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// Copyright (C) by Josh Blum. See LICENSE.txt for licensing information.
#include "element_impl.hpp"
#include <gras/block.hpp>
#include <boost/thread/thread.hpp> //sleep
#include <iostream>
using namespace gras;
Block::Block(void)
{
//NOP
}
Block::Block(const std::string &name):
Element(name)
{
//create non-actor containers
(*this)->block_data.reset(new BlockData());
(*this)->block_data->block = this;
(*this)->worker.reset(new Apology::Worker());
//create actor and init members
(*this)->block_actor.reset(BlockActor::make());
(*this)->setup_actor();
//setup some state variables
(*this)->block_data->block_state = BLOCK_STATE_INIT;
}
Block::~Block(void)
{
//NOP
}
void ElementImpl::setup_actor(void)
{
this->block_actor->worker = this->worker.get();
this->block_actor->name = name; //for debug purposes
this->block_actor->data = this->block_data;
this->worker->set_actor(this->block_actor.get());
this->thread_pool = this->block_actor->thread_pool; //ref copy of pool
}
enum block_cleanup_state_type
{
BLOCK_CLEANUP_WAIT,
BLOCK_CLEANUP_WARN,
BLOCK_CLEANUP_DAMN,
BLOCK_CLEANUP_DOTS,
};
static void wait_actor_idle(const std::string &repr, Theron::Actor &actor)
{
const boost::system_time start = boost::get_system_time();
block_cleanup_state_type state = BLOCK_CLEANUP_WAIT;
while (actor.GetNumQueuedMessages())
{
boost::this_thread::sleep(boost::posix_time::milliseconds(1));
switch (state)
{
case BLOCK_CLEANUP_WAIT:
if (boost::get_system_time() > start + boost::posix_time::seconds(1))
{
std::cerr << repr << ", waiting for you to finish." << std::endl;
state = BLOCK_CLEANUP_WARN;
}
break;
case BLOCK_CLEANUP_WARN:
if (boost::get_system_time() > start + boost::posix_time::seconds(2))
{
std::cerr << repr << ", give up the thread context!" << std::endl;
state = BLOCK_CLEANUP_DAMN;
}
break;
case BLOCK_CLEANUP_DAMN:
if (boost::get_system_time() > start + boost::posix_time::seconds(3))
{
std::cerr << repr << " FAIL; application will now hang..." << std::endl;
state = BLOCK_CLEANUP_DOTS;
}
break;
case BLOCK_CLEANUP_DOTS: break;
}
}
}
void ElementImpl::block_cleanup(void)
{
//wait for actor to chew through enqueued messages
wait_actor_idle(this->repr, *this->block_actor);
//delete the actor
this->block_actor.reset();
//unref actor's framework
this->thread_pool.reset(); //must be deleted after actor
}
template <typename V>
const typename V::value_type &vector_get_const(const V &v, const size_t index)
{
if (v.size() <= index)
{
return v.back();
}
return v[index];
}
template <typename V>
typename V::value_type &vector_get_resize(V &v, const size_t index)
{
if (v.size() <= index)
{
if (v.empty()) v.resize(1);
v.resize(index+1, v.back());
}
return v[index];
}
InputPortConfig &Block::input_config(const size_t which_input)
{
return vector_get_resize((*this)->block_data->input_configs, which_input);
}
const InputPortConfig &Block::input_config(const size_t which_input) const
{
return vector_get_const((*this)->block_data->input_configs, which_input);
}
OutputPortConfig &Block::output_config(const size_t which_output)
{
return vector_get_resize((*this)->block_data->output_configs, which_output);
}
const OutputPortConfig &Block::output_config(const size_t which_output) const
{
return vector_get_const((*this)->block_data->output_configs, which_output);
}
void Block::commit_config(void)
{
Theron::Actor &actor = *((*this)->block_actor);
//handle thread pool migration
const ThreadPool &thread_pool = this->global_config().thread_pool;
if (thread_pool and thread_pool != (*this)->block_actor->thread_pool)
{
boost::shared_ptr<BlockActor> old_actor = (*this)->block_actor;
(*this)->block_actor.reset(BlockActor::make(thread_pool));
(*this)->setup_actor();
wait_actor_idle((*this)->repr, *old_actor);
}
//update messages for in and out ports
for (size_t i = 0; i < (*this)->worker->get_num_inputs(); i++)
{
InputUpdateMessage message;
message.index = i;
actor.GetFramework().Send(message, Theron::Address::Null(), actor.GetAddress());
}
for (size_t i = 0; i < (*this)->worker->get_num_outputs(); i++)
{
OutputUpdateMessage message;
message.index = i;
actor.GetFramework().Send(message, Theron::Address::Null(), actor.GetAddress());
}
}
void Block::notify_active(void)
{
//NOP
}
void Block::notify_inactive(void)
{
//NOP
}
void Block::notify_topology(const size_t, const size_t)
{
return;
}
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