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// Token.cpp
// $Id$
#define ACE_BUILD_DLL
#include "ace/Thread.h"
#include "ace/Token.h"
#if defined (DEBUGGING)
#include "ace/streams.h"
#endif /* DEBUGGING */
#if defined (ACE_HAS_THREADS)
#if !defined (__ACE_INLINE__)
#include "ace/Synch_T.h"
#include "ace/Token.i"
#endif /* __ACE_INLINE__ */
ACE_ALLOC_HOOK_DEFINE(ACE_Token)
void
ACE_Token::dump (void) const
{
ACE_TRACE ("ACE_Token::dump");
}
ACE_Token::ACE_Queue_Entry::ACE_Queue_Entry (ACE_Thread_Mutex &m,
ACE_thread_t t_id)
: next_ (0),
thread_id_ (t_id),
cv_ (m),
runable_ (0)
{
ACE_TRACE ("ACE_Token::ACE_Queue_Entry::ACE_Queue_Entry");
}
ACE_Token::ACE_Token (LPCTSTR name, void *any)
: head_ (0),
tail_ (0),
lock_ (name, any),
in_use_ (0),
waiters_ (0),
nesting_level_ (0)
{
// ACE_TRACE ("ACE_Token::ACE_Token");
}
ACE_Token::~ACE_Token (void)
{
ACE_TRACE ("ACE_Token::~ACE_Token");
}
// Remove an entry from the list. Must be
// called with locks held.
void
ACE_Token::remove_entry (ACE_Token::ACE_Queue_Entry *entry)
{
ACE_TRACE ("ACE_Token::remove_entry");
ACE_Token::ACE_Queue_Entry *curr = 0;
ACE_Token::ACE_Queue_Entry *prev = 0;
if (this->head_ == 0)
return;
for (curr = this->head_;
curr != 0 && curr != entry;
curr = curr->next_)
prev = curr;
if (curr == 0) // Didn't find the entry...
return;
else if (prev == 0) // Delete at the head.
this->head_ = this->head_->next_;
else // Delete in the middle.
prev->next_ = curr->next_;
// We need to update the tail of the list
// if we've deleted the last entry.
if (curr->next_ == 0)
this->tail_ = curr;
}
int
ACE_Token::shared_acquire (void (*sleep_hook_func)(void *),
void *arg,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Token::shared_acquire");
ACE_GUARD_RETURN (ACE_Thread_Mutex, ace_mon, this->lock_, -1);
ACE_thread_t thr_id = ACE_Thread::self ();
#if defined (DEBUGGING)
cerr << '(' << ACE_Thread::self () << ')'
<< " acquire: owner_ = " << this->owner_
<< ", owner_ addr = " << &this->owner_
<< ", waiters_ = " << this->waiters_
<< ", in_use_ = " << this->in_use_
<< ", nesting level = " << this->nesting_level_ << endl;
#endif /* DEBUGGING */
if (this->in_use_) // Someone already holds the token.
{
if (ACE_OS::thr_equal (thr_id, this->owner_)) // I own it!
{
this->nesting_level_++;
return 0;
}
// Do a quick check for "polling" behavior.
else if (timeout != 0 && timeout->sec () == 0 && timeout->usec () == 0)
{
errno = ETIME;
return -1;
}
else // We've got to sleep until we get the token.
{
// Allocate q entry on stack. This works since we don't
// exit this method's activation record until we've got the
// token.
ACE_Token::ACE_Queue_Entry my_entry (this->lock_, thr_id);
int ret = 0;
if (this->head_ == 0) // I'm first and only waiter in line...
{
this->head_ = &my_entry;
this->tail_ = &my_entry;
}
else // I'm queued at the end of the list.
{
this->tail_->next_ = &my_entry;
this->tail_ = &my_entry;
}
this->waiters_++;
// Execute appropriate <sleep_hook> callback.
// (@@ should these methods return a success/failure
// status, and if so, what should we do with it?)
if (sleep_hook_func)
{
(*sleep_hook_func) (arg);
ret++;
}
else // Execute virtual method.
{
this->sleep_hook ();
ret++;
}
// Sleep until we've got the token (ignore signals).
while (my_entry.cv_.wait (timeout) == -1)
{
// Note, this should obey whatever thread-specific
// interrupt policy is currently in place...
if (errno == EINTR)
continue;
#if defined (DEBUGGING)
cerr << '(' << ACE_Thread::self () << ')'
<< " acquire: "
<< (errno == ETIME ? "timed out" : "error occurred")
<< endl;
#endif /* DEBUGGING */
// We come here if a timeout occurs or some serious
// ACE_Condition object error.
this->remove_entry (&my_entry);
return -1;
}
ACE_ASSERT (my_entry.runable_);
#if defined (DEBUGGING)
cerr << '(' << ACE_Thread::self () << ')'
<< " acquire (UNBLOCKED)" << endl;
#endif /* DEBUGGING */
return ret;
}
}
else
{
this->in_use_ = 1;
this->owner_ = thr_id; // Its mine!
return 0;
}
}
// By default this is a no-op.
/* virtual */
void
ACE_Token::sleep_hook (void)
{
ACE_TRACE ("ACE_Token::sleep_hook");
}
int
ACE_Token::acquire (ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Token::acquire");
return this->shared_acquire (0, 0, timeout);
}
// Acquire the token, sleeping until it is obtained or until
// <timeout> expires.
int
ACE_Token::acquire (void (*sleep_hook_func)(void *),
void *arg,
ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Token::acquire");
return this->shared_acquire (sleep_hook_func, arg, timeout);
}
// Try to renew the token.
int
ACE_Token::renew (int requeue_position, ACE_Time_Value *timeout)
{
ACE_TRACE ("ACE_Token::renew");
ACE_GUARD_RETURN (ACE_Thread_Mutex, ace_mon, this->lock_, -1);
#if defined (DEBUGGING)
cerr << '(' << ACE_Thread::self () << ')'
<< " renew: owner_ thr = " << this->owner_
<< ", owner_ addr = " << &this->owner_
<< ", waiters_ = " << this->waiters_
<< ", in_use_ = " << this->in_use_
<< ", nesting level = " << this->nesting_level_ << endl;
#endif /* DEBUGGING */
ACE_ASSERT (ACE_OS::thr_equal (ACE_Thread::self (), this->owner_));
// Check to see if there are any waiters. If not, we just keep the token.
if (this->head_ != 0)
{
ACE_Token::ACE_Queue_Entry my_entry (this->lock_, this->owner_);
int save_nesting_level_ = this->nesting_level_;
this->owner_ = this->head_->thread_id_;
this->nesting_level_ = 0;
// Wake up next waiter and make it runable.
this->head_->cv_.signal ();
this->head_->runable_ = 1;
this->head_ = this->head_->next_;
if (this->head_ == 0) // No other threads - just add me
{
this->head_ = &my_entry;
this->tail_ = &my_entry;
}
else if (requeue_position == -1) // Insert at the end of the queue.
{
this->tail_->next_ = &my_entry;
this->tail_ = &my_entry;
}
else if (requeue_position == 0) // Insert at head of queue.
{
my_entry.next_ = this->head_;
this->head_ = &my_entry;
}
else // Insert in the middle of the queue somewhere.
{
ACE_Token::ACE_Queue_Entry *insert_after = this->head_;
// Determine where our thread should go in the queue of
// waiters.
while (requeue_position-- && insert_after->next_ != 0)
insert_after = insert_after->next_;
my_entry.next_ = insert_after->next_;
if (my_entry.next_ == 0)
this->tail_ = &my_entry;
insert_after->next_ = &my_entry;
}
// Sleep until we've got the token (ignore signals).
while (my_entry.cv_.wait (timeout) == -1)
{
// Note, this should obey whatever thread-specific
// interrupt policy is currently in place...
if (errno == EINTR)
continue;
#if defined (DEBUGGING)
cerr << '(' << ACE_Thread::self () << ')'
<< " renew: "
<< (errno == ETIME ? "timed out" : "error occurred") << endl;
#endif /* DEBUGGING */
// We come here if a timeout occurs or
// some serious ACE_Condition object error.
this->remove_entry (&my_entry);
return -1;
}
ACE_ASSERT (my_entry.runable_);
this->nesting_level_ = save_nesting_level_;
this->owner_ = my_entry.thread_id_;
}
return 0;
}
// Release the current holder of the token (which had
// better be the caller's thread!).
int
ACE_Token::release (void)
{
ACE_TRACE ("ACE_Token::release");
ACE_GUARD_RETURN (ACE_Thread_Mutex, ace_mon, this->lock_, -1);
ACE_ASSERT (ACE_OS::thr_equal (ACE_Thread::self (), this->owner_));
#if defined (DEBUGGING)
cerr << '(' << ACE_Thread::self () << ')'
<< " release: owner_ thr = " << this->owner_
<< ", owner_ addr = " << &this->owner_
<< ", waiters_ = " << this->waiters_
<< ", in_use_ = " << this->in_use_
<< ", nesting level = " << this->nesting_level_ << endl;
#endif /* DEBUGGING */
if (this->nesting_level_ > 0)
--this->nesting_level_;
else
{
if (this->head_ == 0)
this->in_use_ = 0; // No more waiters...
else
{
this->owner_ = this->head_->thread_id_;
--this->waiters_;
// Wake up waiter and make it runable.
this->head_->cv_.signal ();
this->head_->runable_ = 1;
this->head_ = this->head_->next_;
if (this->head_ == 0)
this->tail_ = 0;
}
}
return 0;
}
#endif /* ACE_HAS_THREADS */
#if defined (ACE_HAS_EXPLICIT_TEMPLATE_INSTANTIATION)
#elif defined (ACE_HAS_TEMPLATE_INSTANTIATION_PRAGMA)
#endif /* ACE_HAS_EXPLICIT_TEMPLATE_INSTANTIATION */
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