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|
/* -*- C++ -*- */
//=============================================================================
/**
* @file Message_Queue_T.h
*
* $Id$
*
* @author Douglas C. Schmidt <schmidt@cs.wustl.edu>
*/
//=============================================================================
#ifndef ACE_MESSAGE_QUEUE_T_H
#define ACE_MESSAGE_QUEUE_T_H
#include /**/ "ace/pre.h"
#include "ace/Message_Queue.h"
#include "ace/Synch_Traits.h"
#include "ace/Guard_T.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#if defined (VXWORKS)
class ACE_Message_Queue_Vx;
#endif /* defined (VXWORKS) */
#if defined (ACE_WIN32) && (ACE_HAS_WINNT4 != 0)
class ACE_Message_Queue_NT;
#endif /* ACE_WIN32 && ACE_HAS_WINNT4 != 0 */
/**
* @class ACE_Message_Queue
*
* @brief A threaded message queueing facility, modeled after the
* queueing facilities in System V STREAMs.
*
* An <ACE_Message_Queue> is the central queueing facility for
* messages in the ACE framework. If <ACE_SYNCH_DECL> is
* <ACE_MT_SYNCH> then all operations are thread-safe.
* Otherwise, if it's <ACE_NULL_SYNCH> then there's no locking
* overhead.
*/
template <ACE_SYNCH_DECL>
class ACE_Message_Queue : public ACE_Message_Queue_Base
{
public:
friend class ACE_Message_Queue_Iterator<ACE_SYNCH_USE>;
friend class ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>;
// = Traits
typedef ACE_Message_Queue_Iterator<ACE_SYNCH_USE>
ITERATOR;
typedef ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>
REVERSE_ITERATOR;
// = Initialization and termination methods.
/**
* Initialize an <ACE_Message_Queue>. The <high_water_mark>
* determines how many bytes can be stored in a queue before it's
* considered "full." Supplier threads must block until the queue
* is no longer full. The <low_water_mark> determines how many
* bytes must be in the queue before supplier threads are allowed to
* enqueue additional <ACE_Message_Block>s. By default, the
* <high_water_mark> equals the <low_water_mark>, which means that
* suppliers will be able to enqueue new messages as soon as a
* consumer removes any message from the queue. Making the
* <low_water_mark> smaller than the <high_water_mark> forces
* consumers to drain more messages from the queue before suppliers
* can enqueue new messages, which can minimize the "silly window
* syndrome."
*/
ACE_Message_Queue (size_t high_water_mark = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t low_water_mark = ACE_Message_Queue_Base::DEFAULT_LWM,
ACE_Notification_Strategy * = 0);
/**
* Initialize an <ACE_Message_Queue>. The <high_water_mark>
* determines how many bytes can be stored in a queue before it's
* considered "full." Supplier threads must block until the queue
* is no longer full. The <low_water_mark> determines how many
* bytes must be in the queue before supplier threads are allowed to
* enqueue additional <ACE_Message_Block>s. By default, the
* <high_water_mark> equals the <low_water_mark>, which means that
* suppliers will be able to enqueue new messages as soon as a
* consumer removes any message from the queue. Making the
* <low_water_mark> smaller than the <high_water_mark> forces
* consumers to drain more messages from the queue before suppliers
* can enqueue new messages, which can minimize the "silly window
* syndrome."
*/
virtual int open (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM,
ACE_Notification_Strategy * = 0);
/// Release all resources from the message queue and mark it as deactivated.
/// Returns the number of messages released from the queue.
virtual int close (void);
/// Release all resources from the message queue and mark it as deactivated.
virtual ~ACE_Message_Queue (void);
/// Release all resources from the message queue but do not mark it
/// as deactivated.
/**
* This method holds the queue lock during this operation.
*
* @return The number of messages flushed.
*/
virtual int flush (void);
/// Release all resources from the message queue but do not mark it
/// as deactivated.
/**
* The caller must be holding the queue lock before calling this
* method.
*
* @return The number of messages flushed.
*/
virtual int flush_i (void);
// = Enqueue and dequeue methods.
// For the following enqueue and dequeue methods if <timeout> == 0,
// the caller will block until action is possible, else will wait
// until the absolute time specified in *<timeout> elapses). These
// calls will return, however, when queue is closed, deactivated,
// when a signal occurs, or if the time specified in timeout
// elapses, (in which case errno = EWOULDBLOCK).
/**
* Retrieve a pointer to the first ACE_Message_Block in the queue
* without removing it.
*
* @param first_item Reference to an ACE_Message_Block * that will
* point to the first block on the queue. The block
* remains on the queue until this or another thread
* dequeues it.
* @param timeout The absolute time the caller will wait until
* for a block to be queued.
*
* @retval >0 The number of ACE_Message_Blocks on the queue.
* @retval -1 On failure. errno holds the reason. If EWOULDBLOCK,
* the timeout elapsed. If ESHUTDOWN, the queue was
* deactivated or pulsed.
*/
virtual int peek_dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an ACE_Message_Block into the queue in accordance with
* the ACE_Message_Block's priority (0 is lowest priority). FIFO
* order is maintained when messages of the same priority are
* inserted consecutively.
*
* @param new_item Pointer to an ACE_Message_Block that will be
* added to the queue. The block's @c msg_priority()
* method will be called to obtain the queueing priority.
* @param timeout The absolute time the caller will wait until
* for the block to be queued.
*
* @retval >0 The number of ACE_Message_Blocks on the queue after adding
* the specified block.
* @retval -1 On failure. errno holds the reason. If EWOULDBLOCK,
* the timeout elapsed. If ESHUTDOWN, the queue was
* deactivated or pulsed.
*/
virtual int enqueue_prio (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an <ACE_Message_Block *> into the <Message_Queue> in
* accordance with its <msg_deadline_time>. FIFO
* order is maintained when messages of the same deadline time are
* inserted consecutively. 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 enqueue_deadline (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/**
* This is an alias for <enqueue_prio>. It's only here for
* backwards compatibility and will go away in a subsequent release.
* Please use <enqueue_prio> instead. Note that <timeout> uses
* <{absolute}> time rather than <{relative}> time.
*/
virtual int enqueue (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an <ACE_Message_Block *> at the end of the queue. 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 enqueue_tail (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an <ACE_Message_Block *> at the head of the queue. 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 enqueue_head (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/// This method is an alias for the following <dequeue_head> method.
virtual int dequeue (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_Message_Block *> at the head of the
* queue. 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 dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_Message_Block *> that has the lowest
* priority. 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 dequeue_prio (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_Message_Block *> at the tail of the
* queue. 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 dequeue_tail (ACE_Message_Block *&dequeued,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_Message_Block *> with the lowest
* deadlien time. 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 dequeue_deadline (ACE_Message_Block *&dequeued,
ACE_Time_Value *timeout = 0);
// = Check if queue is full/empty.
/// True if queue is full, else false.
virtual int is_full (void);
/// True if queue is empty, else false.
virtual int is_empty (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 int 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 methods.
/**
* Get high watermark.
*/
virtual size_t high_water_mark (void);
/**
* Set the high watermark, which determines how many bytes can be
* stored in a queue before it's considered "full."
*/
virtual void high_water_mark (size_t hwm);
/**
* Get low watermark.
*/
virtual size_t low_water_mark (void);
/**
* Set the low watermark, which determines how many bytes must be in
* the queue before supplier threads are allowed to enqueue
* additional <ACE_Message_Block>s.
*/
virtual void low_water_mark (size_t lwm);
// = Activation control methods.
/**
* Deactivate the queue and wakeup 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 <errno> ==
* ESHUTDOWN. Returns WAS_INACTIVE if queue was inactive before the
* call and WAS_ACTIVE if queue was active before the 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.
*
* @return The queue's state before this call.
*/
virtual int pulse (void);
/// Returns the current state of the queue, which can be one of
/// ACTIVATED, DEACTIVATED, or PULSED.
virtual int state (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);
// = Notification hook.
/**
* This hook is automatically invoked by <enqueue_head>,
* <enqueue_tail>, and <enqueue_prio> when a new item is inserted
* into the queue. Subclasses can override this method to perform
* specific notification strategies (e.g., signaling events for a
* <WFMO_Reactor>, notifying a <Reactor>, etc.). In a
* multi-threaded application with concurrent consumers, there is no
* guarantee that the queue will be still be non-empty by the time
* the notification occurs.
*/
virtual int notify (void);
/// Get the notification strategy for the <Message_Queue>
virtual ACE_Notification_Strategy *notification_strategy (void);
/// Set the notification strategy for the <Message_Queue>
virtual void notification_strategy (ACE_Notification_Strategy *s);
/// Returns a reference to the lock used by the <ACE_Message_Queue>.
virtual ACE_SYNCH_MUTEX_T &lock (void)
{
// The Sun Forte 6 (CC 5.1) compiler is only happy if this is in the
// header file (j.russell.noseworthy@objectsciences.com)
return this->lock_;
}
/// Dump the state of an object.
virtual void dump (void) const;
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
protected:
// = Routines that actually do the enqueueing and dequeueing.
// These routines assume that locks are held by the corresponding
// public methods. Since they are virtual, you can change the
// queueing mechanism by subclassing from <ACE_Message_Queue>.
/// 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 *&first_item);
/// Dequeue and return the <ACE_Message_Block *> with the lowest
/// deadline time.
virtual int dequeue_deadline_i (ACE_Message_Block *&first_item);
// = 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 the public <activate> and <deactivate> methods.
// These methods assume locks are held.
/**
* Notifies all waiting threads that the queue has been deactivated
* so they can wakeup and continue other processing.
* No messages are removed from the queue.
*
* @param pulse If 0, the queue's state is changed to DEACTIVATED
* and any other operations called until the queue is
* reactivated will immediately return -1 with
* errno == ESHUTDOWN.
* If not zero, only the waiting threads are notified and
* the queue's state changes to PULSED.
*
* @return The state of the queue before the call.
*/
virtual int deactivate_i (int pulse = 0);
/// Activate the queue.
virtual int activate_i (void);
// = 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_SYNCH_MUTEX_T> &mon,
ACE_Time_Value *timeout);
/// Wait for the queue to become non-empty.
virtual int wait_not_empty_cond (ACE_Guard<ACE_SYNCH_MUTEX_T> &mon,
ACE_Time_Value *timeout);
/// 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);
/// Pointer to head of ACE_Message_Block list.
ACE_Message_Block *head_;
/// Pointer to tail of ACE_Message_Block list.
ACE_Message_Block *tail_;
/// Lowest number before unblocking occurs.
size_t low_water_mark_;
/// Greatest number of bytes before blocking.
size_t high_water_mark_;
/// Current number of bytes in the queue.
size_t cur_bytes_;
/// Current length of messages in the queue.
size_t cur_length_;
/// Current number of messages in the queue.
int cur_count_;
/// The notification strategy used when a new message is enqueued.
ACE_Notification_Strategy *notification_strategy_;
// = Synchronization primitives for controlling concurrent access.
/// Protect queue from concurrent access.
ACE_SYNCH_MUTEX_T lock_;
/// Used to make threads sleep until the queue is no longer empty.
ACE_SYNCH_CONDITION_T not_empty_cond_;
/// Used to make threads sleep until the queue is no longer full.
ACE_SYNCH_CONDITION_T not_full_cond_;
private:
// = Disallow these operations.
ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Message_Queue<ACE_SYNCH_USE> &))
ACE_UNIMPLEMENTED_FUNC (ACE_Message_Queue (const ACE_Message_Queue<ACE_SYNCH_USE> &))
};
// This typedef is used to get around a compiler bug in g++/vxworks.
typedef ACE_Message_Queue<ACE_SYNCH> ACE_DEFAULT_MESSAGE_QUEUE_TYPE;
/**
* @class ACE_Message_Queue_Iterator
*
* @brief Iterator for the <ACE_Message_Queue>.
*/
template <ACE_SYNCH_DECL>
class ACE_Message_Queue_Iterator
{
public:
// = Initialization method.
ACE_Message_Queue_Iterator (ACE_Message_Queue <ACE_SYNCH_USE> &queue);
// = Iteration methods.
/// Pass back the <entry> that hasn't been seen in the queue.
/// Returns 0 when all items have been seen, else 1.
int next (ACE_Message_Block *&entry);
/// Returns 1 when all items have been seen, else 0.
int done (void) const;
/// Move forward by one element in the queue. Returns 0 when all the
/// items in the set have been seen, else 1.
int advance (void);
/// Dump the state of an object.
void dump (void) const;
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
private:
/// Message_Queue we are iterating over.
ACE_Message_Queue <ACE_SYNCH_USE> &queue_;
/// Keeps track of how far we've advanced...
ACE_Message_Block *curr_;
};
/**
* @class ACE_Message_Queue_Reverse_Iterator
*
* @brief Reverse Iterator for the <ACE_Message_Queue>.
*/
template <ACE_SYNCH_DECL>
class ACE_Message_Queue_Reverse_Iterator
{
public:
// = Initialization method.
ACE_Message_Queue_Reverse_Iterator (ACE_Message_Queue <ACE_SYNCH_USE> &queue);
// = Iteration methods.
/// Pass back the <entry> that hasn't been seen in the queue.
/// Returns 0 when all items have been seen, else 1.
int next (ACE_Message_Block *&entry);
/// Returns 1 when all items have been seen, else 0.
int done (void) const;
/// Move forward by one element in the queue. Returns 0 when all the
/// items in the set have been seen, else 1.
int advance (void);
/// Dump the state of an object.
void dump (void) const;
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
private:
/// Message_Queue we are iterating over.
ACE_Message_Queue <ACE_SYNCH_USE> &queue_;
/// Keeps track of how far we've advanced...
ACE_Message_Block *curr_;
};
/**
* @class ACE_Dynamic_Message_Queue
*
* @brief A derived class which adapts the <ACE_Message_Queue>
* class in order to maintain dynamic priorities for enqueued
* <ACE_Message_Blocks> and manage the queue order according
* to these dynamic priorities.
*
* The messages in the queue are managed so as to preserve
* a logical ordering with minimal overhead per enqueue and
* dequeue operation. For this reason, the actual order of
* messages in the linked list of the queue may differ from
* their priority order. As time passes, a message may change
* from pending status to late status, and eventually to beyond
* late status. To minimize reordering overhead under this
* design force, three separate boundaries are maintained
* within the linked list of messages. Messages are dequeued
* preferentially from the head of the pending portion, then
* the head of the late portion, and finally from the head
* of the beyond late portion. In this way, only the boundaries
* need to be maintained (which can be done efficiently, as
* aging messages maintain the same linked list order as they
* progress from one status to the next), with no reordering
* of the messages themselves, while providing correct priority
* ordered dequeueing semantics.
* Head and tail enqueue methods inherited from ACE_Message_Queue
* are made private to prevent out-of-order messages from confusing
* management of the various portions of the queue. Messages in
* the pending portion of the queue whose priority becomes late
* (according to the specific dynamic strategy) advance into
* the late portion of the queue. Messages in the late portion
* of the queue whose priority becomes later than can be represented
* advance to the beyond_late portion of the queue. These behaviors
* support a limited schedule overrun, with pending messages prioritized
* ahead of late messages, and late messages ahead of beyond late
* messages. These behaviors can be modified in derived classes by
* providing alternative definitions for the appropriate virtual methods.
* When filled with messages, the queue's linked list should look like:
* H T
* | |
* B - B - B - B - L - L - L - P - P - P - P - P
* | | | | | |
* BH BT LH LT PH PT
* Where the symbols are as follows:
* H = Head of the entire list
* T = Tail of the entire list
* B = Beyond late message
* BH = Beyond late messages Head
* BT = Beyond late messages Tail
* L = Late message
* LH = Late messages Head
* LT = Late messages Tail
* P = Pending message
* PH = Pending messages Head
* PT = Pending messages Tail
* Caveat: the virtual methods enqueue_tail, enqueue_head,
* and peek_dequeue_head have semantics for the static
* message queues that cannot be guaranteed for dynamic
* message queues. The peek_dequeue_head method just
* calls the base class method, while the two enqueue
* methods call the priority enqueue method. The
* order of messages in the dynamic queue is a function
* of message deadlines and how long they are in the
* queues. You can manipulate these in some cases to
* ensure the correct semantics, but that is not a
* very stable or portable approach (discouraged).
*/
template <ACE_SYNCH_DECL>
class ACE_Dynamic_Message_Queue : public ACE_Message_Queue<ACE_SYNCH_USE>
{
public:
// = Initialization and termination methods.
ACE_Dynamic_Message_Queue (ACE_Dynamic_Message_Strategy & message_strategy,
size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM,
ACE_Notification_Strategy * = 0);
/// Close down the message queue and release all resources.
virtual ~ACE_Dynamic_Message_Queue (void);
/**
* 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.
*/
virtual int remove_messages (ACE_Message_Block *&list_head,
ACE_Message_Block *&list_tail,
u_int status_flags);
/**
* 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);
/// Dump the state of the queue.
virtual void dump (void) const;
/**
* 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.
*/
virtual int enqueue_tail (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/**
* 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.
*/
virtual int enqueue_head (ACE_Message_Block *new_item,
ACE_Time_Value *timeout = 0);
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
protected:
/**
* 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.
*/
virtual int enqueue_i (ACE_Message_Block *new_item);
/// Enqueue a message in priority order within a given priority status sublist
virtual int 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);
/**
* 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.
*/
virtual int dequeue_head_i (ACE_Message_Block *&first_item);
/// Refresh the queue using the strategy
/// specific priority status function.
virtual int refresh_queue (const ACE_Time_Value & current_time);
/// Refresh the pending queue using the strategy
/// specific priority status function.
virtual int refresh_pending_queue (const ACE_Time_Value & current_time);
/// Refresh the late queue using the strategy
/// specific priority status function.
virtual int refresh_late_queue (const ACE_Time_Value & current_time);
/// Pointer to head of the pending messages
ACE_Message_Block *pending_head_;
/// Pointer to tail of the pending messages
ACE_Message_Block *pending_tail_;
/// Pointer to head of the late messages
ACE_Message_Block *late_head_;
/// Pointer to tail of the late messages
ACE_Message_Block *late_tail_;
/// Pointer to head of the beyond late messages
ACE_Message_Block *beyond_late_head_;
/// Pointer to tail of the beyond late messages
ACE_Message_Block *beyond_late_tail_;
/// Pointer to a dynamic priority evaluation function.
ACE_Dynamic_Message_Strategy &message_strategy_;
private:
// = Disallow public access to these operations.
ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> &))
ACE_UNIMPLEMENTED_FUNC (ACE_Dynamic_Message_Queue (const ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> &))
// provide definitions for these (just call base class method),
// but make them private so they're not accessible outside the class
/// Private method to hide public base class method: just calls base class method
virtual int peek_dequeue_head (ACE_Message_Block *&first_item,
ACE_Time_Value *timeout = 0);
};
/**
* @class ACE_Message_Queue_Factory
*
* @brief ACE_Message_Queue_Factory is a static factory class template which
* provides a separate factory method for each of the major kinds of
* priority based message dispatching: static, earliest deadline first
* (EDF), and minimum laxity first (MLF).
*
* The ACE_Dynamic_Message_Queue class assumes responsibility for
* releasing the resources of the strategy with which it was
* constructed: the user of a message queue constructed by
* any of these factory methods is only responsible for
* ensuring destruction of the message queue itself.
*/
template <ACE_SYNCH_DECL>
class ACE_Message_Queue_Factory
{
public:
/// Factory method for a statically prioritized ACE_Message_Queue
static ACE_Message_Queue<ACE_SYNCH_USE> *
create_static_message_queue (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM,
ACE_Notification_Strategy * = 0);
/// Factory method for a dynamically prioritized (by time to deadline) ACE_Dynamic_Message_Queue
static ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> *
create_deadline_message_queue (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM,
ACE_Notification_Strategy * = 0,
u_long static_bit_field_mask = 0x3FFUL, // 2^(10) - 1
u_long static_bit_field_shift = 10, // 10 low order bits
u_long dynamic_priority_max = 0x3FFFFFUL, // 2^(22)-1
u_long dynamic_priority_offset = 0x200000UL); // 2^(22-1)
/// Factory method for a dynamically prioritized (by laxity) ACE_Dynamic_Message_Queue
static ACE_Dynamic_Message_Queue<ACE_SYNCH_USE> *
create_laxity_message_queue (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM,
ACE_Notification_Strategy * = 0,
u_long static_bit_field_mask = 0x3FFUL, // 2^(10) - 1
u_long static_bit_field_shift = 10, // 10 low order bits
u_long dynamic_priority_max = 0x3FFFFFUL, // 2^(22)-1
u_long dynamic_priority_offset = 0x200000UL); // 2^(22-1)
#if defined (VXWORKS)
/// Factory method for a wrapped VxWorks message queue
static ACE_Message_Queue_Vx *
create_Vx_message_queue (size_t max_messages, size_t max_message_length,
ACE_Notification_Strategy *ns = 0);
#endif /* defined (VXWORKS) */
#if defined (ACE_WIN32) && (ACE_HAS_WINNT4 != 0)
/// Factory method for a NT message queue.
static ACE_Message_Queue_NT *
create_NT_message_queue (size_t max_threads);
#endif /* ACE_WIN32 && ACE_HAS_WINNT4 != 0 */
};
/**
* @class ACE_Message_Queue_Ex
*
* @brief A threaded message queueing facility, modeled after the
* queueing facilities in System V STREAMs.
*
* An <ACE_Message_Queue_Ex> is a strongly-typed version of the
* <ACE_Message_Queue>. If
* <ACE_SYNCH_DECL> is <ACE_MT_SYNCH> then all operations are
* thread-safe. Otherwise, if it's <ACE_NULL_SYNCH> then there's no
* locking overhead.
*/
template <class ACE_MESSAGE_TYPE, ACE_SYNCH_DECL>
class ACE_Message_Queue_Ex
{
public:
// = Default priority value.
enum
{
DEFAULT_PRIORITY = 0
};
#if 0
// @@ Iterators are not implemented yet...
friend class ACE_Message_Queue_Iterator<ACE_SYNCH_USE>;
friend class ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>;
// = Traits
typedef ACE_Message_Queue_Iterator<ACE_SYNCH_USE>
ITERATOR;
typedef ACE_Message_Queue_Reverse_Iterator<ACE_SYNCH_USE>
REVERSE_ITERATOR;
#endif /* 0 */
// = Initialization and termination methods.
/**
* Initialize an <ACE_Message_Queue>. The <high_water_mark>
* determines how many bytes can be stored in a queue before it's
* considered "full." Supplier threads must block until the queue
* is no longer full. The <low_water_mark> determines how many
* bytes must be in the queue before supplier threads are allowed to
* enqueue additional <ACE_Message_Block>s. By default, the
* <high_water_mark> equals the <low_water_mark>, which means that
* suppliers will be able to enqueue new messages as soon as a
* consumer removes any message from the queue. Making the
* <low_water_mark> smaller than the <high_water_mark> forces
* consumers to drain more messages from the queue before suppliers
* can enqueue new messages, which can minimize the "silly window
* syndrome."
*/
ACE_Message_Queue_Ex (size_t high_water_mark = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t low_water_mark = ACE_Message_Queue_Base::DEFAULT_LWM,
ACE_Notification_Strategy * = 0);
/**
* Initialize an <ACE_Message_Queue>. The <high_water_mark>
* determines how many bytes can be stored in a queue before it's
* considered "full." Supplier threads must block until the queue
* is no longer full. The <low_water_mark> determines how many
* bytes must be in the queue before supplier threads are allowed to
* enqueue additional <ACE_Message_Block>s. By default, the
* <high_water_mark> equals the <low_water_mark>, which means that
* suppliers will be able to enqueue new messages as soon as a
* consumer removes any message from the queue. Making the
* <low_water_mark> smaller than the <high_water_mark> forces
* consumers to drain more messages from the queue before suppliers
* can enqueue new messages, which can minimize the "silly window
* syndrome."
*/
virtual int open (size_t hwm = ACE_Message_Queue_Base::DEFAULT_HWM,
size_t lwm = ACE_Message_Queue_Base::DEFAULT_LWM,
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_Ex (void);
/// Release all resources from the message queue but do not mark it as deactivated.
/// This method holds the queue lock during this operation. Returns the number of
/// messages flushed.
virtual int flush (void);
/// Release all resources from the message queue but do not mark it as deactivated.
/// This method does not hold the queue lock during this operation, i.e., it assume
/// the lock is held externally. Returns the number of messages flushed.
virtual int flush_i (void);
// = Enqueue and dequeue methods.
// For the following enqueue and dequeue methods if <timeout> == 0,
// the caller will block until action is possible, else will wait
// until the absolute time specified in *<timeout> elapses). These
// calls will return, however, when queue is closed, deactivated,
// when a signal occurs, or if the time specified in timeout
// elapses, (in which case errno = EWOULDBLOCK).
/**
* Retrieve the first <ACE_MESSAGE_TYPE> 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_TYPE *&first_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an <ACE_MESSAGE_TYPE *> into the <Message_Queue> in
* accordance with its <msg_priority> (0 is lowest priority). FIFO
* order is maintained when messages of the same priority are
* inserted consecutively. 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 enqueue_prio (ACE_MESSAGE_TYPE *new_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an <ACE_MESSAGE_TYPE *> into the <Message_Queue> in
* accordance with its <msg_deadline_time>. FIFO
* order is maintained when messages of the same deadline time are
* inserted consecutively. 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 enqueue_deadline (ACE_MESSAGE_TYPE *new_item,
ACE_Time_Value *timeout = 0);
/**
* This is an alias for <enqueue_prio>. It's only here for
* backwards compatibility and will go away in a subsequent release.
* Please use <enqueue_prio> instead. Note that <timeout> uses
* <{absolute}> time rather than <{relative}> time.
*/
virtual int enqueue (ACE_MESSAGE_TYPE *new_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an <ACE_MESSAGE_TYPE *> at the end of the queue. 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 enqueue_tail (ACE_MESSAGE_TYPE *new_item,
ACE_Time_Value *timeout = 0);
/**
* Enqueue an <ACE_MESSAGE_TYPE *> at the head of the queue. 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 enqueue_head (ACE_MESSAGE_TYPE *new_item,
ACE_Time_Value *timeout = 0);
/// This method is an alias for the following <dequeue_head> method.
virtual int dequeue (ACE_MESSAGE_TYPE *&first_item,
ACE_Time_Value *timeout = 0);
// This method is an alias for the following <dequeue_head> method.
/**
* Dequeue and return the <ACE_MESSAGE_TYPE *> at the head of the
* queue. 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 dequeue_head (ACE_MESSAGE_TYPE *&first_item,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_MESSAGE_TYPE *> that has the lowest
* priority. 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 dequeue_prio (ACE_MESSAGE_TYPE *&dequeued,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_MESSAGE_TYPE *> at the tail of the
* queue. 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 dequeue_tail (ACE_MESSAGE_TYPE *&dequeued,
ACE_Time_Value *timeout = 0);
/**
* Dequeue and return the <ACE_MESSAGE_TYPE *> with the lowest
* deadline time. 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 dequeue_deadline (ACE_MESSAGE_TYPE *&dequeued,
ACE_Time_Value *timeout = 0);
// = Check if queue is full/empty.
/// True if queue is full, else false.
virtual int is_full (void);
/// True if queue is empty, else false.
virtual int is_empty (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 int 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 methods.
/**
* Get high watermark.
*/
virtual size_t high_water_mark (void);
/**
* Set the high watermark, which determines how many bytes can be
* stored in a queue before it's considered "full."
*/
virtual void high_water_mark (size_t hwm);
/**
* Get low watermark.
*/
virtual size_t low_water_mark (void);
/**
* Set the low watermark, which determines how many bytes must be in
* the queue before supplier threads are allowed to enqueue
* additional <ACE_MESSAGE_TYPE>s.
*/
virtual void low_water_mark (size_t lwm);
// = Activation control methods.
/**
* Deactivate the queue and wakeup 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 <errno> ==
* ESHUTDOWN. Returns WAS_INACTIVE if queue was inactive before the
* call and WAS_ACTIVE if queue was active before the 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 the current state of the queue, which can be one of
/// ACTIVATED, DEACTIVATED, or PULSED.
virtual int state (void);
/// Returns true if the state of the queue is DEACTIVATED,
/// but false if the queue's state is ACTIVATED or PULSED.
virtual int deactivated (void);
// = Notification hook.
/**
* This hook is automatically invoked by <enqueue_head>,
* <enqueue_tail>, and <enqueue_prio> when a new item is inserted
* into the queue. Subclasses can override this method to perform
* specific notification strategies (e.g., signaling events for a
* <WFMO_Reactor>, notifying a <Reactor>, etc.). In a
* multi-threaded application with concurrent consumers, there is no
* guarantee that the queue will be still be non-empty by the time
* the notification occurs.
*/
virtual int notify (void);
/// Get the notification strategy for the <Message_Queue>
virtual ACE_Notification_Strategy *notification_strategy (void);
/// Set the notification strategy for the <Message_Queue>
virtual void notification_strategy (ACE_Notification_Strategy *s);
/// Returns a reference to the lock used by the <ACE_Message_Queue_Ex>.
virtual ACE_SYNCH_MUTEX_T &lock (void)
{
// The Sun Forte 6 (CC 5.1) compiler is only happy if this is in the
// header file (j.russell.noseworthy@objectsciences.com)
return this->queue_.lock ();
}
/// Dump the state of an object.
virtual void dump (void) const;
/// Declare the dynamic allocation hooks.
ACE_ALLOC_HOOK_DECLARE;
private:
/// Implement this via an <ACE_Message_Queue>.
ACE_Message_Queue<ACE_SYNCH_USE> queue_;
};
#if defined (__ACE_INLINE__)
#include "ace/Message_Queue_T.i"
#endif /* __ACE_INLINE__ */
#if defined (ACE_TEMPLATES_REQUIRE_SOURCE)
#include "ace/Message_Queue_T.cpp"
#endif /* ACE_TEMPLATES_REQUIRE_SOURCE */
#if defined (ACE_TEMPLATES_REQUIRE_PRAGMA)
#pragma implementation ("Message_Queue_T.cpp")
#endif /* ACE_TEMPLATES_REQUIRE_PRAGMA */
#include /**/ "ace/post.h"
#endif /* ACE_MESSAGE_QUEUE_T_H */
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