191 lines
5.8 KiB
C++
191 lines
5.8 KiB
C++
/* -*- Mode:C++; c-file-style:"gnu"; indent-tabs-mode:nil; -*- */
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/*
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* Copyright (c) 2005,2006 INRIA
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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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* Author: Mathieu Lacage <mathieu.lacage@sophia.inria.fr>
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*/
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#ifndef EVENT_IMPL_H
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#define EVENT_IMPL_H
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#include <stdint.h>
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namespace ns3 {
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/**
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* \ingroup simulator
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* \brief Base class for locking functionality for events.
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*
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* This class provides a cheap way (from the perspective of the event) to lock
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* an event for multithreaded access. This is a bit of a hack, but it lets us
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* use a whole lot of existing mechanism in the multithreaded simulator case.
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*
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* Here's a taste of the problem. It makes life extraordinarily easier in the
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* case of interfacing real network devices to be able to have threads reading
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* from real sockets and doing ScheduleNow calls to inject packets into ns-3.
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* It is desirable to have Schedule* calls all work similarly as well. That is
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* you don't want to have to do different calls when working from an "external"
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* thread than you do when working in the context of the main simulation thread.
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*
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* It turns out that basically all of the Schedule* calls return an EventId.
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* Each EventId holds a reference to the underlying event. Clients (see the
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* Applications for examples) often schedule events and hold onto the EventId
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* in case they need to cancel the event later. The EventImpl that underlies
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* all of this is reference counted and sharing an unprotected reference
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* counted object between threads is a bad thing.
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*
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* There were several possible solutions:
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*
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* - Put a mutex into each event (costs 40 bytes for the mutex and a minumum of
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* three system calls to use an event);
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* - Work on the inheritance diagram of EventImpl to make a
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* MultithreadedEventImpl and pull apart all of the MakeEvent functions to
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* teach them to make the right kind of event based on a flag returned by the
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* simulator;
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* - Rework the entire event mechanism to use raw pointers and avoid the entire
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* reference counting approach with its associated problems;
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* - Provide a cheap way to use a shared mutex (and avoid using the mutex in
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* cases where it is not required).
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*
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* The original prototype chose the first option since it was easy. I am very
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* hesitant to rework the entire event mechanism or even pull apart the MakeEvent
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* code at this point. We went with the last option even though it feels a bit
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* like a hack.
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*
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* The result is the EventLock class. If you have a simulator implementation that
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* is going to need multithreaded access to events, you need to inherit from
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* EventLock and provide a object that does real locking. Give the object to the
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* EventImpl code by calling EventImpl::SetEventLock, take it back by calling
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* EventImpl::SetNoEventLock or provide a new one. The EventImpl code takes no
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* responsibility for the object passed in.
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*
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* \see EventImpl
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*/
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class EventLock
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{
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public:
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virtual ~EventLock () {};
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virtual void Lock (void) = 0;
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virtual void Unlock (void) = 0;
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};
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/**
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* \ingroup simulator
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* \brief a simulation event
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*
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* Each subclass of this base class represents a simulation event. The
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* EventImpl::Invoke method will be invoked by the simulation engine
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* when the time associated to this event expires. This class is
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* obviously (there are Ref and Unref methods) reference-counted and
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* most subclasses are usually created by one of the many Simulator::Schedule
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* methods.
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*
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* \see EventLock
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*/
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class EventImpl
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{
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public:
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EventImpl ();
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inline void Ref (void) const;
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inline void Unref (void) const;
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virtual ~EventImpl () = 0;
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/**
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* Called by the simulation engine to notify the event that it has expired.
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*/
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void Invoke (void);
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/**
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* Marks the event as 'canceled'. The event will not be removed from
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* the event list but the simulation engine will check its canceled status
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* before calling Invoke.
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*/
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void Cancel (void);
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/**
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* \returns true if the event has been canceled.
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*
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* Invoked by the simulation engine before calling Invoke.
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*/
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bool IsCancelled (void);
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/**
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* Provide a mutex with Lock and Unlock methods to the event implementation
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* so that it can do cheap (from the perspective of event memory usage)
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* critical sections (mutual exclusion) in the reference counting code.
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*
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* \param eventLock Pointer to the EventLock object used to contain the
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* underlying mutex.
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*/
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static void SetEventLock (EventLock *eventLock);
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/**
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* Remove any reference the event implementation code may hold to to an
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* existing EventLock and disable the event locking feature.
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*
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* \see SetEventLock
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*/
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static void SetNoEventLock (void);
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protected:
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virtual void Notify (void) = 0;
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private:
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bool m_cancel;
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mutable uint32_t m_count;
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static EventLock *m_eventLock;
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};
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}; // namespace ns3
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namespace ns3 {
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void
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EventImpl::Ref (void) const
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{
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if (m_eventLock)
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{
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m_eventLock->Lock ();
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m_count++;
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m_eventLock->Unlock ();
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}
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else
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{
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m_count++;
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}
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}
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void
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EventImpl::Unref (void) const
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{
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uint32_t c;
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if (m_eventLock)
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{
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m_eventLock->Lock ();
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c = --m_count;
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m_eventLock->Unlock ();
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}
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else
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{
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c = --m_count;
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}
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if (c == 0)
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{
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delete this;
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}
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}
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} // namespace ns3
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#endif /* EVENT_IMPL_H */
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