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// -*- C++ -*-
//=============================================================================
/**
* @file Operation_Table.h
*
* $Id$
*
* @author Aniruddha Gokhale
*/
//=============================================================================
#ifndef TAO_OPTABLE_H
#define TAO_OPTABLE_H
#include /**/ "ace/pre.h"
#include "tao/PortableServer/portableserver_export.h"
#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#include "tao/Object.h"
#include "tao/Collocation_Strategy.h"
TAO_BEGIN_VERSIONED_NAMESPACE_DECL
class TAO_ServerRequest;
class TAO_Abstract_ServantBase;
typedef void (*TAO_Skeleton)(
TAO_ServerRequest &,
void *,
void *
);
typedef void (*TAO_Collocated_Skeleton)(
TAO_Abstract_ServantBase *,
TAO::Argument **,
int
);
/**
* @struct TAO_operation_db_entry
*
* @brief Define a table entry that holds an operation name and its
* corresponding skeleton. A table of such entries is used to
* initialize the different lookup strategies.
*/
struct TAO_operation_db_entry
{
/// Operation name
char const * opname;
/// Remote/thru-POA skeleton pointer
TAO_Skeleton skel_ptr;
/// Collocated skeleton pointers.
TAO_Collocated_Skeleton direct_skel_ptr;
};
// --------------------------
namespace TAO
{
/**
* @class Operation_Skeleton_Ptr
*
* @brief A logical aggregation of all the operation skeleton pointers
* in use.
*
* This is not used by the IDL compiler. This is used internally
* within different strategies.
*/
struct Operation_Skeletons
{
Operation_Skeletons (void);
/// Remote skeleton pointer
TAO_Skeleton skel_ptr;
/// Collocated skeleton pointers.
TAO_Skeleton thruPOA_skel_ptr;
TAO_Collocated_Skeleton direct_skel_ptr;
};
}
/**
* @class TAO_Operation_Table
*
* @brief Abstract class for maintaining and lookup of CORBA IDL
* operation names.
*/
class TAO_PortableServer_Export TAO_Operation_Table
{
public:
/**
* Uses @a opname to look up the skeleton function and pass it back
* in @a skelfunc. Returns non-negative integer on success, or -1
* on failure.
*/
virtual int find (const char *opname,
TAO_Skeleton &skelfunc,
const unsigned int length = 0) = 0;
/**
* Uses @a opname to look up the collocated skeleton function and
* pass it back in @a skelfunc. Returns non-negative integer on
* success, or -1 on failure.
*/
virtual int find (const char *opname,
TAO_Collocated_Skeleton &skelfunc,
TAO::Collocation_Strategy s,
const unsigned int length = 0) = 0;
/// Associate the skeleton @a skel_ptr with an operation named
/// @a opname. Returns -1 on failure, 0 on success, 1 on duplicate.
virtual int bind (const char *opname,
const TAO::Operation_Skeletons skel_ptr) = 0;
virtual ~TAO_Operation_Table (void);
};
TAO_END_VERSIONED_NAMESPACE_DECL
#include /**/ "ace/post.h"
#endif /* TAO_OPTABLE_H */
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