/* COMMAND-INSTANCE-MANAGER.hpp - Service to manage command instances for actual invocation Copyright (C) Lumiera.org 2017, Hermann Vosseler This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /** @file command-instance-manager.hpp ** Service to support forming and invocation of command instances for use by the UI. ** A *Steam-Layer command* is a functor, which can be parametrised with concrete arguments. ** Typically, these arguments are to be picked up from the actual usage context in the GUI. ** This creates the specific twist that possible command instances for invocation can and will ** be formed during an extended time period, non-deterministically -- since the actual context ** depends on the user interactions. Within the UI, there is a dedicated mechanism to form such ** command invocations similar to forming sentences of a language (with subject, predication and ** possibly some further objects). The UI manages several InteractionState instances to observe ** and pick up contextual state, finally leading to a complete parametrisation of a command. ** The CommandInstanceManager is a service to support this process; it prepares command instances ** and provides dedicated instance IDs, which can be stored in the UI and later used to retrieve ** those instances for invocation. These IDs are created by decorating a base command ID, allowing ** for several competing invocations to exist at the same time. When finally a given invocation is ** about to happen, a corresponding registration handle is transfered to the ProcDispatcher, where ** it is enqueued for execution. ** \par lifecycle ** There CommandInstanceManager is maintained by the SessionCommandService, which in turn is ** installed and removed by the implementation within ProcDispatcher. Its lifecycle is thus tied ** to the opening / closing of the Steam-Layer interface, as dictated by the Session lifecycle. ** When the current session is closed, all command instances "underway" will thus be discarded. ** ** @see command-setup.cpp service implementation ** @see command.hpp ** @see command-def.hpp ** @see command-setup.hpp ** @see session-command-service.hpp ** @see CommandInstanceManager_test ** */ #ifndef CONTROL_COMMAND_INSTANCE_MANAGER_H #define CONTROL_COMMAND_INSTANCE_MANAGER_H #include "lib/error.hpp" #include "lib/nocopy.hpp" #include "steam/control/command.hpp" #include "steam/control/command-dispatch.hpp" #include "lib/diff/gen-node.hpp" #include "lib/symbol.hpp" #include #include namespace steam { namespace control { using std::string; using lib::Symbol; using lib::diff::Rec; /** * Maintain a _current command instance_ for parametrisation. * The definition of a *Steam-Layer command* is used like a prototype. * For invocation, an anonymous clone copy is created from the definition * by calling #newInstance. Several competing usages of the same command can be * kept apart with the help of the `invocationID`, which is used to decorate the basic * command-ID to form a distinct _`instanceID`_. After #newInstance has "opened" an instance * this way and returned the instanceID, the actual \ref Command handle can be retrieved with * #getInstance. It represents an _anonymous instance_ kept alive solely by the CommandInstanceManager * (i.e. there is no registration of a command under that instanceID in the global CommandRegistry). * When done with the parametrisation, by calling #dispatch, this anonymous instance will be handed * over to the [Dispatcher](\ref CommandDispatch) (installed on construction). Typically, this will in fact * be the steam::control::ProcDispatcher, which runs in a dedicated thread ("session loop thread") and * maintains a queue of commands to be dispatched towards the current session. Since Command is a smart * handle, the enqueued instance will stay alive until execution and then go out of scope. But, after * #dispatch, it is no longer accessible from the CommandInstanceManger, and while it is still waiting * in the execution queue, the next instance for the same invocationID might already be opened. * @warning CommandInstanceManager is *not threadsafe* */ class CommandInstanceManager : util::NonCopyable { CommandDispatch& dispatcher_; std::unordered_map table_; public: CommandInstanceManager (CommandDispatch&); ~CommandInstanceManager(); Symbol newInstance (Symbol prototypeID, string const& invocationID); Command getInstance(Symbol instanceID); void dispatch (Symbol instanceID); void bindAndDispatch (Symbol instanceID, Rec const& argSeq); bool contains (Symbol instanceID) const; private: Command getCloneOrInstance (Symbol, bool); void handOver (Command&&); }; }} // namespace steam::control #endif /*CONTROL_COMMAND_INSTANCE_MANAGER_H*/