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