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/* -*- C++ -*- */
//=============================================================================
/**
* @file Timer_Heap_T.h
*
* $Id$
*
* @author Douglas C. Schmidt <schmidt@cs.wustl.edu>
*/
//=============================================================================
#ifndef ACE_TIMER_HEAP_T_H
#define ACE_TIMER_HEAP_T_H
#include "ace/pre.h"
#include "ace/Timer_Queue_T.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#include "ace/Free_List.h"
#include "ace/Unbounded_Set.h"
// Forward declaration
template <class TYPE, class FUNCTOR, class ACE_LOCK>
class ACE_Timer_Heap_T;
/**
* @class ACE_Timer_Heap_Iterator_T
*
* @brief Iterates over an <ACE_Timer_Heap_T>.
*
* This is a generic iterator that can be used to visit every
* node of a timer queue. Be aware that it doesn't transverse
* in the order of timeout values.
*/
template <class TYPE, class FUNCTOR, class ACE_LOCK>
class ACE_Timer_Heap_Iterator_T : public ACE_Timer_Queue_Iterator_T<TYPE, FUNCTOR, ACE_LOCK>
{
public:
/// Constructor.
ACE_Timer_Heap_Iterator_T (ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &);
/// Destructor.
~ACE_Timer_Heap_Iterator_T (void);
/// Positions the iterator at the earliest node in the Timer Queue
virtual void first (void);
/// Positions the iterator at the next node in the Timer Queue
virtual void next (void);
/// Returns true when there are no more nodes in the sequence
virtual int isdone (void) const;
/// Returns the node at the current position in the sequence
virtual ACE_Timer_Node_T<TYPE> *item (void);
protected:
/// Pointer to the <ACE_Timer_Heap> that we are iterating over.
ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &timer_heap_;
/// Position in the array where the iterator is at
size_t position_;
};
/**
* @class ACE_Timer_Heap_T
*
* @brief Provides a very fast and predictable timer implementation.
*
* This implementation uses a heap-based callout queue of
* absolute times. Therefore, in the average and worst case,
* scheduling, canceling, and expiring timers is O(log N) (where
* N is the total number of timers). In addition, we can also
* preallocate as many @c ACE_Timer_Node objects as there are slots
* in the heap. This allows us to completely remove the need for
* dynamic memory allocation, which is important for real-time
* systems.
*/
template <class TYPE, class FUNCTOR, class ACE_LOCK>
class ACE_Timer_Heap_T : public ACE_Timer_Queue_T<TYPE, FUNCTOR, ACE_LOCK>
{
public:
typedef ACE_Timer_Heap_Iterator_T<TYPE, FUNCTOR, ACE_LOCK> HEAP_ITERATOR;
friend class ACE_Timer_Heap_Iterator_T<TYPE, FUNCTOR, ACE_LOCK>;
typedef ACE_Timer_Queue_T<TYPE, FUNCTOR, ACE_LOCK> INHERITED;
// = Initialization and termination methods.
/**
* The Constructor creates a heap with specified number of elements.
* This can also take in a upcall functor and freelist (if 0, then
* defaults will be created).
*
* @param size The maximum number of timers that can be
* inserted into the new object.
* @param preallocated Default 0, if non-0 then all the memory
* for the @c ACE_Timer_Node objects will be pre-allocated. This saves
* time and is more predictable (though it requires more space).
* Otherwise, timer nodes are allocated as needed.
* @param freelist is the freelist of timer nodes.
* @param upcall_functor If 0 Timer Heap will create a default FUNCTOR.
*/
ACE_Timer_Heap_T (size_t size,
int preallocated = 0,
FUNCTOR *upcall_functor = 0,
ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0);
/**
* Default constructor. @c upcall_functor is the instance of the
* FUNCTOR to be used by the queue. If @c upcall_functor is 0, Timer
* Heap will create a default FUNCTOR. @c freelist is the freelist of
* timer nodes. If 0, then a default freelist will be created. The default
* size will be ACE_DEFAULT_TIMERS and there will be no preallocation.
*/
ACE_Timer_Heap_T (FUNCTOR *upcall_functor = 0,
ACE_Free_List<ACE_Timer_Node_T <TYPE> > *freelist = 0);
/// Destructor.
virtual ~ACE_Timer_Heap_T (void);
/// True if heap is empty, else false.
virtual int is_empty (void) const;
/// Returns the time of the earliest node in the Timer_Queue.
/// Must be called on a non-empty queue.
virtual const ACE_Time_Value &earliest_time (void) const;
/**
* Schedule a timer that may optionally auto-reset.
* Schedule <type> that will expire at <future_time>,
* which is specified in absolute time. If it expires then <act> is
* passed in as the value to the <functor>. If <interval> is != to
* <ACE_Time_Value::zero> then it is used to reschedule the <type>
* automatically, using relative time to the current <gettimeofday>.
* This method returns a <timer_id> that uniquely identifies the the
* <type> entry in an internal list. This <timer_id> can be used to
* cancel the timer before it expires. The cancellation ensures
* that <timer_ids> are unique up to values of greater than 2
* billion timers. As long as timers don't stay around longer than
* this there should be no problems with accidentally deleting the
* wrong timer. Returns -1 on failure (which is guaranteed never to
* be a valid <timer_id>).
*/
virtual long schedule (const TYPE &type,
const void *act,
const ACE_Time_Value &future_time,
const ACE_Time_Value &interval = ACE_Time_Value::zero);
/**
* Resets the interval of the timer represented by <timer_id> to
* <interval>, which is specified in relative time to the current
* <gettimeofday>. If <interval> is equal to
* <ACE_Time_Value::zero>, the timer will become a non-rescheduling
* timer. Returns 0 if successful, -1 if not.
*/
virtual int reset_interval (long timer_id,
const ACE_Time_Value &interval);
/**
* Cancel all timers associated with <type>. If <dont_call> is 0
* then the <functor> will be invoked. Returns number of timers
* cancelled.
*/
virtual int cancel (const TYPE &type,
int dont_call_handle_close = 1);
/**
* Cancel the single timer that matches the <timer_id> value (which
* was returned from the <schedule> method). If act is non-NULL
* then it will be set to point to the ``magic cookie'' argument
* passed in when the timer was registered. This makes it possible
* to free up the memory and avoid memory leaks. If <dont_call> is
* 0 then the <functor> will be invoked. Returns 1 if cancellation
* succeeded and 0 if the <timer_id> wasn't found.
*/
virtual int cancel (long timer_id,
const void **act = 0,
int dont_call_handle_close = 1);
/// Returns a pointer to this <ACE_Timer_Queue>'s iterator.
virtual ACE_Timer_Queue_Iterator_T<TYPE, FUNCTOR, ACE_LOCK> &iter (void);
/**
* Removes the earliest node from the queue and returns it. Note that
* the timer is removed from the heap, but is not freed, and its ID
* is not reclaimed. The caller is responsible for calling either
* @c reschedule() or @c free_node() after this function returns. Thus,
* this function is for support of @c ACE_Timer_Queue::expire and
* should not be used unadvisedly in other conditions.
*/
ACE_Timer_Node_T <TYPE> *remove_first (void);
/// Dump the state of an object.
virtual void dump (void) const;
/// Reads the earliest node from the queue and returns it.
virtual ACE_Timer_Node_T<TYPE> *get_first (void);
protected:
/// Reschedule an "interval" <ACE_Timer_Node>.
virtual void reschedule (ACE_Timer_Node_T<TYPE> *);
/// Factory method that allocates a new node (uses operator new if
/// we're *not* preallocating, otherwise uses an internal freelist).
virtual ACE_Timer_Node_T<TYPE> *alloc_node (void);
/**
* Factory method that frees a previously allocated node (uses
* operator delete if we're *not* preallocating, otherwise uses an
* internal freelist).
*/
virtual void free_node (ACE_Timer_Node_T<TYPE> *);
private:
/// Remove and return the <slot>th <ACE_Timer_Node> and restore the
/// heap property.
ACE_Timer_Node_T<TYPE> *remove (size_t slot);
/// Insert @a new_node into the heap and restore the heap property.
void insert (ACE_Timer_Node_T<TYPE> *new_node);
/**
* Doubles the size of the heap and the corresponding timer_ids array.
* If preallocation is used, will also double the size of the
* preallocated array of ACE_Timer_Nodes.
*/
void grow_heap (void);
/// Restore the heap property, starting at <slot>.
void reheap_up (ACE_Timer_Node_T<TYPE> *new_node,
size_t slot,
size_t parent);
/// Restore the heap property, starting at <slot>.
void reheap_down (ACE_Timer_Node_T<TYPE> *moved_node,
size_t slot,
size_t child);
/// Copy <moved_node> into the <slot> slot of <heap_> and move
/// <slot> into the corresponding slot in the <timer_id_> array.
void copy (size_t slot, ACE_Timer_Node_T<TYPE> *moved_node);
/**
* Returns a timer id that uniquely identifies this timer. This id
* can be used to cancel a timer via the <cancel (int)> method. The
* timer id returned from this method will never == -1 to avoid
* conflicts with other failure return values.
*/
int timer_id (void);
/// Pops and returns a new timer id from the freelist.
int pop_freelist (void);
/// Pushes <old_id> onto the freelist.
void push_freelist (int old_id);
/// Maximum size of the heap.
size_t max_size_;
/// Current size of the heap.
size_t cur_size_;
/// Number of heap entries in transition (removed from the queue, but
/// not freed) and may be rescheduled or freed.
size_t cur_limbo_;
/// Iterator used to expire timers.
HEAP_ITERATOR *iterator_;
/**
* Current contents of the Heap, which is organized as a "heap" of
* <ACE_Timer_Node> *'s. In this context, a heap is a "partially
* ordered, almost complete" binary tree, which is stored in an
* array.
*/
ACE_Timer_Node_T<TYPE> **heap_;
/**
* An array of "pointers" that allows each <ACE_Timer_Node> in the
* <heap_> to be located in O(1) time. Basically, <timer_id_[i]>
* contains the slot in the <heap_> array where an <ACE_Timer_Node>
* * with timer id \<i\> resides. Thus, the timer id passed back from
* <schedule> is really a slot into the <timer_ids> array. The
* <timer_ids_> array serves two purposes: negative values are
* indications of free timer IDs, whereas positive values are
* "pointers" into the <heap_> array for assigned timer IDs.
*/
ssize_t *timer_ids_;
/// "Pointer" to the element in the <timer_ids_> array that was
/// last given out as a timer ID.
size_t timer_ids_curr_;
/// Index representing the lowest timer ID that has been freed. When
/// the timer_ids_next_ value wraps around, it starts back at this
/// point.
size_t timer_ids_min_free_;
/**
* If this is non-0, then we preallocate <max_size_> number of
* <ACE_Timer_Node> objects in order to reduce dynamic allocation
* costs. In auto-growing implementation, this points to the
* last array of nodes allocated.
*/
ACE_Timer_Node_T<TYPE> *preallocated_nodes_;
/// This points to the head of the <preallocated_nodes_> freelist,
/// which is organized as a stack.
ACE_Timer_Node_T<TYPE> *preallocated_nodes_freelist_;
/// Set of pointers to the arrays of preallocated timer nodes.
/// Used to delete the allocated memory when required.
ACE_Unbounded_Set<ACE_Timer_Node_T<TYPE> *> preallocated_node_set_;
// = Don't allow these operations for now.
ACE_UNIMPLEMENTED_FUNC (ACE_Timer_Heap_T (const ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &))
ACE_UNIMPLEMENTED_FUNC (void operator= (const ACE_Timer_Heap_T<TYPE, FUNCTOR, ACE_LOCK> &))
};
#if defined (ACE_TEMPLATES_REQUIRE_SOURCE) && !defined(ACE_HAS_BROKEN_HPUX_TEMPLATES)
#include "ace/Timer_Heap_T.cpp"
#endif /* ACE_TEMPLATES_REQUIRE_SOURCE && !ACE_HAS_BROKEN_HPUX_TEMPLATES */
#if defined (ACE_TEMPLATES_REQUIRE_PRAGMA)
#pragma implementation ("Timer_Heap_T.cpp")
#endif /* ACE_TEMPLATES_REQUIRE_PRAGMA */
#include "ace/post.h"
#endif /* ACE_TIMER_HEAP_T_H */
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