// -*- C++ -*- // // $Id$ // **************************************************************** #include "tao/ORB_Core_TSS_Resources.h" #include "tao/ORB_Core.h" TAO_BEGIN_VERSIONED_NAMESPACE_DECL ACE_INLINE TAO_Leader_Follower::TAO_Leader_Follower (TAO_ORB_Core* orb_core, TAO_New_Leader_Generator *new_leader_generator) : orb_core_ (orb_core), reverse_lock_ (lock_), leaders_ (0), clients_ (0), reactor_ (0), avoid_client_leader_ (false), client_thread_is_leader_ (0), event_loop_threads_waiting_ (0), event_loop_threads_condition_ (lock_), new_leader_generator_ (new_leader_generator) { } ACE_INLINE TAO_ORB_Core_TSS_Resources * TAO_Leader_Follower::get_tss_resources (void) const { return this->orb_core_->get_tss_resources (); } ACE_INLINE void TAO_Leader_Follower::set_avoid_client_leader (void) { this->avoid_client_leader_ = true; } ACE_INLINE bool TAO_Leader_Follower::follower_available (void) const { return !this->follower_set_.is_empty (); } ACE_INLINE bool TAO_Leader_Follower::no_leaders_available (void) { if (this->new_leader_generator_) return this->new_leader_generator_->no_leaders_available (); return false; } ACE_INLINE int TAO_Leader_Follower::elect_new_leader (void) { if (this->leaders_ == 0) { if (this->event_loop_threads_waiting_) { return this->event_loop_threads_condition_.broadcast (); } else if (this->follower_available ()) { return this->elect_new_leader_i (); } else { this->no_leaders_available (); } } return 0; } ACE_INLINE int TAO_Leader_Follower::set_event_loop_thread (ACE_Time_Value *max_wait_time) { TAO_ORB_Core_TSS_Resources *tss = this->get_tss_resources (); // Make sure that there is no other client thread run the show. If // we are the client thread running the show, then it is ok. if (this->client_thread_is_leader_ && tss->client_leader_thread_ == 0) { int const result = this->wait_for_client_leader_to_complete (max_wait_time); if (result != 0) return result; } // If == 0 and == 0, we // are running the event loop for the first time. Therefore, // increment the leaders. Otherwise, simply increment // since either (a) if != // 0 this is a nested call to the event loop, or (b) // != 0 this is a call to the event loop // while we are a client leader. if (tss->event_loop_thread_ == 0 && tss->client_leader_thread_ == 0) ++this->leaders_; ++tss->event_loop_thread_; return 0; } ACE_INLINE void TAO_Leader_Follower::reset_event_loop_thread_i (TAO_ORB_Core_TSS_Resources *tss) { // Always decrement . If // reaches 0 and we are not a client leader, we are done with our // duties of running the event loop. Therefore, decrement the // leaders. Otherwise, we just got done with a nested call to the // event loop or a call to the event loop when we were the client // leader. --tss->event_loop_thread_; if (tss->event_loop_thread_ == 0 && tss->client_leader_thread_ == 0) --this->leaders_; } ACE_INLINE void TAO_Leader_Follower::reset_event_loop_thread (void) { TAO_ORB_Core_TSS_Resources *tss = this->get_tss_resources (); if (tss->event_loop_thread_ > 0) this->reset_event_loop_thread_i (tss); } ACE_INLINE TAO_SYNCH_MUTEX & TAO_Leader_Follower::lock (void) { return this->lock_; } ACE_INLINE void TAO_Leader_Follower::set_upcall_thread (void) { TAO_ORB_Core_TSS_Resources *tss = this->get_tss_resources (); if (tss->event_loop_thread_ > 0) { ACE_GUARD (TAO_SYNCH_MUTEX, ace_mon, this->lock ()); this->reset_event_loop_thread_i (tss); this->elect_new_leader (); } else if (tss->client_leader_thread_ == 1) { // We are client leader thread going to handle upcall. // When we're only leading one level (which should // now always be the case since we implement leadership // abdication here) we can now give up leadership to allow a // waiting event thread to take over leaderpship ACE_GUARD (TAO_SYNCH_MUTEX, ace_mon, this->lock ()); this->reset_client_leader_thread (); this->elect_new_leader (); } } ACE_INLINE bool TAO_Leader_Follower::leader_available (void) const { return this->leaders_ != 0; } ACE_INLINE void TAO_Leader_Follower::set_client_leader_thread (void) { TAO_ORB_Core_TSS_Resources *tss = this->get_tss_resources (); ++this->leaders_; ++this->client_thread_is_leader_; ++tss->client_leader_thread_; } ACE_INLINE void TAO_Leader_Follower::reset_client_leader_thread (void) { TAO_ORB_Core_TSS_Resources *tss = this->get_tss_resources (); // We may be called twice when we gave up leadership from // set_upcall_thread () if so tss->client_leader_thread_ may // already have been decremented to 0 if (tss->client_leader_thread_ > 0) { --tss->client_leader_thread_; --this->leaders_; --this->client_thread_is_leader_; } } ACE_INLINE bool TAO_Leader_Follower::is_client_leader_thread (void) const { TAO_ORB_Core_TSS_Resources *tss = this->get_tss_resources (); return tss->client_leader_thread_ != 0; } ACE_INLINE void TAO_Leader_Follower::add_follower (TAO_LF_Follower *follower) { this->follower_set_.push_back (follower); } ACE_INLINE void TAO_Leader_Follower::remove_follower (TAO_LF_Follower *follower) { this->follower_set_.remove (follower); } ACE_INLINE ACE_Reverse_Lock & TAO_Leader_Follower::reverse_lock (void) { return this->reverse_lock_; } ACE_INLINE bool TAO_Leader_Follower::has_clients (void) const { return this->clients_; } ACE_INLINE void TAO_Leader_Follower::set_new_leader_generator(TAO_New_Leader_Generator *new_leader_generator) { this->new_leader_generator_ = new_leader_generator; } // **************************************************************** ACE_INLINE TAO_LF_Client_Thread_Helper::TAO_LF_Client_Thread_Helper (TAO_Leader_Follower &leader_follower) : leader_follower_ (leader_follower) { this->leader_follower_.set_client_thread (); } ACE_INLINE TAO_LF_Client_Thread_Helper::~TAO_LF_Client_Thread_Helper (void) { this->leader_follower_.reset_client_thread (); } ACE_INLINE TAO_LF_Client_Leader_Thread_Helper::TAO_LF_Client_Leader_Thread_Helper (TAO_Leader_Follower &leader_follower) : leader_follower_ (leader_follower) { this->leader_follower_.set_client_leader_thread (); } ACE_INLINE TAO_LF_Client_Leader_Thread_Helper::~TAO_LF_Client_Leader_Thread_Helper (void) { this->leader_follower_.reset_client_leader_thread (); } TAO_END_VERSIONED_NAMESPACE_DECL