Files
haiku-beta6/src/kits/app/Messenger.cpp
T
Axel Dörfler 9dbe170a69 Implemented direct message passing for local targets; this fixes a deadlock
with PostMessage() in case the message queue is full.
Some notes:
* for synchronous replies, we don't use this mechanism yet, but it could be
  extended to do that as well.
* the code looks so complicated because we need a way to access the looper's
  queue without locking it (to prevent deadlocks); like Dano's solution, I've
  abused BTokenSpace to store a BDirectMessageTarget with a BHandler.
* we also need to decouple the lifetime of a looper's queue from its target,
  as we cannot lock the looper, and therefore, can't guarantee it stays valid
  as long as we're accessing it outside of BLooper.
* init_clipboard() now needs to be done after the global constructors have
  been called - since sending messages now needs gDefaultTokens to be initialized.
  Since this is done per image, it shouldn't cause any troubles, though.
* some minor cleanup, removed unused _msg_cache_cleanup_() and friends.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@19968 a95241bf-73f2-0310-859d-f6bbb57e9c96
2007-01-26 13:59:56 +00:00

585 lines
16 KiB
C++

/*
* Copyright 2001-2005, Haiku.
* Distributed under the terms of the MIT License.
*
* Authors:
* Ingo Weinhold ([email protected])
*/
#include <AppMisc.h>
#include <MessageUtils.h>
#include "ObjectLocker.h"
#include "TokenSpace.h"
#include <Application.h>
#include <Handler.h>
#include <Looper.h>
#include <LooperList.h>
#include <Message.h>
#include <MessagePrivate.h>
#include <Messenger.h>
#include <OS.h>
#include <Roster.h>
#include <TokenSpace.h>
#include <new>
#include <stdio.h>
#include <string.h>
// debugging
//#define DBG(x) x
#define DBG(x)
#define OUT printf
using BPrivate::gDefaultTokens;
using BPrivate::gLooperList;
using BPrivate::BLooperList;
using BPrivate::BObjectLocker;
enum {
NOT_IMPLEMENTED = B_ERROR,
};
/*! \brief Creates an unitialized BMessenger.
*/
BMessenger::BMessenger()
:
fPort(-1),
fHandlerToken(B_NULL_TOKEN),
fTeam(-1)
{
}
/*! \brief Creates a BMessenger and initializes it to target the already
running application identified by its signature and/or team ID.
When only a signature is given, and multiple instances of the application
are running it is undeterminate which one is chosen as the target. In case
only a team ID is passed, the target application is identified uniquely.
If both are supplied, the application identified by the team ID must have
a matching signature, otherwise the initilization fails.
\param signature The target application's signature. May be \c NULL.
\param team The target application's team ID. May be < 0.
\param result An optional pointer to a pre-allocated status_t into which
the result of the initialization is written.
*/
BMessenger::BMessenger(const char *signature, team_id team, status_t *result)
:
fPort(-1),
fHandlerToken(B_NULL_TOKEN),
fTeam(-1)
{
_InitData(signature, team, result);
}
/*! \brief Creates a BMessenger and initializes it to target the local
BHandler and/or BLooper.
When a \c NULL handler is supplied, the preferred handler in the given
looper is targeted. If no looper is supplied the looper the given handler
belongs to is used -- that means in particular, that the handler must
already belong to a looper. If both are supplied the handler must actually
belong to looper.
\param handler The target handler. May be \c NULL.
\param looper The target looper. May be \c NULL.
\param result An optional pointer to a pre-allocated status_t into which
the result of the initialization is written.
*/
BMessenger::BMessenger(const BHandler* handler, const BLooper* looper,
status_t* _result)
:
fPort(-1),
fHandlerToken(B_NULL_TOKEN),
fTeam(-1)
{
status_t error = (handler || looper ? B_OK : B_BAD_VALUE);
if (error == B_OK) {
if (handler) {
// BHandler is given, check/retrieve the looper.
if (looper) {
if (handler->Looper() != looper)
error = B_MISMATCHED_VALUES;
} else {
looper = handler->Looper();
if (looper == NULL)
error = B_MISMATCHED_VALUES;
}
}
// set port, token,...
if (error == B_OK) {
BObjectLocker<BLooperList> locker(gLooperList);
if (locker.IsLocked() && gLooperList.IsLooperValid(looper)) {
fPort = looper->fMsgPort;
fHandlerToken = (handler
? _get_object_token_(handler) : B_PREFERRED_TOKEN);
fTeam = looper->Team();
} else
error = B_BAD_VALUE;
}
}
if (_result)
*_result = error;
}
/*! \brief Creates a BMessenger and initializes it to have the same target
as the supplied messemger.
\param from The messenger to be copied.
*/
BMessenger::BMessenger(const BMessenger& from)
:
fPort(from.fPort),
fHandlerToken(from.fHandlerToken),
fTeam(from.fTeam)
{
}
/*! \brief Frees all resources associated with this object.
*/
BMessenger::~BMessenger()
{
}
// #pragma mark - Target
/*! \brief Returns whether or not the messenger's target lives within the team
of the caller.
\return \c true, if the object is properly initialized and its target
lives within the caller's team, \c false otherwise.
*/
bool
BMessenger::IsTargetLocal() const
{
thread_info info;
return get_thread_info(find_thread(NULL), &info) == B_OK
&& fTeam == info.team;
}
/*! \brief Returns the handler and looper targeted by the messenger, if the
target is local.
The handler is returned directly, the looper by reference. If both are
\c NULL, the object is either not properly initialized, the target
objects have been deleted or the target is remote. If only the returned
handler is \c NULL, either the looper's preferred handler is targeted or
the handler has been deleted.
\param looper A pointer to a pre-allocated BLooper pointer into which
the pointer to the targeted looper is written.
\return The BHandler targeted by the messenger.
*/
BHandler *
BMessenger::Target(BLooper** _looper) const
{
BHandler *handler = NULL;
if (IsTargetLocal() && fHandlerToken > B_NULL_TOKEN) {
gDefaultTokens.GetToken(fHandlerToken, B_HANDLER_TOKEN,
(void**)&handler);
if (_looper)
*_looper = BPrivate::gLooperList.LooperForPort(fPort);
} else if (_looper)
*_looper = NULL;
return handler;
}
/*! \brief Locks the BLooper targeted by the messenger, if the target is local.
This method is a shorthand for retrieving the targeted looper via
Target() and calling BLooper::Lock() on the looper afterwards.
\see BLooper::Lock() for details.
\return \c true, if the looper could be locked sucessfully, \c false, if
the messenger is not properly initialized, the target is remote,
or the targeted looper is invalid.
*/
bool
BMessenger::LockTarget() const
{
BLooper *looper = NULL;
Target(&looper);
return looper && looper->Lock();
}
/*! \brief Locks the BLooper targeted by the messenger, if the target is local.
This method is a shorthand for retrieving the targeted looper via
Target() and calling BLooper::LockWithTimeout() on the looper afterwards.
\see BLooper::LockWithTimeout() for details.
\return
- \c B_OK, if the looper could be locked sucessfully,
- \c B_BAD_VALUE, if the messenger is not properly initialized,
the target is remote, or the targeted looper is invalid,
- other error codes returned by BLooper::LockWithTimeout().
*/
status_t
BMessenger::LockTargetWithTimeout(bigtime_t timeout) const
{
BLooper *looper = NULL;
Target(&looper);
status_t error = looper ? B_OK : B_BAD_VALUE;
if (error == B_OK)
error = looper->LockWithTimeout(timeout);
return error;
}
// #pragma mark - Message sending
// SendMessage
/*! \brief Delivers a BMessage synchronously to the messenger's target.
The method does not wait for a reply. The message is sent asynchronously.
\param command The what field of the message to deliver.
\param replyTo The handler to which a reply to the message shall be sent.
May be \c NULL.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_PORT_ID: The messenger is not properly initialized or its
target doesn't exist anymore.
*/
status_t
BMessenger::SendMessage(uint32 command, BHandler *replyTo) const
{
BMessage message(command);
return SendMessage(&message, replyTo);
}
// SendMessage
/*! \brief Delivers a BMessage synchronously to the messenger's target.
A copy of the supplied message is sent and the caller retains ownership
of \a message.
The method does not wait for a reply. The message is sent asynchronously.
\param message The message to be sent.
\param replyTo The handler to which a reply to the message shall be sent.
May be \c NULL.
\param timeout A timeout for the delivery of the message.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_PORT_ID: The messenger is not properly initialized or its
target doesn't exist anymore.
- \c B_WOULD_BLOCK: A delivery timeout of 0 was supplied and the target
port was full when trying to deliver the message.
- \c B_TIMED_OUT: The timeout expired while trying to deliver the
message.
*/
status_t
BMessenger::SendMessage(BMessage *message, BHandler *replyTo,
bigtime_t timeout) const
{
DBG(OUT("BMessenger::SendMessage2(%.4s)\n", (char*)&message->what));
status_t error = (message ? B_OK : B_BAD_VALUE);
if (error == B_OK) {
BMessenger replyMessenger(replyTo);
error = SendMessage(message, replyMessenger, timeout);
}
DBG(OUT("BMessenger::SendMessage2() done: %lx\n", error));
return error;
}
// SendMessage
/*! \brief Delivers a BMessage synchronously to the messenger's target.
A copy of the supplied message is sent and the caller retains ownership
of \a message.
The method does not wait for a reply. The message is sent asynchronously.
\param message The message to be sent.
\param replyTo A messenger specifying the target for a reply to \a message.
\param timeout A timeout for the delivery of the message.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_PORT_ID: The messenger is not properly initialized or its
target doesn't exist anymore.
- \c B_WOULD_BLOCK: A delivery timeout of 0 was supplied and the target
port was full when trying to deliver the message.
- \c B_TIMED_OUT: The timeout expired while trying to deliver the
message.
*/
status_t
BMessenger::SendMessage(BMessage *message, BMessenger replyTo,
bigtime_t timeout) const
{
if (!message)
return B_BAD_VALUE;
return BMessage::Private(message).SendMessage(fPort, fTeam, fHandlerToken,
timeout, false, replyTo);
}
// SendMessage
/*! \brief Delivers a BMessage synchronously to the messenger's target and
waits for a reply.
The method does wait for a reply. The reply message is copied into
\a reply. If the target doesn't send a reply, the \c what field of
\a reply is set to \c B_NO_REPLY.
\param command The what field of the message to deliver.
\param reply A pointer to a pre-allocated BMessage into which the reply
message will be copied.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_PORT_ID: The messenger is not properly initialized or its
target doesn't exist anymore.
- \c B_NO_MORE_PORTS: All reply ports are in use.
*/
status_t
BMessenger::SendMessage(uint32 command, BMessage *reply) const
{
BMessage message(command);
return SendMessage(&message, reply);
}
// SendMessage
/*! \brief Delivers a BMessage synchronously to the messenger's target and
waits for a reply.
A copy of the supplied message is sent and the caller retains ownership
of \a message.
The method does wait for a reply. The reply message is copied into
\a reply. If the target doesn't send a reply or if a reply timeout occurs,
the \c what field of \a reply is set to \c B_NO_REPLY.
\param message The message to be sent.
\param reply A pointer to a pre-allocated BMessage into which the reply
message will be copied.
\param deliveryTimeout A timeout for the delivery of the message.
\param replyTimeout A timeout for waiting for the reply.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_PORT_ID: The messenger is not properly initialized or its
target doesn't exist anymore.
- \c B_WOULD_BLOCK: A delivery timeout of 0 was supplied and the target
port was full when trying to deliver the message.
- \c B_TIMED_OUT: The timeout expired while trying to deliver the
message.
- \c B_NO_MORE_PORTS: All reply ports are in use.
*/
status_t
BMessenger::SendMessage(BMessage *message, BMessage *reply,
bigtime_t deliveryTimeout, bigtime_t replyTimeout) const
{
if (message == NULL || reply == NULL)
return B_BAD_VALUE;
status_t error = BMessage::Private(message).SendMessage(fPort, fTeam,
fHandlerToken, reply, deliveryTimeout, replyTimeout);
// Map this error for now:
if (error == B_BAD_TEAM_ID)
error = B_BAD_PORT_ID;
return error;
}
// #pragma mark - Operators and misc
/*! \brief Makes this BMessenger a copy of the supplied one.
\param from the messenger to be copied.
\return A reference to this object.
*/
BMessenger &
BMessenger::operator=(const BMessenger &from)
{
if (this != &from) {
fPort = from.fPort;
fHandlerToken = from.fHandlerToken;
fTeam = from.fTeam;
}
return *this;
}
/*! \brief Returns whether this and the supplied messenger have the same
target.
\param other The other messenger.
\return \c true, if the messengers have the same target or if both aren't
properly initialzed, \c false otherwise.
*/
bool
BMessenger::operator==(const BMessenger &other) const
{
// Note: The fTeam fields are not compared.
return fPort == other.fPort
&& fHandlerToken == other.fHandlerToken;
}
/*! \brief Returns whether the messenger's target looper does still exist.
It is not checked whether the target handler is also still existing.
\return \c true, if the messenger's target looper does still exist,
\c false otherwise.
*/
bool
BMessenger::IsValid() const
{
port_info info;
return fPort >= 0 && get_port_info(fPort, &info) == B_OK;
}
/*! \brief Returns the ID of the team the messenger's target lives in.
\return The team of the messenger's target.
*/
team_id
BMessenger::Team() const
{
return fTeam;
}
// #pragma mark - Private or reserved
/*! \brief Sets the messenger's team, target looper port and handler token.
To target the preferred handler, use B_PREFERRED_TOKEN as token.
\param team The target's team.
\param port The target looper port.
\param token The target handler token.
*/
void
BMessenger::_SetTo(team_id team, port_id port, int32 token)
{
fTeam = team;
fPort = port;
fHandlerToken = token;
}
/*! \brief Initializes the BMessenger object's data given the signature and/or
team ID of a target.
When only a signature is given, and multiple instances of the application
are running it is undeterminate which one is chosen as the target. In case
only a team ID is passed, the target application is identified uniquely.
If both are supplied, the application identified by the team ID must have
a matching signature, otherwise the initilization fails.
\param signature The target application's signature. May be \c NULL.
\param team The target application's team ID. May be < 0.
\param result An optional pointer to a pre-allocated status_t into which
the result of the initialization is written.
*/
void
BMessenger::_InitData(const char* signature, team_id team, status_t* _result)
{
status_t error = B_OK;
// get an app_info
app_info info;
if (team < 0) {
// no team ID given
if (signature) {
error = be_roster->GetAppInfo(signature, &info);
team = info.team;
// B_ERROR means that no application with the given signature
// is running. But we are supposed to return B_BAD_VALUE.
if (error == B_ERROR)
error = B_BAD_VALUE;
} else
error = B_BAD_TYPE;
} else {
// a team ID is given
error = be_roster->GetRunningAppInfo(team, &info);
// Compare the returned signature with the supplied one.
if (error == B_OK && signature && strcasecmp(signature, info.signature))
error = B_MISMATCHED_VALUES;
}
// check whether the app flags say B_ARGV_ONLY
if (error == B_OK && (info.flags & B_ARGV_ONLY)) {
error = B_BAD_TYPE;
// Set the team ID nevertheless -- that's what Be's implementation
// does. Don't know, if that is a bug, but at least it doesn't harm.
fTeam = team;
}
// init our members
if (error == B_OK) {
fTeam = team;
fPort = info.port;
fHandlerToken = B_PREFERRED_TOKEN;
}
// return the error
if (_result)
*_result = error;
}
/*! \brief Returns whether the first one of two BMessengers is less than the
second one.
This method defines an order on BMessengers based on their member
variables \c fPort, \c fHandlerToken and \c fPreferredTarget.
\param a The first messenger.
\param b The second messenger.
\return \c true, if \a a is less than \a b, \c false otherwise.
*/
bool
operator<(const BMessenger &_a, const BMessenger &_b)
{
BMessenger::Private a(const_cast<BMessenger&>(_a));
BMessenger::Private b(const_cast<BMessenger&>(_b));
// significance:
// 1. fPort
// 2. fHandlerToken
// 3. fPreferredTarget
// fTeam is insignificant
return (a.Port() < b.Port()
|| a.Port() == b.Port()
&& (a.Token() < b.Token()
|| a.Token() == b.Token()
&& !a.IsPreferredTarget()
&& b.IsPreferredTarget()));
}
/*! \brief Returns whether two BMessengers have not the same target.
\param a The first messenger.
\param b The second messenger.
\return \c false, if \a a and \a b have the same targets or are both not
properly initialized, \c true otherwise.
*/
bool
operator!=(const BMessenger &a, const BMessenger &b)
{
return !(a == b);
}