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/*
* Copyright (c) 2004-2007 Sun Microsystems, Inc. All rights reserved.
*
* The Sun Project JXTA(TM) Software License
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* 3. The end-user documentation included with the redistribution, if any, must
* include the following acknowledgment: "This product includes software
* developed by Sun Microsystems, Inc. for JXTA(TM) technology."
* Alternately, this acknowledgment may appear in the software itself, if
* and wherever such third-party acknowledgments normally appear.
*
* 4. The names "Sun", "Sun Microsystems, Inc.", "JXTA" and "Project JXTA" must
* not be used to endorse or promote products derived from this software
* without prior written permission. For written permission, please contact
* Project JXTA at http://www.jxta.org.
*
* 5. Products derived from this software may not be called "JXTA", nor may
* "JXTA" appear in their name, without prior written permission of Sun.
*
* THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESSED OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL SUN
* MICROSYSTEMS OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* JXTA is a registered trademark of Sun Microsystems, Inc. in the United
* States and other countries.
*
* Please see the license information page at :
* for instructions on use of
* the license in source files.
*
* ====================================================================
*
* This software consists of voluntary contributions made by many individuals
* on behalf of Project JXTA. For more information on Project JXTA, please see
* http://www.jxta.org.
*
* This license is based on the BSD license adopted by the Apache Foundation.
*/
package net.jxta.endpoint;
import net.jxta.peergroup.PeerGroupID;
import java.io.IOException;
import java.io.InterruptedIOException;
import java.util.concurrent.ArrayBlockingQueue;
import java.util.concurrent.BlockingQueue;
/**
* Extends Channel Messenger behaviour to provide asynchronous message sending
* via queuing.
*/
public abstract class AsyncChannelMessenger extends ChannelMessenger {
/*
* Logger
* private final static transient Logger LOG = Logger.getLogger(AsyncChannelMessenger.class.getName());
*/
/**
* {@code true} if we have deliberately closed our one message input queue.
*/
private boolean inputClosed = false;
/**
* {@code true} if we have deliberately stopped sending.
*/
private boolean outputClosed = false;
/**
* Actions that we defer to after returning from event methods. In other
* words, they cannot be done with the lock held, or they require calling
* more event methods.
*/
private enum DeferredAction {
/**
* No action deferred.
*/
ACTION_NONE,
/**
* Must send the current message.
*/
ACTION_SEND,
/**
* Must report failure to connect.
*/
ACTION_CONNECT
}
/**
* The current deferred action.
*/
private DeferredAction deferredAction = DeferredAction.ACTION_NONE;
/**
* The messages queue.
*/
private final BlockingQueue queue;
/**
* State lock and engine.
*/
private final AsyncChannelMessengerState stateMachine;
/**
* Our statemachine implementation; just connects the standard MessengerState action methods to
* this object.
*/
private class AsyncChannelMessengerState extends MessengerState {
protected AsyncChannelMessengerState(boolean connected) {
super(connected);
}
/*
* The required action methods.
*/
/**
* {@inheritDoc}
*/
@Override
protected void connectAction() {
deferredAction = DeferredAction.ACTION_CONNECT;
}
/**
* {@inheritDoc}
*/
@Override
protected void startAction() {
deferredAction = DeferredAction.ACTION_SEND;
}
/**
* {@inheritDoc}
*/
@Override
protected void closeInputAction() {
// We're synchronized here. (invoked from stateMachine)
inputClosed = true;
}
/**
* {@inheritDoc}
*/
@Override
protected void closeOutputAction() {
// We're synchronized here. (invoked from stateMachine)
outputClosed = true;
}
/**
* {@inheritDoc}
*/
@Override
protected void failAllAction() {
// The queue is now closed, so we can rest assured that the last
// message is really the last one. This is a synchronous action. The
// state machine assumes that it is done when we return. There is no
// need to signal completion with an idleEvent.
PendingMessage theMsg;
while (true) {
theMsg = null;
synchronized (stateMachine) {
theMsg = queue.poll();
}
if (theMsg == null) {
return;
}
Message currentMsg = theMsg.msg;
Throwable currentFailure = theMsg.failure;
if (currentFailure == null) {
currentFailure = new IOException("Messenger unexpectedly closed");
}
OutgoingMessageEvent event = new OutgoingMessageEvent(currentMsg, currentFailure);
currentMsg.setMessageProperty(Messenger.class, event);
}
}
}
/**
* The representation of a queued message. It is shared between this
* abstract class and any implementation.
*/
protected static class PendingMessage {
final Message msg;
final String service;
final String param;
Throwable failure;
PendingMessage(Message msg, String service, String param) {
this.msg = msg;
this.service = service;
this.param = param;
this.failure = null;
}
}
/**
* Create a new AsyncChannelMessenger.
*
* @param baseAddress The network address messages go to; regardless of
* service, param, or group.
* @param redirection Group to which the messages must be redirected. This
* is used to implement the automatic group segregation which has become a
* de-facto standard. If not null, the unique portion of the specified
* groupID is prepended with {@link #InsertedServicePrefix} and inserted in
* every message's destination address in place of the the original service
* name, which gets shifted into the beginning of the service parameter. The
* opposite is done on arrival to restore the original destination address
* before the message is delivered to the listener in the the specified
* group. Messages that already bear a group redirection are not affected.
* @param origService The default destination service for messages sent
* without specifying a different service.
* @param origServiceParam The default destination service parameter for
* messages sent without specifying a different service parameter.
* @param queueSize the queue size that channels should have.
* @param connected true if the channel is created in the connected state.
*/
public AsyncChannelMessenger(EndpointAddress baseAddress, PeerGroupID redirection, String origService, String origServiceParam, int queueSize, boolean connected) {
super(baseAddress, redirection, origService, origServiceParam);
stateMachine = new AsyncChannelMessengerState(connected);
queue = new ArrayBlockingQueue(queueSize);
// We synchronize our state with the sharedMessenger's stateMachine.
// Logic would dictate that we pass it to super(), but it is not itself
// constructed until super() returns. No way around it.
setStateLock(stateMachine);
}
/**
* {@inheritDoc}
*/
public final void close() {
DeferredAction action;
synchronized (stateMachine) {
stateMachine.closeEvent();
action = eventCalled(true);
}
// We called an event. State may have changed.
notifyChange();
performDeferredAction(action);
}
/**
* This internal method does the common part of sending the message on
* behalf of both sendMessageN and sendMessageB.
* It is not quite possible to implement sendMessageB as a wrapper
* around sendMessageN without some internal cooperation. At least not in
* an efficient manner. sendMessageB must not set the message property:
* either it fails and throws, or it returns successfully and the property
* is set later. This is required so that messages can be retried when
* failing synchronously (through a blocking messenger typically, but the
* semantic has to be uniform).
* Each of sendMessageB and sendMessageN takes care of status reporting
* on its own terms.
*
* @param msg the message to send
* @param rService destination service
* @param rServiceParam destination param
* @return The outcome from that one attempt. {@code true} means done.
* {@code false} means saturated. When {@code true} is returned, it means
* that the fate of the message will be decided asynchronously, so we do
* not have any details, yet.
* @throws IOException is thrown if this messenger is closed.
* @throws InterruptedException if interrupted
*/
private boolean sendMessageCommon(Message msg, String rService, String rServiceParam) throws IOException, InterruptedException {
String service = effectiveService(rService);
String serviceParam = effectiveParam(rService, rServiceParam);
boolean queued = true;
boolean change = false;
DeferredAction action = DeferredAction.ACTION_NONE;
synchronized (stateMachine) {
if (inputClosed) {
throw new IOException("This messenger is closed. It cannot be used to send messages.");
}
boolean wasEmpty = queue.isEmpty();
if (queue.remainingCapacity() > 1) {
queue.put(new PendingMessage(msg, service, serviceParam));
// Still not saturated. If we weren't idle either, then nothing worth mentionning.
if (wasEmpty) {
change = true;
stateMachine.msgsEvent();
action = eventCalled(false);
}
} else if (1 == queue.remainingCapacity()) {
queue.put(new PendingMessage(msg, service, serviceParam));
// Now saturated.
stateMachine.saturatedEvent();
action = eventCalled(false);
change = true;
} else {
// Was already saturated.
queued = false;
}
}
if (queued && change) {
// If not queued, there was no change of condition as far as
// outsiders are concerned. (redundant saturatedEvent, only
// defensive; to guarantee statemachine in sync). else, if the
// saturation state did not change, we have no state change to
// notify.
notifyChange();
}
performDeferredAction(action);
// Before we return, make sure that this channel remains referenced if
// it has messages. It could become unreferenced if it is not yet
// resolved and the application lets go of it after sending messages.
// This means that we may need to do something only in the resolpending
// and resolsaturated cases. The way we do this test, there can be false
// positives. They're dealt with as part of the action that is carried
// out.
if ((stateMachine.getState() & (Messenger.RESOLPENDING | Messenger.RESOLSATURATED)) != 0) {
resolPendingImpl();
}
return queued;
}
/**
* {@inheritDoc}
*/
public final boolean sendMessageN(Message msg, String rService, String rServiceParam) {
try {
if (sendMessageCommon(msg, rService, rServiceParam)) {
// If it worked the message is queued; the outcome will be notified later.
return true;
}
// Non-blocking and queue full: report overflow.
msg.setMessageProperty(Messenger.class, OutgoingMessageEvent.OVERFLOW);
} catch (IOException oie) {
msg.setMessageProperty(Messenger.class, new OutgoingMessageEvent(msg, oie));
} catch (InterruptedException interrupted) {
msg.setMessageProperty(Messenger.class, new OutgoingMessageEvent(msg, interrupted));
}
return false;
}
/**
* {@inheritDoc}
*/
public final void sendMessageB(Message msg, String rService, String rServiceParam) throws IOException {
try {
while (true) {
// if sendMessageCommon says "true" it worked.
if (sendMessageCommon(msg, rService, rServiceParam)) {
return;
}
// Do a shallow check on the queue. If it seems empty (without getting into a critical section to
// verify it), then yielding is good bet. It is a lot cheaper and smoother than waiting.
// Note the message should be enqueued now. yielding makes sense now if the queue is empty
if (queue.isEmpty()) {
Thread.yield();
}
// If we reached this far, it is neither closed, nor ok. So it was saturated.
synchronized (stateMachine) {
// Cheaper than waitState. sendMessageCommon already does the relevant state checks.
stateMachine.wait();
}
}
} catch (InterruptedException ie) {
InterruptedIOException iie = new InterruptedIOException("Message send interrupted");
iie.initCause(ie);
throw iie;
}
}
/**
* {@inheritDoc}
*/
public final void resolve() {
DeferredAction action;
synchronized (stateMachine) {
stateMachine.resolveEvent();
action = eventCalled(true);
}
notifyChange();
performDeferredAction(action); // we expect connect but let the state machine decide.
}
/**
* {@inheritDoc}
*/
public final int getState() {
return stateMachine.getState();
}
/**
* {@inheritDoc}
*/
@Override
public final Messenger getChannelMessenger(PeerGroupID redirection, String service, String serviceParam) {
// Channels don't make channels.
return null;
}
/**
* Three exposed methods may need to inject new events in the system:
* sendMessageN, close, and shutdown.
* Since they can all cause actions, and since connectAction and
* startAction are deferred, it seems possible that one of the actions
* caused by send, close, or shutdown be called while connectAction or
* startAction are in progress.
* However, the state machine gives us a few guarantees: connectAction
* and startAction can never nest. We will not be asked to perform one while
* still performing the other. Only the synchronous actions closeInput,
* closeOutput, or failAll can possibly be requested in the interval. We
* could make more assumptions and simplify the code, but rather keep at
* least some flexibility.
*
* DEAD LOCK WARNING: the implementor's method invoke some of our call backs
* while synchronized. Then our call backs synchronize on the state machine
* in here. This nesting order must always be respected. As a result, we can
* never invoke implementors methods while synchronized. Hence the
* deferredAction processing.
*
* @param action the action
*/
private void performDeferredAction(DeferredAction action) {
switch (action) {
case ACTION_SEND:
startImpl();
break;
case ACTION_CONNECT:
connectImpl();
break;
}
}
/**
* A shortHand for a frequently used sequence. MUST be called while
* synchronized on stateMachine.
*
* @param notifyAll If {@code true} then this is a life-cycle event and all
* waiters on the stateMachine should be notified. If {@code false} then
* only a single waiter will be notified for simple activity events.
* @return the deferred action.
*/
private DeferredAction eventCalled(boolean notifyAll) {
DeferredAction action = deferredAction;
deferredAction = DeferredAction.ACTION_NONE;
if (notifyAll) {
stateMachine.notifyAll();
} else {
stateMachine.notify();
}
return action;
}
/*
* Implement the methods that our shared messenger will use to report progress.
*/
/**
* The implementation will invoke this method when it becomes resolved,
* after connectImpl was invoked.
*/
protected void up() {
DeferredAction action;
synchronized (stateMachine) {
stateMachine.upEvent();
action = eventCalled(true);
}
notifyChange();
performDeferredAction(action); // we expect start but let the state machine decide.
}
/**
* The implementation invokes this method when it becomes broken.
*/
protected void down() {
DeferredAction action;
synchronized (stateMachine) {
stateMachine.downEvent();
action = eventCalled(true);
}
notifyChange();
performDeferredAction(action); // we expect connect but let the state machine decide.
}
/**
* Here, we behave like a queue to the shared messenger. When we report
* being empty, though, we're automatically removed from the active queues
* list. We'll go back there the next time we have something to send by
* calling startImpl.
*
* @return pending message
*/
protected PendingMessage peek() {
PendingMessage theMsg;
DeferredAction action = DeferredAction.ACTION_NONE;
synchronized (stateMachine) {
// We like the msg to keep occupying space in the queue until it's
// out the door. That way, idleness (that is, not currently working
// on a message), is always consistent with queue emptyness.
theMsg = queue.peek();
if (theMsg == null) {
stateMachine.idleEvent();
action = eventCalled(false);
// We do not notifyChange, here, because, if the queue is empty,
// it was already notified when the last message was popped. The
// call to idleEvent is only defensive programming to make extra
// sure the state machine is in sync.
return null;
}
if (outputClosed) {
// We've been asked to stop sending. Which, if we were sending,
// must be notified by either an idle event or a down
// event. Nothing needs to happen to the shared messenger. We're
// just a channel.
stateMachine.downEvent();
action = eventCalled(true);
theMsg = null;
}
}
notifyChange();
performDeferredAction(action); // we expect none but let the state machine decide.
return theMsg;
}
/**
* Returns the number of elements in this collection. If this collection
* contains more than Integer.MAX_VALUE elements, returns
* Integer.MAX_VALUE.
*
* @return the number of elements in this collection
*/
protected int size() {
return queue.size();
}
/**
* One message done. Update the saturated/etc state accordingly.
*
* @return true if there are more messages after the one we removed.
*/
protected boolean poll() {
boolean result;
DeferredAction action;
synchronized (stateMachine) {
queue.poll();
if (queue.peek() == null) {
stateMachine.idleEvent();
action = eventCalled(false);
result = false;
} else {
stateMachine.msgsEvent();
action = eventCalled(false);
result = true;
}
}
notifyChange();
performDeferredAction(action); // we expect none but let the state machine decide.
return result;
}
/**
* We invoke this method to be placed on the list of channels that have
* message to send.
*
* NOTE that it is the shared messenger responsibility to synchronize so
* that we cannot be added to the active list just before we get removed
* due to reporting an empty queue in parallel. So, if we report an empty
* queue and have a new message to send before the shared messenger removes
* us form the active list, startImpl will block until the removal is done.
* Then we'll be added back.
*
* If it cannot be done, it means that the shared messenger is no longer
* usable. It may call down() in sequence. Out of defensiveness, it should
* do so without holding its lock.
*/
protected abstract void startImpl();
/**
* We invoke this method to be placed on the list of channels that are
* waiting for resolution.
*
* If it cannot be done, it means that the shared messenger is no longer
* usable. It may call down() in sequence. Out of defensiveness, it should
* do so without holding its lock. If the messenger is already resolved it
* may call up() in sequence. Same wisdom applies. It is a good idea to
* create channels in the resolved state if the shared messenger is already
* resolved. That avoids this extra contortion.
*/
protected abstract void connectImpl();
/**
* This is invoked to inform the implementation that this channel is now in
* the resolPending or resolSaturated state. This is specific to this type
* of channels. The shared messenger must make sure that this channel
* remains strongly referenced, even though it is not resolved, because
* there are messages in it. It is valid for an application to let go of a
* channel after sending a message, even if the channel is not yet
* resolved. The message will go if/when the channel resolves. This method
* may be invoked redundantly and even once the channel is no longer among
* the one awaiting resolution. The implementation must be careful to
* ignore such calls.
*/
protected abstract void resolPendingImpl();
}