// -*- C++ -*-

//=============================================================================
/**
 *  @file    CSD_TP_Strategy.h
 *
 *  $Id: CSD_TP_Strategy.h 76551 2007-01-24 13:42:44Z johnnyw $
 *
 *  @author  Tim Bradley <bradley_t@ociweb.com>
 */
//=============================================================================

#ifndef TAO_CSD_TP_STRATEGY_H
#define TAO_CSD_TP_STRATEGY_H

#include /**/ "ace/pre.h"

#include "tao/CSD_ThreadPool/CSD_TP_Export.h"

#include "tao/CSD_ThreadPool/CSD_TP_Task.h"
#include "tao/CSD_ThreadPool/CSD_TP_Servant_State_Map.h"

#if !defined (ACE_LACKS_PRAGMA_ONCE)
# pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */

#include "tao/CSD_Framework/CSD_Strategy_Base.h"
#include "tao/Intrusive_Ref_Count_Handle_T.h"


TAO_BEGIN_VERSIONED_NAMESPACE_DECL

namespace TAO
{
  namespace CSD
  {

    class TP_Strategy;
    typedef TAO_Intrusive_Ref_Count_Handle<TP_Strategy> TP_Strategy_Handle;

    class TP_Custom_Request_Operation;

    /**
     * @class TP_Strategy
     *
     * @brief A simple custom Thread-Pool servant dispatching strategy class.
     *
     * This class represents a concrete implementation of a "Custom
     * Servant Dispatching Strategy".  This implementation is being called
     * the "Thread Pool Strategy" reference implementation.
     *
     * A custom servant dispatching strategy object can be applied to a
     * POA object in order to carry out the servant dispatching duties
     * for that POA.
     *
     */
    class TAO_CSD_TP_Export TP_Strategy
      : public Strategy_Base
    {
    public:

      /// Constructor.
      TP_Strategy(Thread_Counter  num_threads = 1,
                  bool     serialize_servants = true);

      /// Virtual Destructor.
      virtual ~TP_Strategy();

      /// Set the number of threads in the pool (must be > 0).
      void set_num_threads(Thread_Counter num_threads);

      /// Turn on/off serialization of servants.
      void set_servant_serialization(bool serialize_servants);

      /// Return codes for the custom dispatch_request() methods.
      enum CustomRequestOutcome
      {
        /// The request was successfully put on the request queue.
        REQUEST_DISPATCHED,
        /// The request has been executed/completed by a worker thread.
        REQUEST_EXECUTED,
        /// The request was removed from the queue and cancelled.
        REQUEST_CANCELLED,
        /// The request queue rejected the request
        REQUEST_REJECTED
      };

      /// Inject a synchronous, custom request into the request queue.
      /// This will block the calling thread until the request is handled
      /// (dispatched or cancelled) or rejected.
      /// Will return REQUEST_EXECUTED, REQUEST_CANCELLED, or REQUEST_REJECTED.
      CustomRequestOutcome custom_synch_request
                                        (TP_Custom_Request_Operation* op
                                        );

      /// Inject an asynchronous, custom request into the request queue.
      /// This will return control to the calling thread once the request
      /// has been placed into the queue (or rejected).
      /// Will return REQUEST_DISPATCHED or REQUEST_REJECTED.
      CustomRequestOutcome custom_asynch_request
                                         (TP_Custom_Request_Operation* op
                                         );

      /// Cancel all requests that are targeted for the provided servant.
      /// This is requested on the user application level.
      void cancel_requests(PortableServer::Servant servant
                          );

    protected:

      /// Handle the dispatching of a remote request.
      ///
      /// This will cause a new "request" object to be created and pushed
      /// on to a "request queue".  The worker threads are responsible for
      /// servicing the queue, and performing the actual dispatch logic.
      virtual Strategy_Base::DispatchResult dispatch_remote_request_i
                             (TAO_ServerRequest&              server_request,
                              const PortableServer::ObjectId& object_id,
                              PortableServer::POA_ptr         poa,
                              const char*                     operation,
                              PortableServer::Servant         servant
                             );

      /// Handle the dispatching of a collocated request.
      ///
      /// This will cause a new "request" object to be created and pushed
      /// on to a "request queue".  The worker threads are responsible for
      /// servicing the queue, and performing the actual dispatch logic.
      virtual Strategy_Base::DispatchResult dispatch_collocated_request_i
                             (TAO_ServerRequest&              server_request,
                              const PortableServer::ObjectId& object_id,
                              PortableServer::POA_ptr         poa,
                              const char*                     operation,
                              PortableServer::Servant         servant
                             );

      /// Event - The POA has been activated.
      /// This will activate the worker thread(s).
      /// Returns true if the worker threads were activated successfully.
      /// Otherwise, returns false.
      virtual bool poa_activated_event_i();

      /// Event - The POA has been deactivated.
      /// This will shutdown the worker thread(s).
      virtual void poa_deactivated_event_i();

      /// Event - A servant has been activated
      virtual void servant_activated_event_i
                                     (PortableServer::Servant servant,
                                      const PortableServer::ObjectId& oid
                                     );

      /// Event - A servant has been deactivated
      virtual void servant_deactivated_event_i
                                    (PortableServer::Servant servant,
                                     const PortableServer::ObjectId& oid
                                    );


    private:

      /**
      * Helper method that is responsible for looking up the servant
      * state object in the servant state map *if* the "serialize
      * servants" flag is set to true.  In the case where the
      * "serialize servants" flag is set to false, then a "nil"
      * servant state handle object is returned.
      *
      * @param servant - input - a pointer to the servant object.
      *
      * @returns a handle to a servant state object.
      *
      * @throw PortableServer::POA::ServantNotActive if the servant
      *        state cannot be determined.
      */
      TP_Servant_State::HandleType get_servant_state
                                      (PortableServer::Servant servant
                                      );


      /// This is the active object used by the worker threads.
      /// The request queue is owned/managed by the task object.
      /// The strategy object puts requests into the task's request
      /// queue, and the worker threads service the queued requests
      /// by performing the actual servant request dispatching logic.
      TP_Task task_;

      /// The number of worker threads to use for the task.
      Thread_Counter num_threads_;

      /// The "serialize servants" flag.
      bool serialize_servants_;

      /// The map of servant state objects - only used when the
      /// "serialize servants" flag is set to true.
      TP_Servant_State_Map servant_state_map_;
    };

  }
}

TAO_END_VERSIONED_NAMESPACE_DECL

#if defined (__ACE_INLINE__)
# include "tao/CSD_ThreadPool/CSD_TP_Strategy.inl"
#endif /* __ACE_INLINE__ */

#include /**/ "ace/post.h"

#endif /* TAO_CSD_TP_STRATEGY_H */
