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// $Id$
#define ACE_BUILD_DLL
#include "ace/TP_Reactor.h"
#include "ace/Reactor.h"
#if !defined (__ACE_INLINE__)
#include "ace/TP_Reactor.i"
#endif /* __ACE_INLINE__ */
ACE_RCSID(ace, TP_Reactor, "$Id$")
ACE_ALLOC_HOOK_DEFINE (ACE_TP_Reactor)
ACE_TP_Reactor::ACE_TP_Reactor (ACE_Sig_Handler *sh,
ACE_Timer_Queue *tq,
int mask_signals)
: ACE_Select_Reactor (sh, tq, 0, 0, mask_signals)
{
ACE_TRACE ("ACE_TP_Reactor::ACE_TP_Reactor");
this->supress_notify_renew (1);
}
ACE_TP_Reactor::ACE_TP_Reactor (size_t size,
int rs,
ACE_Sig_Handler *sh,
ACE_Timer_Queue *tq,
int mask_signals)
: ACE_Select_Reactor (size, rs, sh, tq, 0, 0, mask_signals)
{
ACE_TRACE ("ACE_TP_Reactor::ACE_TP_Reactor");
this->supress_notify_renew (1);
}
// Dispatches a single event handler
int
ACE_TP_Reactor::notify_handle (ACE_EH_Dispatch_Info &dispatch_info)
{
ACE_TRACE ("ACE_TP_Reactor::notify_handle");
ACE_HANDLE handle = dispatch_info.handle_;
ACE_Event_Handler *event_handler = dispatch_info.event_handler_;
ACE_Reactor_Mask mask = dispatch_info.mask_;
ACE_EH_PTMF callback = dispatch_info.callback_;
// Check for removed handlers.
if (event_handler == 0)
return -1;
// Upcall
int status = (event_handler->*callback) (handle);
// If negative, remove from Reactor
if (status < 0)
return this->remove_handler (handle, mask);
// If positive, reschedule in Reactor
else if (status > 0)
this->ready_ops (handle,
mask,
ACE_Reactor::SET_MASK);
// assert (status >= 0);
// resume in Reactor
return (event_handler != this->notify_handler_ ?
this->resume_handler (handle) : 0);
}
// Overwrites ACE_Select_Reactor::dispatch_io_set() to *not* dispatch
// any event handlers. The information of one activated event handler
// is stored away, so that the event handler can be dispatch later.
int
ACE_TP_Reactor::dispatch_io_set (int number_of_active_handles,
int& number_dispatched,
int mask,
ACE_Handle_Set& dispatch_mask,
ACE_Handle_Set& ready_mask,
ACE_EH_PTMF callback)
{
ACE_UNUSED_ARG (ready_mask);
ACE_HANDLE handle;
ACE_Handle_Set_Iterator handle_iter (dispatch_mask);
while ((handle = handle_iter ()) != ACE_INVALID_HANDLE
&& number_dispatched < number_of_active_handles
&& this->state_changed_ == 0)
{
// ACE_DEBUG ((LM_DEBUG, ASYS_TEXT ("ACE_TP_Reactor::dispatching\n")));
number_dispatched++;
// Remember this info
this->dispatch_info_.set (handle,
this->handler_rep_.find (handle),
mask,
callback);
// One is enough
break;
}
if (number_dispatched > 0 && this->state_changed_)
{
return -1;
}
return 0;
}
int
ACE_TP_Reactor::handle_events (ACE_Time_Value *max_wait_time)
{
ACE_TRACE ("ACE_TP_Reactor::handle_events");
// Stash the current time -- the destructor of this object will
// automatically compute how much time elpased since this method was
// called.
ACE_Countdown_Time countdown (max_wait_time);
// The order of these events is very subtle, modify with care.
// Try to grab the lock. If someone if already there, don't wake
// them up, just queue up in the thread pool.
int result = 0;
if (max_wait_time)
{
ACE_Time_Value tv = ACE_OS::gettimeofday ();
tv += *max_wait_time;
ACE_MT (result = this->token_.acquire_read (&ACE_TP_Reactor::no_op_sleep_hook,
0,
&tv));
}
else
{
ACE_MT (result = this->token_.acquire_read (&ACE_TP_Reactor::no_op_sleep_hook));
}
// Update the countdown to reflect time waiting for the token.
countdown.update ();
switch (result)
{
case 2:
ACE_MT (this->token_.release ());
return 0;
case -1:
if (errno == ETIME)
return 0;
return -1;
}
// After acquiring the lock, check if we have been deactivated.
if (this->deactivated_)
{
ACE_MT (this->token_.release ());
return -1;
}
// We got the lock, lets handle some events. Note: this method will
// *not* dispatch any handlers. It will dispatch timeouts and
// signals.
result = this->handle_events_i (max_wait_time);
if (result == -1)
{
ACE_MT (this->token_.release ());
return -1;
}
// If there is any event handler that is ready to be dispatched, the
// dispatch information is recorded in this->dispatch_info_.
ACE_EH_Dispatch_Info dispatch_info;
if (this->dispatch_info_.dispatch ())
{
// Copy dispatch_info_ to the stack, as other threads can change
// dispatch_info_ after we release the lock.
dispatch_info = this->dispatch_info_;
// Reset dispatch_info_ so that we don't trip over it again.
this->dispatch_info_.reset ();
if (dispatch_info.event_handler_ == this->notify_handler_)
{
// Make sure we never suspend the notify_handler_ without holding the
// lock.
// @@ Actually, we don't even need to suspend the notify_handler_
// here. But let me get it to work first.
int retv = this->notify_handle (dispatch_info);
ACE_MT (this->token_.release ());
return retv;
}
else
// Suspend the handler so that other thread don't start
// dispatching it.
result = this->suspend_i (dispatch_info.handle_);
}
// Release the lock. Others threads can start waiting.
ACE_MT (this->token_.release ());
// If there was an event handler ready, dispatch it.
if (dispatch_info.dispatch ())
return this->notify_handle (dispatch_info);
else
return result;
}
int
ACE_TP_Reactor::mask_ops (ACE_HANDLE handle,
ACE_Reactor_Mask mask,
int ops)
{
ACE_TRACE ("ACE_Select_Reactor_T::mask_ops");
ACE_MT (ACE_GUARD_RETURN (ACE_Select_Reactor_Token,
ace_mon, this->token_, -1));
int result = 0;
// If it looks like the handle isn't suspended, then
// set the ops on the wait_set_, otherwise set the suspend_set_.
if (this->suspend_set_.rd_mask_.is_set (handle) == 0
&& this->suspend_set_.wr_mask_.is_set (handle) == 0
&& this->suspend_set_.ex_mask_.is_set (handle) == 0)
result = this->bit_ops (handle, mask,
this->wait_set_,
ops);
else
result = this->bit_ops (handle, mask,
this->suspend_set_,
ops);
return result;
}
void
ACE_TP_Reactor::no_op_sleep_hook (void *)
{
}
ACE_EH_Dispatch_Info::ACE_EH_Dispatch_Info (void)
{
this->reset ();
}
void
ACE_EH_Dispatch_Info::set (ACE_HANDLE handle,
ACE_Event_Handler *event_handler,
ACE_Reactor_Mask mask,
ACE_EH_PTMF callback)
{
this->dispatch_ = 1;
this->handle_ = handle;
this->event_handler_ = event_handler;
this->mask_ = mask;
this->callback_ = callback;
}
void
ACE_EH_Dispatch_Info::reset (void)
{
this->dispatch_ = 0;
this->handle_ = ACE_INVALID_HANDLE;
this->event_handler_ = 0;
this->mask_ = ACE_Event_Handler::NULL_MASK;
this->callback_ = 0;
}
int
ACE_EH_Dispatch_Info::dispatch (void) const
{
return this->dispatch_;
}
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