- the deadlock was caused by leaking error state through the C-style lumiera_error - but the reason for the deadlock lies in the »convenience shortcut« in the Object-Monitor scope guard for entering a wait state immediately. This function undermines the unlocking-guarantee, when an exception emanates from within the wait() function itself.
492 lines
18 KiB
C++
492 lines
18 KiB
C++
/*
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SteamDispatcher - Steam-Layer command dispatch and execution
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Copyright (C) Lumiera.org
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2008, 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 steam-dispatcher.cpp
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** Implementation details of running commands and the builder.
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** The SteamDispatcher is at the heart of the session subsystem and implements a
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** (single) session thread to perform commands and trigger builder runs. New commands
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** can be enqueued with a dedicated CommandQueue, while the details of operation control
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** logic are encapsulated in a [logic component](\ref Looper).
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**
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** # Operational Semantics
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** We need to distinguish between the SteamDispatcher itself, which is a static (singleton) service,
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** and the »Session Subsystem« plus the _Session proper._ The subsystem has an application-global lifecycle,
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** while the Session itself is a data structure and can be closed, opened or re-loaded. There is a singular
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** transactional access point to the Session datastructure, which can be switched to new session contents.
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** But external manipulation of the session contents is performed by commands, which are _dispatched_ --
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** to manage this process is the concern of the »Session Subsystem«.
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**
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** Closing a session blocks further command processing, while the lifecycle of the _Session Subsystem_ is
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** actually linked to _running the \ref DispatcherLoop_ -- implementation logic defined within this
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** translation unit. This loop implementation is performed in a dedicated thread, _the Session Loop Thread._
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** And this also entails opening the public SessionCommandService interface.
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**
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** ## Loop operation control
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** The loop starts with a blocking wait state, bound to the condition Looper::requireAction. Here, Looper
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** is a helper to encapsulate the control logic, separated from the actual control flow. In the loop body,
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** depending on the Looper's decision, either the next command is fetched from the CommandQueue and dispatched,
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** or a builder run is triggered, rebuilding the »Low-Level-Model« to reflect the executed command's effects.
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** After these working actions, a _"check point"_ is reached in Looper::markStateProcessed, which updates
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** the logic and manages a _dirty state_ to control builder runs. After that, the looping control flow
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** again enters the possibly blocking condition wait.
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** - after a command has been dispatched, the builder is _dirty_ and needs to run
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** - yet we continue to dispatch further commands, until the queue is emptied
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** - and only after a further small latency wait, the builder run is triggered
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** - but we _enforce a builder run_ after some extended timeout period, even
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** when the command queue is not yet emptied
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** - from the outside, it is possible to deactivate processing and place the
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** loop into dormant state. This is used while closing or loading the Session
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** - and of course we can request the Session Loop Thread to stop, for shutting
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** down the »Session Subsystem« as a whole
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** - in both cases the currently performed action (command or builder) is
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** finished, without interrupt
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**
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** ## Locking
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** The SteamDispatcher uses an "inner and outer capsule" design, and both layers are locked independently.
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** On the outer layer, locking ensures sanity of the control data structures, while locking on the inner
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** layer guards the communication with the Session Loop Thread, and coordinates sleep wait and notification.
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** As usual with Lumiera's Thread wrapper, the management of the thread's lifecycle itself, hand-over of
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** parameters, and starting / joining of the thread operation is protected by separate locking embedded
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** into the thread and threadpool handling code.
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** @note most of the time, the Session Loop Thread does not hold any lock, most notably while performing
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** a command or running the builder. Likewise, evaluation of the control logic in the Looper helper
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** is a private detail of the performing thread. The lock is acquired solely for checking or leaving
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** the wait state and when fetching the next command from queue.
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**
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** @see SteamDispatcher
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** @see DispatcherLooper_test
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** @see CommandQueue_test
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**
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*/
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#include "lib/error.hpp"
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#include "include/logging.h"
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#include "steam/control/steam-dispatcher.hpp"
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#include "steam/control/command-dispatch.hpp"
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#include "steam/control/command-queue.hpp"
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#include "steam/control/looper.hpp"
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#include "steam/control/session-command-service.hpp"
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#include "steam/mobject/session.hpp"
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#include "lib/depend-inject.hpp"
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#include "lib/sync-barrier.hpp"
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#include "lib/thread.hpp"
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#include "lib/util.hpp" ///////////////TODO for test command invocation
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#include <memory>
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using lib::Sync;
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using lib::RecursiveLock_Waitable;
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using lib::SyncBarrier;
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using lib::Thread;
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using std::unique_ptr;
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namespace steam {
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namespace control {
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namespace error = lumiera::error;
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/********************************************************************//**
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* PImpl within SteamDispatcher to implement the _Session Loop Thread._
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* During the lifetime of this object...
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* - the SessionCommandService is offered to enqueue commands
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* - the Session Loop thread dispatches commands and triggers the Builder
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* @see DispatcherLooper_test
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*/
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class DispatcherLoop
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: public CommandDispatch
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, public Sync<RecursiveLock_Waitable>
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{
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using ServiceHandle = lib::DependInject<SessionCommandService>::ServiceInstance<>;
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/** manage the primary public Session interface */
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ServiceHandle commandService_;
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SyncBarrier init_;
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CommandQueue queue_;
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Looper looper_;
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Thread thread_;
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public:
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/** start the session loop thread
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* @param notification callback to invoke on thread termination
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* @remark _in theory_ this ctor could block, since it waits for the thread
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* actually to get operational and it waits for the SessionCommand interface
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* to be opened. The latter _better should not_ run into any obstacles, because
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* in case it does, the main application thread will be deadlocked on startup.
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* Such might happen indirectly, when something depends on "the Session"
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*/
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DispatcherLoop (Subsys::SigTerm notification)
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: commandService_{ServiceHandle::NOT_YET_STARTED}
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, queue_{}
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, looper_([&]() -> bool
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{
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return not queue_.empty();
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})
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, thread_{"Lumiera Session"
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,&DispatcherLoop::runSessionThread
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, this, notification}
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{
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init_.sync(); // done with setup; loop may run now....
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INFO (session, "Steam-Dispatcher running...");
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{
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Lock(this); // open public session interface:
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commandService_.createInstance(*this);
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}
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}
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~DispatcherLoop()
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{
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try {
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commandService_.shutdown(); // redundant call, to ensure session interface is closed reliably
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INFO (session, "Steam-Dispatcher stopped.");
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}
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ERROR_LOG_AND_IGNORE(session, "Stopping the Steam-Dispatcher");
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}
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void
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activateCommandProecssing()
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{
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Lock sync(this);
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looper_.enableProcessing(true);
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INFO (command, "Session command processing activated.");
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sync.notifyAll();
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}
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void
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deactivateCommandProecssing()
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{
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Lock sync(this);
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looper_.enableProcessing(false);
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INFO (command, "Session command interface closed.");
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sync.notifyAll();
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}
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void
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requestStop() noexcept
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{
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Lock sync(this);
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commandService_.shutdown(); // closes Session interface
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looper_.triggerShutdown();
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sync.notifyAll();
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}
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void
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awaitStateProcessed() const
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{
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Lock(unConst(this)).wait(unConst(*this), &DispatcherLoop::isStateSynched); ///////////////////////TICKET #1051 : support bool-λ and fix the correctness-error in the »convenience shortcut«
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////////////////////////TICKET #1057 : const correctness on wait predicate
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// wake-up typically by updateState()
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}
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size_t
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size() const
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{
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Lock sync(this);
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return queue_.size();
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}
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/* === CommandDispatch interface === */
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void
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enqueue (Command&& cmd) override
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{
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Lock sync(this);
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queue_.feed (move (cmd));
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sync.notifyAll();
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}
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void
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clear() override
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{
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Lock sync(this);
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queue_.clear();
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sync.notifyAll();
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}
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private:
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/**
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* any operation running in the Session thread is
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* started from here. When this loop terminates,
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* the »session subsystem« shuts down.
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*/
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void
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runSessionThread (Subsys::SigTerm notifyEnd)
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{
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string errorMsg;
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init_.sync();
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try
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{
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while (looper_.shallLoop())
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{
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awaitAction();
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if (looper_.isDying())
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break;
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if (looper_.runBuild())
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startBuilder();
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else
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if (looper_.isWorking())
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processCommands();
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updateState();
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}
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}
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catch (std::exception& problem)
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{ // could also be lumiera::Error
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errorMsg = problem.what();
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lumiera_error(); // clear error flag
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}
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catch (...)
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{
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errorMsg = string{lumiera_error()};
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}
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// leave the Session thread...
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// send notification of subsystem shutdown
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notifyEnd (&errorMsg);
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}
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void
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awaitAction() ///< at begin of loop body...
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{
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Lock(this).wait(looper_, &Looper::requireAction,
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looper_.getTimeout());
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}
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void
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updateState() ///< at end of loop body...
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{
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looper_.markStateProcessed();
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if (looper_.isDisabled()) // otherwise wake-up would not be safe
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Lock(this).notifyAll();
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}
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bool
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isStateSynched()
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{
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if (thread_.invokedWithinThread())
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throw error::Fatal("Possible Deadlock. "
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"Attempt to synchronise to a command processing check point "
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"from within the (single) session thread."
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, error::LUMIERA_ERROR_LIFECYCLE);
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return not looper_.hasPendingChanges();
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}
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void
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processCommands()
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{
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Command cmd;
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{
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Lock sync(this);
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if (not queue_.empty())
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cmd = queue_.pop();
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}
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if (cmd)
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{
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INFO (command, "+++ dispatch %s", util::cStr(cmd)); ///////////////////////////////TICKET #211 actually use a command logging and execution strategy here
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//////////////////////////////////////////////////////TODO : magic to invoke commands from unit tests
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if (util::startsWith (string(cmd.getID()), "test"))
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{
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INFO (command, "+++ -------->>> bang!");
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auto resultState = cmd();
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resultState.maybeThrow();
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}
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//////////////////////////////////////////////////////TODO : magic to invoke commands from unit tests
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}
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}
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void
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startBuilder()
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{
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INFO (builder, "+++ start the Steam-Builder...");
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}
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};
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/** storage for Singleton access */
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lib::Depend<SteamDispatcher> SteamDispatcher::instance;
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/* ======== SteamDispatcher implementation ======== */
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SteamDispatcher::SteamDispatcher() { }
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SteamDispatcher::~SteamDispatcher() { }
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/** starting the SteamDispatcher means to start the session subsystem.
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* @return `false` when _starting_ failed since it is already running...
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* @remark this function implements the start operation for the »session subsystem«.
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* More specifically, this operation starts a new thread to perform the
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* _session loop,_ which means to perform commands and trigger the builder.
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* It might block temporarily for synchronisation with this new thread and
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* while opening the SessionCommand facade.
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*/
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bool
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SteamDispatcher::start (Subsys::SigTerm termNotification)
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{
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Lock sync(this);
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if (runningLoop_) return false;
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runningLoop_.reset (
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new DispatcherLoop (
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[=] (string* problemMessage)
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{
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SteamDispatcher::endRunningLoopState();
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termNotification(problemMessage);
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}));
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if (active_)
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runningLoop_->activateCommandProecssing();
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return true;
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}
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/** whether the »session subsystem« is operational.
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* @return `true` if the session loop thread has been fully
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* started and is not (yet) completely terminated.
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*/
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bool
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SteamDispatcher::isRunning()
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{
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Lock sync(this);
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return bool(runningLoop_);
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}
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/** signal to the loop thread that it needs to terminate.
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* @note the immediate consequence is to close SessionCommandService
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*/
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void
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SteamDispatcher::requestStop() noexcept
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{
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try {
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Lock sync(this);
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if (runningLoop_)
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runningLoop_->requestStop();
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}
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ERROR_LOG_AND_IGNORE (command, "Request for Session Loop Thread to terminate");
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}
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/** @internal clean-up when leaving the session loop thread.
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* This function is hooked up in to the termination callback,
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* and is in fact the only one to delete the loop PImpl. We
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* take the (outer) lock on SteamDispatcher to ensure no one
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* commits anything to the DispatcherLoop object while being
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* deleted. The call itself, while technically originating
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* from within DispatcherLoop::runSessionThread(), relies
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* solely on stack based context data and is a tail call.
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*/
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void
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SteamDispatcher::endRunningLoopState()
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{
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Lock sync(this);
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if (runningLoop_)
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runningLoop_.reset(); // delete DispatcherLoop object
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else
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WARN (command, "clean-up of DispatcherLoop invoked, "
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"while SteamDispatcher is not marked as 'running'. "
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"Likely an error in lifecycle logic, as the only one "
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"intended to delete this object is the loop thread itself.");
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}
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/** activate processing of enqueued session commands.
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* @remarks command processing serves as public external interface
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* to the session. This call is used by the session lifecycle (SessManagerImpl)
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* when the session is brought up; any other invocation runs danger to mess up
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* the session lifecycle state and process commands on a deconfigured session.
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* In case the dispatcher loop is not actually running, the activation state
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* is stored and applied accordingly later, when the loop is fired up.
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*/
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void
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SteamDispatcher::activate()
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{
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Lock sync(this);
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active_ = true;
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if (runningLoop_)
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runningLoop_->activateCommandProecssing();
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}
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/** halt further processing of session commands
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* @note the processing itself runs in a separate thread, thus any currently
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* ongoing command or builder execution will be completed prior to this setting
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* to take effect. If the intention is to halt processing because the session is
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* about to dismantled, it is mandatory to awaitDeactivation()
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*/
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void
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SteamDispatcher::deactivate()
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{
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Lock sync(this);
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active_ = false;
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if (runningLoop_)
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runningLoop_->deactivateCommandProecssing();
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}
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/** block until the dispatcher has actually reached disabled state.
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* @warning beware of invoking this function from within the session thread,
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* since the waiting relies on the very lock also used to coordinate
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* command processing and builder runs within that thread.
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* @throw error::Fatal when a deadlock due to such a recursive call can be detected
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*/
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void
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SteamDispatcher::awaitDeactivation()
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{
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Lock sync(this);
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if (runningLoop_)
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runningLoop_->awaitStateProcessed();
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}
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/** discard any commands waiting in the dispatcher queue */
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void
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SteamDispatcher::clear()
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{
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Lock sync(this);
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if (not empty())
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{
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WARN (command, "DISCARDING pending Session commands.");
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REQUIRE (runningLoop_);
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runningLoop_->clear();
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}
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}
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bool
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SteamDispatcher::empty() const
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{
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Lock sync(this);
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return not runningLoop_
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or 0 == runningLoop_->size();
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}
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}} // namespace steam::control
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