %u\n")
ASYS_TEXT ("late_tail_ = %u\n")
ASYS_TEXT ("beyond_late_head_ = %u\n")
ASYS_TEXT ("beyond_late_tail_ = %u\n"),
this->pending_head_,
this->pending_tail_,
this->late_head_,
this->late_tail_,
this->beyond_late_head_,
this->beyond_late_tail_));
ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("message_strategy_ : \n")));
message_strategy_.dump ();
ACE_DEBUG ((LM_DEBUG, ACE_END_DUMP));
}
// dump the state of the queue
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::enqueue_i (ACE_Message_Block *new_item)
{
ACE_TRACE ("ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::enqueue_i");
if (new_item == 0)
return -1;
int result = 0;
// Get the current time.
ACE_Time_Value current_time = ACE_OS::gettimeofday ();
// Refresh priority status boundaries in the queue.
result = this->refresh_queue (current_time);
if (result < 0)
return result;
// Where we enqueue depends on the message's priority status.
switch (message_strategy_.priority_status (*new_item,
current_time))
{
case ACE_Dynamic_Message_Strategy::PENDING:
if (this->pending_tail_ == 0)
{
// Check for simple case of an empty pending queue, where
// all we need to do is insert <new_item> into the tail of
// the queue.
pending_head_ = new_item;
pending_tail_ = pending_head_;
return this->enqueue_tail_i (new_item);
}
else
{
// Enqueue the new message in priority order in the pending
// sublist
result = sublist_enqueue_i (new_item,
current_time,
this->pending_head_,
this->pending_tail_,
ACE_Dynamic_Message_Strategy::PENDING);
}
break;
case ACE_Dynamic_Message_Strategy::LATE:
if (this->late_tail_ == 0)
{
late_head_ = new_item;
late_tail_ = late_head_;
if (this->pending_head_ == 0)
// Check for simple case of an empty pending queue,
// where all we need to do is insert <new_item> into the
// tail of the queue.
return this->enqueue_tail_i (new_item);
else if (this->beyond_late_tail_ == 0)
// Check for simple case of an empty beyond late queue, where all
// we need to do is insert <new_item> into the head of the queue.
return this->enqueue_head_i (new_item);
else
{
// Otherwise, we can just splice the new message in
// between the pending and beyond late portions of the
// queue.
this->beyond_late_tail_->next (new_item);
new_item->prev (this->beyond_late_tail_);
this->pending_head_->prev (new_item);
new_item->next (this->pending_head_);
}
}
else
{
// Enqueue the new message in priority order in the late
// sublist
result = sublist_enqueue_i (new_item,
current_time,
this->late_head_,
this->late_tail_,
ACE_Dynamic_Message_Strategy::LATE);
}
break;
case ACE_Dynamic_Message_Strategy::BEYOND_LATE:
if (this->beyond_late_tail_ == 0)
{
// Check for simple case of an empty beyond late queue,
// where all we need to do is insert <new_item> into the
// head of the queue.
beyond_late_head_ = new_item;
beyond_late_tail_ = beyond_late_head_;
return this->enqueue_head_i (new_item);
}
else
{
// all beyond late messages have the same (zero) priority,
// so just put the new one at the end of the beyond late
// messages
if (this->beyond_late_tail_->next ())
this->beyond_late_tail_->next ()->prev (new_item);
else
this->tail_ = new_item;
new_item->next (this->beyond_late_tail_->next ());
this->beyond_late_tail_->next (new_item);
new_item->prev (this->beyond_late_tail_);
this->beyond_late_tail_ = new_item;
}
break;
// should never get here, but just in case...
default:
result = -1;
break;
}
if (result < 0)
return result;
this->cur_bytes_ += new_item->total_size ();
this->cur_count_++;
if (this->signal_dequeue_waiters () == -1)
return -1;
else
return this->cur_count_;
}
// Enqueue an <ACE_Message_Block *> in accordance with its priority.
// priority may be *dynamic* or *static* or a combination or *both* It
// calls the priority evaluation function passed into the Dynamic
// Message Queue constructor to update the priorities of all enqueued
// messages.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::sublist_enqueue_i (ACE_Message_Block *new_item,
const ACE_Time_Value ¤t_time,
ACE_Message_Block *&sublist_head,
ACE_Message_Block *&sublist_tail,
ACE_Dynamic_Message_Strategy::Priority_Status status)
{
int result = 0;
ACE_Message_Block *current_item = 0;
// Find message after which to enqueue new item, based on message
// priority and priority status.
for (current_item = sublist_tail;
current_item;
current_item = current_item->prev ())
{
if (message_strategy_.priority_status (*current_item, current_time) == status)
{
if (current_item->msg_priority () >= new_item->msg_priority ())
break;
}
else
{
sublist_head = new_item;
break;
}
}
if (current_item == 0)
{
// If the new message has highest priority of any, put it at the
// head of the list (and sublist).
new_item->prev (0);
new_item->next (this->head_);
if (this->head_ != 0)
this->head_->prev (new_item);
else
{
this->tail_ = new_item;
sublist_tail = new_item;
}
this->head_ = new_item;
sublist_head = new_item;
}
else
{
// insert the new item into the list
new_item->next (current_item->next ());
new_item->prev (current_item);
if (current_item->next ())
current_item->next ()->prev (new_item);
else
this->tail_ = new_item;
current_item->next (new_item);
// If the new item has lowest priority of any in the sublist,
// move the tail pointer of the sublist back to the new item
if (current_item == sublist_tail)
sublist_tail = new_item;
}
return result;
}
// Enqueue a message in priority order within a given priority status
// sublist.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::dequeue_head_i (ACE_Message_Block *&first_item)
{
ACE_TRACE ("ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::dequeue_head_i");
int result = 0;
int last_in_subqueue = 0;
// first, try to dequeue from the head of the pending list
if (this->pending_head_)
{
first_item = this->pending_head_;
if (0 == this->pending_head_->prev ())
this->head_ = this->pending_head_->next ();
else
this->pending_head_->prev ()->next (this->pending_head_->next ());
if (0 == this->pending_head_->next ())
{
this->tail_ = this->pending_head_->prev ();
this->pending_head_ = 0;
this->pending_tail_ = 0;
}
else
{
this->pending_head_->next ()->prev (this->pending_head_->prev ());
this->pending_head_ = this->pending_head_->next ();
}
first_item->prev (0);
first_item->next (0);
}
// Second, try to dequeue from the head of the late list
else if (this->late_head_)
{
last_in_subqueue = this->late_head_ == this->late_tail_ ? 1 : 0;
first_item = this->late_head_;
if (0 == this->late_head_->prev ())
this->head_ = this->late_head_->next ();
else
this->late_head_->prev ()->next (this->late_head_->next ());
if (0 == this->late_head_->next ())
this->tail_ = this->late_head_->prev ();
else
{
this->late_head_->next ()->prev (this->late_head_->prev ());
this->late_head_ = this->late_head_->next ();
}
if (last_in_subqueue)
{
this->late_head_ = 0;
this->late_tail_ = 0;
}
first_item->prev (0);
first_item->next (0);
}
// finally, try to dequeue from the head of the beyond late list
else if (this->beyond_late_head_)
{
last_in_subqueue =
(this->beyond_late_head_ == this->beyond_late_tail_) ? 1 : 0;
first_item = this->beyond_late_head_;
this->head_ = this->beyond_late_head_->next ();
if (0 == this->beyond_late_head_->next ())
this->tail_ = this->beyond_late_head_->prev ();
else
{
this->beyond_late_head_->next ()->prev (this->beyond_late_head_->prev ());
this->beyond_late_head_ = this->beyond_late_head_->next ();
}
if (last_in_subqueue)
{
this->beyond_late_head_ = 0;
this->beyond_late_tail_ = 0;
}
first_item->prev (0);
first_item->next (0);
}
else
{
// nothing to dequeue: set the pointer to zero and return an error code
first_item = 0;
result = -1;
}
if (result < 0)
return result;
// Make sure to subtract off all of the bytes associated with this
// message.
this->cur_bytes_ -= first_item->total_size ();
this->cur_count_--;
// Only signal enqueueing threads if we've fallen below the low
// water mark.
if (this->cur_bytes_ <= this->low_water_mark_
&& this->signal_enqueue_waiters () == -1)
return -1;
else
return this->cur_count_;
}
// Dequeue and return the <ACE_Message_Block *> at the head of the
// logical queue. Attempts first to dequeue from the pending portion
// of the queue, or if that is empty from the late portion, or if that
// is empty from the beyond late portion, or if that is empty just
// sets the passed pointer to zero and returns -1.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::refresh_queue (const ACE_Time_Value ¤t_time)
{
int result;
result = refresh_pending_queue (current_time);
if (result != -1)
result = refresh_late_queue (current_time);
return result;
}
// Refresh the queue using the strategy specific priority status
// function.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::refresh_pending_queue (const ACE_Time_Value ¤t_time)
{
ACE_Dynamic_Message_Strategy::Priority_Status current_status;
// refresh priority status boundaries in the queue
if (this->pending_head_)
{
current_status = message_strategy_.priority_status (*this->pending_head_,
current_time);
switch (current_status)
{
case ACE_Dynamic_Message_Strategy::BEYOND_LATE:
// Make sure the head of the beyond late queue is set (there
// may not have been any beyond late messages previously)
this->beyond_late_head_ = this->head_;
// Zero out the late queue pointers, and set them only if
// there turn out to be late messages in the pending sublist
this->late_head_ = 0;
this->late_tail_ = 0;
// Advance through the beyond late messages in the pending queue
do
{
this->pending_head_ = this->pending_head_->next ();
if (this->pending_head_)
current_status = message_strategy_.priority_status (*this->pending_head_,
current_time);
else
break; // do while
}
while (current_status == ACE_Dynamic_Message_Strategy::BEYOND_LATE);
if (this->pending_head_)
{
// point tail of beyond late sublist to previous item
this->beyond_late_tail_ = this->pending_head_->prev ();
if (current_status == ACE_Dynamic_Message_Strategy::PENDING)
// there are no late messages left in the queue
break; // switch
else if (current_status != ACE_Dynamic_Message_Strategy::LATE)
{
// if we got here, something is *seriously* wrong with the queue
ACE_ERROR_RETURN((LM_ERROR,
ASYS_TEXT ("Unexpected message priority status [%d] (expected LATE)"),
(int) current_status),
-1);
}
/* FALLTHRU */
}
else
{
// There are no pending or late messages left in the
// queue.
this->beyond_late_tail_ = this->tail_;
this->pending_head_ = 0;
this->pending_tail_ = 0;
break; // switch
}
case ACE_Dynamic_Message_Strategy::LATE:
// Make sure the head of the late queue is set (there may
// not have been any late messages previously, or they may
// have all become beyond late).
if (this->late_head_ == 0)
this->late_head_ = this->pending_head_;
// advance through the beyond late messages in the pending queue
do
{
this->pending_head_ = this->pending_head_->next ();
if (this->pending_head_)
current_status = message_strategy_.priority_status (*this->pending_head_,
current_time);
else
break; // do while
}
while (current_status == ACE_Dynamic_Message_Strategy::LATE);
if (this->pending_head_)
{
if (current_status != ACE_Dynamic_Message_Strategy::PENDING)
// if we got here, something is *seriously* wrong with the queue
ACE_ERROR_RETURN((LM_ERROR,
ASYS_TEXT ("Unexpected message priority status [%d] (expected PENDING)"),
(int) current_status),
-1);
// Point tail of late sublist to previous item
this->late_tail_ = this->pending_head_->prev ();
}
else
{
// there are no pending messages left in the queue
this->late_tail_ = this->tail_;
this->pending_head_ = 0;
this->pending_tail_ = 0;
}
break; // switch
case ACE_Dynamic_Message_Strategy::PENDING:
// do nothing - the pending queue is unchanged
break; // switch
default:
// if we got here, something is *seriously* wrong with the queue
ACE_ERROR_RETURN((LM_ERROR,
ASYS_TEXT ("Unknown message priority status [%d]"),
(int) current_status),
-1);
}
}
return 0;
}
// Refresh the pending queue using the strategy specific priority
// status function.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::refresh_late_queue (const ACE_Time_Value ¤t_time)
{
ACE_Dynamic_Message_Strategy::Priority_Status current_status;
if (this->late_head_)
{
current_status = message_strategy_.priority_status (*this->late_head_,
current_time);
switch (current_status)
{
case ACE_Dynamic_Message_Strategy::BEYOND_LATE:
// make sure the head of the beyond late queue is set
// (there may not have been any beyond late messages previously)
this->beyond_late_head_ = this->head_;
// advance through the beyond late messages in the late queue
do
{
this->late_head_ = this->late_head_->next ();
if (this->late_head_)
current_status = message_strategy_.priority_status (*this->late_head_,
current_time);
else
break; // do while
}
while (current_status == ACE_Dynamic_Message_Strategy::BEYOND_LATE);
if (this->late_head_)
{
// point tail of beyond late sublist to previous item
this->beyond_late_tail_ = this->late_head_->prev ();
if (current_status == ACE_Dynamic_Message_Strategy::PENDING)
{
// there are no late messages left in the queue
this->late_head_ = 0;
this->late_tail_ = 0;
}
else if (current_status != ACE_Dynamic_Message_Strategy::LATE)
// if we got here, something is *seriously* wrong with the queue
ACE_ERROR_RETURN((LM_ERROR,
ASYS_TEXT ("Unexpected message priority status [%d] (expected LATE)"),
(int) current_status),
-1);
}
else
{
// there are no late messages left in the queue
this->beyond_late_tail_ = this->tail_;
this->late_head_ = 0;
this->late_tail_ = 0;
}
break; // switch
case ACE_Dynamic_Message_Strategy::LATE:
// do nothing - the late queue is unchanged
break; // switch
case ACE_Dynamic_Message_Strategy::PENDING:
// if we got here, something is *seriously* wrong with the queue
ACE_ERROR_RETURN((LM_ERROR,
ASYS_TEXT ("Unexpected message priority status ")
ASYS_TEXT ("[%d] (expected LATE or BEYOND_LATE)"),
(int) current_status),
-1);
default:
// if we got here, something is *seriously* wrong with the queue
ACE_ERROR_RETURN((LM_ERROR,
ASYS_TEXT ("Unknown message priority status [%d]"),
(int) current_status),
-1);
}
}
return 0;
}
// Refresh the late queue using the strategy specific priority status
// function.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::peek_dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout)
{
return ACE_Message_Queue<ACE_SYNCH_USE>::peek_dequeue_head (first_item,
timeout);
}
// Private method to hide public base class method: just calls base
// class method.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::enqueue_tail (ACE_Message_Block *new_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::enqueue_tail");
return this->enqueue_prio (new_item, timeout);
}
// Just call priority enqueue method: tail enqueue semantics for
// dynamic message queues are unstable: the message may or may not be
// where it was placed after the queue is refreshed prior to the next
// enqueue or dequeue operation.
template <ACE_SYNCH_DECL> int
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::enqueue_head (ACE_Message_Block *new_item,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Dynamic_Message_Queue<ACE_SYNCH_USE>::enqueue_head");
return this->enqueue_prio (new_item, timeout);
}
// Just call priority enqueue method: head enqueue semantics for
// dynamic message queues are unstable: the message may or may not be
// where it was placed after the queue is refreshed prior to the next
// enqueue or dequeue operation.
template <ACE_SYNCH_DECL>
ACE_Message_Queue<ACE_SYNCH_USE> *
ACE_Message_Queue_Factory<ACE_SYNCH_USE>::create_static_message_queue (size_t hwm,
size_t lwm,
ACE_Notification_Strategy *ns)
{
ACE_Message_Queue<ACE_SYNCH_USE> *tmp;
ACE_NEW_RETURN (tmp,
ACE_Message_Queue<ACE_SYNCH_USE> (hwm, lwm, ns),
0);
return tmp;
}
// Factory method for a statically prioritized ACE_Message_Queue.
template <ACE_SYNCH_DECL>
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> *
ACE_Message_Queue_Factory<ACE_SYNCH_USE>::create_deadline_message_queue (size_t hwm,
size_t lwm,
ACE_Notification_Strategy *ns,
u_long static_bit_field_mask,
u_long static_bit_field_shift,
u_long dynamic_priority_max,
u_long dynamic_priority_offset)
{
ACE_Deadline_Message_Strategy *adms;
ACE_NEW_RETURN (adms,
ACE_Deadline_Message_Strategy (static_bit_field_mask,
static_bit_field_shift,
dynamic_priority_max,
dynamic_priority_offset),
0);
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> *tmp;
ACE_NEW_RETURN (tmp,
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> (*adms, hwm, lwm, ns),
0);
return tmp;
}
// Factory method for a dynamically prioritized (by time to deadline)
// ACE_Dynamic_Message_Queue.
template <ACE_SYNCH_DECL>
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> *
ACE_Message_Queue_Factory<ACE_SYNCH_USE>::create_laxity_message_queue (size_t hwm,
size_t lwm,
ACE_Notification_Strategy *ns,
u_long static_bit_field_mask,
u_long static_bit_field_shift,
u_long dynamic_priority_max,
u_long dynamic_priority_offset)
{
ACE_Laxity_Message_Strategy *alms;
ACE_NEW_RETURN (alms,
ACE_Laxity_Message_Strategy (static_bit_field_mask,
static_bit_field_shift,
dynamic_priority_max,
dynamic_priority_offset),
0);
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> *tmp;
ACE_NEW_RETURN (tmp,
ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> (*alms, hwm, lwm, ns),
0);
return tmp;
}
// Factory method for a dynamically prioritized (by laxity)
// <ACE_Dynamic_Message_Queue>.
#if defined (VXWORKS)
template <ACE_SYNCH_DECL>
ACE_Message_Queue_Vx *
ACE_Message_Queue_Factory<ACE_SYNCH_USE>::create_Vx_message_queue (size_t max_messages,
size_t max_message_length,
ACE_Notification_Strategy *ns)
{
ACE_Message_Queue_Vx *tmp;
ACE_NEW_RETURN (tmp,
ACE_Message_Queue_Vx (max_messages, max_message_length, ns),
0);
return tmp;
}
// factory method for a wrapped VxWorks message queue
#if defined (ACE_WIN32) && (ACE_HAS_WINNT4 != 0)
template <ACE_SYNCH_DECL>
ACE_Message_Queue_NT *
ACE_Message_Queue_Factory<ACE_SYNCH_USE>::create_NT_message_queue (size_t max_threads)
{
ACE_Message_Queue_NT *tmp;
ACE_NEW_RETURN (tmp,
ACE_Message_Queue_NT (max_threads);
0);
return tmp;
}
#endif /* ACE_WIN32 && ACE_HAS_WINNT4 != 0 */
#endif /* defined (VXWORKS) */
#endif /* ACE_MESSAGE_QUEUE_T_C */
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