The goal of this patch is to allows us to differentiate the Start/Stop functionality present in some classes from Initialize/Dispose functionality.
443 lines
13 KiB
C++
443 lines
13 KiB
C++
/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
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/*
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* Copyright (c) 2007 INRIA, Gustavo Carneiro
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation;
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*
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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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*
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Authors: Gustavo Carneiro <gjcarneiro@gmail.com>,
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* Mathieu Lacage <mathieu.lacage@sophia.inria.fr>
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*/
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#ifndef OBJECT_H
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#define OBJECT_H
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#include <stdint.h>
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#include <string>
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#include <vector>
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#include "ptr.h"
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#include "attribute.h"
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#include "object-base.h"
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#include "attribute-construction-list.h"
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#include "simple-ref-count.h"
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namespace ns3 {
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class Object;
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class AttributeAccessor;
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class AttributeValue;
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class TraceSourceAccessor;
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struct ObjectDeleter
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{
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inline static void Delete (Object *object);
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};
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/**
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* \ingroup core
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* \defgroup object Object
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*/
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/**
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* \ingroup object
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* \brief a base class which provides memory management and object aggregation
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*
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* The memory management scheme is based on reference-counting with dispose-like
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* functionality to break the reference cycles. The reference count is increamented
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* and decremented with the methods Object::Ref and Object::Unref. If a reference cycle is
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* present, the user is responsible for breaking it by calling Object::Dispose in
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* a single location. This will eventually trigger the invocation of Object::DoDispose
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* on itself and all its aggregates. The Object::DoDispose method is always automatically
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* invoked from the Object::Unref method before destroying the object, even if the user
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* did not call Object::Dispose directly.
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*/
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class Object : public SimpleRefCount<Object,ObjectBase,ObjectDeleter>
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{
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public:
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static TypeId GetTypeId (void);
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/**
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* \brief Iterate over the objects aggregated to an ns3::Object.
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*
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* This iterator does not allow you to iterate over the initial
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* object used to call Object::GetAggregateIterator.
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*
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* Note: this is a java-style iterator.
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*/
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class AggregateIterator
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{
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public:
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AggregateIterator ();
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/**
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* \returns true if HasNext can be called and return a non-null
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* pointer, false otherwise.
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*/
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bool HasNext (void) const;
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/**
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* \returns the next aggregated object.
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*/
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Ptr<const Object> Next (void);
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private:
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friend class Object;
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AggregateIterator (Ptr<const Object> object);
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Ptr<const Object> m_object;
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uint32_t m_current;
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};
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Object ();
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virtual ~Object ();
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/*
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* Implement the GetInstanceTypeId method defined in ObjectBase.
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*/
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virtual TypeId GetInstanceTypeId (void) const;
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/**
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* \returns a pointer to the requested interface or zero if it could not be found.
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*/
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template <typename T>
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inline Ptr<T> GetObject (void) const;
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/**
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* \param tid the interface id of the requested interface
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* \returns a pointer to the requested interface or zero if it could not be found.
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*/
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template <typename T>
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Ptr<T> GetObject (TypeId tid) const;
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/**
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* Run the DoDispose methods of this object and all the
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* objects aggregated to it.
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* After calling this method, the object is expected to be
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* totally unusable except for the Ref and Unref methods.
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*
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* Note that you can call Dispose many times on the same object or
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* different objects aggregated together, and DoDispose will be
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* called only once for each aggregated object.
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*
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* This method is typically used to break reference cycles.
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*/
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void Dispose (void);
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/**
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* \param other another object pointer
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*
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* This method aggregates the two objects together: after this
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* method returns, it becomes possible to call GetObject
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* on one to get the other, and vice-versa.
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*
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* This method calls the virtual method NotifyNewAggregates to
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* notify all aggregated objects that they have been aggregated
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* together.
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*
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* \sa NotifyNewAggregate
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*/
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void AggregateObject (Ptr<Object> other);
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/**
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* \returns an iterator to the first object aggregated to this
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* object.
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*
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* If no objects are aggregated to this object, then, the returned
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* iterator will be empty and AggregateIterator::HasNext will
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* always return false.
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*/
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AggregateIterator GetAggregateIterator (void) const;
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/**
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* This method calls the virtual DoInitialize method on all the objects
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* aggregated to this object. DoInitialize will be called only once over
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* the lifetime of an object, just like DoDispose is called only
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* once.
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*
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* \sa DoInitialize
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*/
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void Initialize (void);
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protected:
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/**
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* This method is invoked whenever two sets of objects are aggregated together.
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* It is invoked exactly once for each object in both sets.
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* This method can be overriden by subclasses who wish to be notified of aggregation
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* events. These subclasses must chain up to their base class NotifyNewAggregate method.
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* It is safe to call GetObject and AggregateObject from within this method.
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*/
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virtual void NotifyNewAggregate (void);
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/**
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* This method is called only once by Object::Initialize. If the user
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* calls Object::Initialize multiple times, DoInitialize is called only the
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* first time.
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*
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* Subclasses are expected to override this method and _chain up_
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* to their parent's implementation once they are done. It is
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* safe to call GetObject and AggregateObject from within this method.
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*/
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virtual void DoInitialize (void);
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/**
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* This method is called by Object::Dispose or by the object's
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* destructor, whichever comes first.
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*
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* Subclasses are expected to implement their real destruction
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* code in an overriden version of this method and chain
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* up to their parent's implementation once they are done.
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* i.e., for simplicity, the destructor of every subclass should
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* be empty and its content should be moved to the associated
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* DoDispose method.
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*
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* It is safe to call GetObject from within this method.
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*/
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virtual void DoDispose (void);
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/**
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* \param o the object to copy.
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*
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* Allow subclasses to implement a copy constructor.
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* While it is technically possible to implement a copy
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* constructor in a subclass, we strongly discourage you
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* to do so. If you really want to do it anyway, you have
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* to understand that this copy constructor will _not_
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* copy aggregated objects. i.e., if your object instance
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* is already aggregated to another object and if you invoke
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* this copy constructor, the new object instance will be
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* a pristine standalone object instance not aggregated to
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* any other object. It is thus _your_ responsability
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* as a caller of this method to do what needs to be done
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* (if it is needed) to ensure that the object stays in a
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* valid state.
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*/
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Object (const Object &o);
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private:
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template <typename T>
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friend Ptr<T> CopyObject (Ptr<T> object);
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template <typename T>
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friend Ptr<T> CopyObject (Ptr<const T> object);
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template <typename T>
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friend Ptr<T> CompleteConstruct (T *object);
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friend class ObjectFactory;
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friend class AggregateIterator;
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friend struct ObjectDeleter;
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/**
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* This data structure uses a classic C-style trick to
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* hold an array of variable size without performing
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* two memory allocations: the declaration of the structure
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* declares a one-element array but when we allocate
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* memory for this struct, we effectively allocate a larger
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* chunk of memory than the struct to allow space for a larger
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* variable sized buffer whose size is indicated by the element
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* 'n'
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*/
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struct Aggregates {
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uint32_t n;
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Object *buffer[1];
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};
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Ptr<Object> DoGetObject (TypeId tid) const;
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bool Check (void) const;
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bool CheckLoose (void) const;
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/**
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* \param tid an TypeId
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*
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* Invoked from ns3::CreateObject only.
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* Initialize the m_tid member variable to
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* keep track of the type of this object instance.
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*/
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void SetTypeId (TypeId tid);
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/**
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* \param attributes the attribute values used to initialize
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* the member variables of this object's instance.
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*
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* Invoked from ns3::ObjectFactory::Create and ns3::CreateObject only.
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* Initialize all the member variables which were
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* registered with the associated TypeId.
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*/
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void Construct (const AttributeConstructionList &attributes);
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void UpdateSortedArray (struct Aggregates *aggregates, uint32_t i) const;
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/**
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* Attempt to delete this object. This method iterates
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* over all aggregated objects to check if they all
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* have a zero refcount. If yes, the object and all
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* its aggregates are deleted. If not, nothing is done.
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*/
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void DoDelete (void);
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/**
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* Identifies the type of this object instance.
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*/
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TypeId m_tid;
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/**
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* Set to true when the DoDispose method of the object
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* has run, false otherwise.
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*/
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bool m_disposed;
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/**
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* Set to true once the DoInitialize method has run,
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* false otherwise
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*/
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bool m_initialized;
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/**
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* a pointer to an array of 'aggregates'. i.e., a pointer to
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* each object aggregated to this object is stored in this
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* array. The array is shared by all aggregated objects
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* so the size of the array is indirectly a reference count.
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*/
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struct Aggregates * m_aggregates;
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/**
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* Indicates the number of times the object was accessed with a
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* call to GetObject. This integer is used to implement a
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* heuristic to sort the array of aggregates to put at the start
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* of the array the most-frequently accessed elements.
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*/
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uint32_t m_getObjectCount;
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};
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/**
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* \param object a pointer to the object to copy.
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* \returns a copy of the input object.
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*
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* This method invoke the copy constructor of the input object
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* and returns the new instance.
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*/
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template <typename T>
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Ptr<T> CopyObject (Ptr<const T> object);
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template <typename T>
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Ptr<T> CopyObject (Ptr<T> object);
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} // namespace ns3
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namespace ns3 {
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void
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ObjectDeleter::Delete (Object *object)
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{
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object->DoDelete ();
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}
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/*************************************************************************
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* The Object implementation which depends on templates
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*************************************************************************/
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template <typename T>
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Ptr<T>
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Object::GetObject () const
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{
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// This is an optimization: if the cast works (which is likely),
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// things will be pretty fast.
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T *result = dynamic_cast<T *> (m_aggregates->buffer[0]);
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if (result != 0)
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{
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return Ptr<T> (result);
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}
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// if the cast does not work, we try to do a full type check.
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Ptr<Object> found = DoGetObject (T::GetTypeId ());
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if (found != 0)
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{
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return Ptr<T> (static_cast<T *> (PeekPointer (found)));
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}
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return 0;
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}
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template <typename T>
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Ptr<T>
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Object::GetObject (TypeId tid) const
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{
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Ptr<Object> found = DoGetObject (tid);
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if (found != 0)
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{
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return Ptr<T> (static_cast<T *> (PeekPointer (found)));
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}
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return 0;
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}
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/*************************************************************************
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* The helper functions which need templates.
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*************************************************************************/
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template <typename T>
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Ptr<T> CopyObject (Ptr<T> object)
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{
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Ptr<T> p = Ptr<T> (new T (*PeekPointer (object)), false);
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NS_ASSERT (p->GetInstanceTypeId () == object->GetInstanceTypeId ());
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return p;
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}
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template <typename T>
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Ptr<T> CopyObject (Ptr<const T> object)
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{
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Ptr<T> p = Ptr<T> (new T (*PeekPointer (object)), false);
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NS_ASSERT (p->GetInstanceTypeId () == object->GetInstanceTypeId ());
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return p;
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}
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template <typename T>
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Ptr<T> CompleteConstruct (T *p)
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{
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p->SetTypeId (T::GetTypeId ());
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p->Object::Construct (AttributeConstructionList ());
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return Ptr<T> (p, false);
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}
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template <typename T>
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Ptr<T> CreateObject (void)
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{
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return CompleteConstruct (new T ());
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}
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template <typename T, typename T1>
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Ptr<T> CreateObject (T1 a1)
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{
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return CompleteConstruct (new T (a1));
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}
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template <typename T, typename T1, typename T2>
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Ptr<T> CreateObject (T1 a1, T2 a2)
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{
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return CompleteConstruct (new T (a1,a2));
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}
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template <typename T, typename T1, typename T2, typename T3>
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Ptr<T> CreateObject (T1 a1, T2 a2, T3 a3)
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{
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return CompleteConstruct (new T (a1,a2,a3));
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}
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template <typename T, typename T1, typename T2, typename T3, typename T4>
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Ptr<T> CreateObject (T1 a1, T2 a2, T3 a3, T4 a4)
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{
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return CompleteConstruct (new T (a1,a2,a3,a4));
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}
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template <typename T, typename T1, typename T2, typename T3, typename T4, typename T5>
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Ptr<T> CreateObject (T1 a1, T2 a2, T3 a3, T4 a4, T5 a5)
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{
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return CompleteConstruct (new T (a1,a2,a3,a4,a5));
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}
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template <typename T, typename T1, typename T2, typename T3, typename T4, typename T5, typename T6>
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Ptr<T> CreateObject (T1 a1, T2 a2, T3 a3, T4 a4, T5 a5, T6 a6)
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{
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return CompleteConstruct (new T (a1,a2,a3,a4,a5,a6));
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}
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template <typename T, typename T1, typename T2, typename T3, typename T4, typename T5, typename T6, typename T7>
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Ptr<T> CreateObject (T1 a1, T2 a2, T3 a3, T4 a4, T5 a5, T6 a6, T7 a7)
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{
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return CompleteConstruct (new T (a1,a2,a3,a4,a5,a6,a7));
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}
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} // namespace ns3
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#endif /* OBJECT_H */
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