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package org.zeromq;

import java.io.IOException;
import java.nio.channels.Selector;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.concurrent.CountDownLatch;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.LockSupport;

import org.zeromq.ZMQ.Socket;
import org.zeromq.ZThread.IAttachedRunnable;

/**
 * First implementation for the base of a remotely controlled background service for 0MQ.
 *
 * 

* A side or endpoint designates the same thing: the thread where lives one of the two parts of the system. *
* A {@link ZStar Star} has 2 sides (with a trial to use theater terms for fun (: and hopefully clarity :) *
* - the Corbeille side, or control side *
* This is where one can {@link ZAgent#send(ZMsg) send} and {@link ZAgent#recv() receive} control messages to the underneath star via the ZStar agent. *
* The ZStar lives on this side and is a way to safely communicate with the distant provided star. *
* Note: Corbeille is a french word designing the most privileged places in the theater where the King was standing, * 1st floor, just above the orchestra (Wikipedia...). * *

* - the Plateau side, or background side where all the performances are made by the provided star. *
* The provided star is living on the Plateau. *
* The Plateau is made of the Stage where effective acting takes place and of the Wings * where the provided star can perform control decisions to stop or continue the acting. *
* From this side, the work is done via callbacks using the template-method pattern, applied with interfaces (?) *

* Communication between the 2 sides is ensured by {@link #pipe() pipes} that SHALL NEVER be mixed between background and control sides. *
* Instead, each side use its own pipe to communicate with the other one, transmitting only 0MQ messages. * The main purpose of this class is to ease this separation and to provide contracts, responsibilities and action levers for each side. *
* For example, instead of using pipe() which is useful to have more control, fast users would want to call {@link #agent()} to get the agent * or directly call {@link #send(ZMsg)} or {@link #recv()} from the ZStar as the ZStar is itself an agent! *

* The ZStar takes care of the establishment of the background processing, calling the provided star * at appropriate times. It can also manage the {@link ZAgent#sign() exited} state on the control side, * if providing a non-null "Mot de la Fin". *
* It also takes care of the closing of sockets and context if it had to create one. *

* A {@link Star star} is basically a contract interface that anyone who uses this ZStar to create a background service SHALL comply to.
*

* PS: Je sais qu'il y a une différence entre acteur et comédien :) * PPS: I know nothing about theater! *

* For an example of code, please refer to the {@link ZActor} source code. * */ // remote controlled background message processing API for 0MQ. public class ZStar implements ZAgent { /** * Contract interface when acting in plain sight. */ // contract interface for acting with the spot lights on public static interface Star { /** * Called when the star is in the wings.
* Hint: Can be used to initialize the service, or ...
* Key point: no loop has started already. */ void prepare(); /** * Called when the star in on stage, just before acting.
* Hint: Can be used to poll events or get input/events from other sources, or ...
* Key point: a loop just started. * * @return the number of events to process */ int breathe(); /** * Where acting takes place ...
* Hint: Can be used to process the events or input acquired from the previous step, or ...
* Key point: in the middle of a loop.
* Decision: to act on the next loop or not * * @param events the number of events to process * @return true to continue till the end of the act, false to stop loopS here. */ boolean act(int events); /** * Called as an interval between each act.
* Hint: Can be used to perform decisions to continue next loop or not, or to send computed data to outputs, or ...
* Key point: at the end of a loop.
* Decision: to act on the next loop or not * * @return true to continue acting, false to stop loopS here. */ boolean entract(); /** * Does the star want to renew for a new performance ? * Hint: Can be used to perform decisions to continue looping or not, or to send computed data to outputs, or ...
* Key point: the inner looping mechanism just ended
* Decision: to exit or not * * @return true to restart acting, false to leave here */ boolean renews(); } /** * Utility class with callback for when the Star has finished its performances. */ public static interface TimeTaker { /** * Called when the show is finished but no cleaning is still done. * Useful to make the background thread wait a little bit, for example. * * @param ctx the shadow context */ void party(ZContext ctx); } // party time easily done. Wait for the specified amount of time public static void party(long time, TimeUnit unit) { LockSupport.parkNanos(TimeUnit.NANOSECONDS.convert(time, unit)); } // contract for a creator of stars public static interface Fortune extends TimeTaker { /** * This is the grand premiere! * Called when the star enters the plateau. * The show is about to begin. Inform the public about that. * Called before the creation of the first star and its sockets * * @param mic the pipe to the Corbeille side * @param args the arguments passed as parameters of the star constructor * * @return the name of the upcoming performance. */ String premiere(Socket mic, Object[] args); /** * Creates a star. * * @param ctx the context used for the creation of the sockets * @param mic the pipe to the Corbeille side * @param sel the selector used for polling * @param count the number of times a star was created. * @param previous the previous star if any (null at the first creation) * @param args the arguments passed as parameters of the star constructor * * @return a new star is born! */ Star create(ZContext ctx, Socket mic, Selector sel, int count, Star previous, Object[] args); /** * The show is over. * Called when the show is over. * * @param mic the pipe to the Corbeille side * @return true to allow to spread the word and close all future communications */ boolean interview(Socket mic); } /** * Control for the end of the remote operations. */ public static interface Exit { /** * Causes the current thread to wait in blocking mode until the end of the remote operations, * unless the thread is interrupted. * *

If the current thread: *

    *
  • has its interrupted status set on entry to this method; or *
  • is {@linkplain Thread#interrupt interrupted} while waiting, *
* then {@link InterruptedException} is thrown and the current thread's * interrupted status is cleared. * * @throws InterruptedException if the current thread is interrupted * while waiting */ void await() throws InterruptedException; /** * Causes the current thread to wait in blocking mode until the end of the remote operations, * unless the thread is interrupted, or the specified waiting time elapses. * *

If the current thread: *

    *
  • has its interrupted status set on entry to this method; or *
  • is {@linkplain Thread#interrupt interrupted} while waiting, *
* then {@link InterruptedException} is thrown and the current thread's * interrupted status is cleared. * *

If the specified waiting time elapses then the value {@code false} * is returned. If the time is less than or equal to zero, the method * will not wait at all. * * @param timeout the maximum time to wait * @param unit the time unit of the {@code timeout} argument * @return {@code true} if the remote operations ended and {@code false} * if the waiting time elapsed before the remote operations ended * @throws InterruptedException if the current thread is interrupted * while waiting */ boolean await(long timeout, TimeUnit unit) throws InterruptedException; /** * Checks in non-blocking mode, if the remote operations have ended. * @return true if the runnable where the remote operations occurred if finished, otherwise false. */ boolean isExited(); } /** * Returns the Corbeille endpoint. * Can be used to send or receive control messages to the distant star via Backstage. * * @return the agent/mailbox used to send and receive control messages to and from the star. */ public ZAgent agent() { return agent; } /** * Returns the control of the proper exit of the remote operations. * @return a structure used for checking the end of the remote operations. */ public Exit exit() { return plateau; } /** * Creates a new ZStar. * * @param actor the creator of stars on the Plateau * @param lock the final word used to mark the end of the star. Null to disable this mechanism. * @param args the optional arguments that will be passed to the distant star */ public ZStar(Fortune actor, String lock, Object... args) { this(null, new VerySimpleSelectorCreator(), actor, lock, args); } /** * Creates a new ZStar. * * @param selector the creator of the selector used on the Plateau. * @param fortune the creator of stars on the Plateau * @param motdelafin the final word used to mark the end of the star. Null to disable this mechanism. * @param args the optional arguments that will be passed to the distant star */ public ZStar(SelectorCreator selector, Fortune fortune, String motdelafin, Object... args) { this(null, selector, fortune, motdelafin, args); } /** * Creates a new ZStar. * * @param context * the main context used. If null, a new context will be created * and closed at the stop of the operation. * If not null, it is the responsibility of the caller to close it. * * @param selector the creator of the selector used on the Plateau. * @param fortune the creator of stars on the Plateau * @param motdelafin the final word used to mark the end of the star. Null to disable this mechanism. * @param bags the optional arguments that will be passed to the distant star */ public ZStar(final ZContext context, final SelectorCreator selector, final Fortune fortune, String motdelafin, final Object[] bags) { super(); assert (fortune != null); // entering platform to load trucks // the story writer SelectorCreator feather = selector; if (selector == null) { // initialize selector feather = new VerySimpleSelectorCreator(); } // initialize the context ZContext chef = context; ZContext producer = null; if (chef == null) { // no context provided, create one chef = new ZContext(); // it will be destroyed, so this is the main context producer = chef; } // retrieve the last optional set and entourage given in input Set set = null; Entourage entourage = null; for (Object bag : bags) { if (bag instanceof Set) { set = (Set) bag; } if (bag instanceof Entourage) { entourage = (Entourage) bag; } } if (set == null) { set = new SimpleSet(); } final List train = new ArrayList(6 + bags.length); train.add(set); train.add(fortune); train.add(feather); train.add(producer); train.add(entourage); train.add(motdelafin); // 6 mandatory wagons train.addAll(Arrays.asList(bags)); // now going to the plateau Socket phone = ZThread.fork(chef, plateau, train.toArray()); agent = agent(phone, motdelafin); } // communicating agent with the star for the Corbeille side private final ZAgent agent; // distant runnable where acting takes place private final Plateau plateau = new Plateau(); /** * Creates a new agent for the star. * * This method is called in the constructor so don't rely on private members to do the job. * Apart from that, it is the last call so can be safely overridden from the ZStar point-of-view * BUT if you don't make it final, one of your subclass could make you misery... * * @param phone the socket used to communicate with the star * @param secret the specific keyword indicating the death of the star and locking the agent. Null to override the lock mechanism. * @return the newly created agent for the star. */ protected ZAgent agent(Socket phone, String secret) { return ZAgent.Creator.create(phone, secret); } // the plateau where the acting will take place (stage and backstage), or // the forked runnable containing the loop processing all messages in the background private static final class Plateau implements IAttachedRunnable, Exit { private static final AtomicInteger shows = new AtomicInteger(); // id if unnamed private final int number = shows.incrementAndGet(); // waiting-flag for the end of the remote operations private final CountDownLatch exit = new CountDownLatch(1); @Override public void run(final Object[] train, final ZContext chef, final Socket mic) { final int mandat = 6; // end of a trip can be a bit messy... Fortune star = (Fortune) train[1]; final Entourage entourage = (Entourage) train[4]; final ZContext producer = (ZContext) train[3]; final SelectorCreator feather = (SelectorCreator) train[2]; final Set set = (Set) train[0]; // the word informing the world that the plateau is closed and the star vanished final String gossip = (String) train[5]; // prune our mandatory transit variables from the arguments final Object[] bags = new Object[train.length - mandat]; System.arraycopy(train, mandat, bags, 0, bags.length); // leaving unloaded platform if (entourage != null) { entourage.breakaleg(chef, star, mic, bags); } Selector story = null; // now entering artistic zone try { // create the selector used for polling operations story = feather.create(); // Premiere ! String name = star.premiere(mic, bags); // put the name of the performance on the front door with lightnings set.lights(name, number); // star is entering the wings showMustGoOn(chef, set, story, mic, star, bags); // star is leaving the plateau } catch (IOException e) { // Who stole the story? There is no play if there is no story! C'est un scandale! e.printStackTrace(); // TODO enhance error } finally { try { // star is interviewed about this event boolean tell = star.interview(mic); if (tell && gossip != null) { // inform the Corbeille side of the future closing of the plateau and the vanishing of the star try { mic.send(gossip); } catch (Exception e) { // really ? e.printStackTrace(); } } // we are not in a hurry at this point when cleaning up the remains of a good show ... star.party(chef); star = null; if (entourage != null) { entourage.party(chef); } // Sober again ... // show is over, time to close chef.close(); if (producer != null) { // this is a self-generated context, destroy it producer.close(); } feather.destroy(story); } catch (IOException e) { e.printStackTrace(); // TODO enhance error } finally { exit.countDown(); } } } /******************************************************************************/ /* TAP TAP TAP | | TAP | | TAP | | TAP | | | | | | | | | | | | | | | | | | | |*/ /******************************************************************************/ // starts the performance private void showMustGoOn(final ZContext chef, final Set set, final Selector story, final Socket phone, final Fortune fortune, final Object[] bags) { int shows = 0; /** on the spot lights, the star in only an actor **/ Star actor = null; /** double-while-loop enables the restarting of a new star for the same acting on the same stage **/ /// so existing sockets can be closed and recreated in order to perform a cold restart or a stop **/ do { actor = fortune.create(chef, phone, story, shows++, actor, bags); /** a new star is born! And an acting one! **/ actor.prepare(); /** actor is leaving the wings **/ while (!set.fire()) { /** actor decides when the act will begin **/ int events = actor.breathe(); /** perform a new act of the show **/ if (!actor.act(events)) { // Context has been shut down break; } /** end of the act, back to the wings **/ if (!actor.entract()) { // star has decided to stop acting break; } } } while (actor.renews()); // star is leaving the Plateau and the show } /******************************************************************************/ /* | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |*/ /******************************************************************************/ // NB: never use green color on the stage floor of a french theater. Or something bad will happen... @Override public void await() throws InterruptedException { exit.await(); } @Override public boolean await(long timeout, TimeUnit unit) throws InterruptedException { return exit.await(timeout, unit); } @Override public boolean isExited() { return exit.getCount() == 0; } } @Override public ZMsg recv() { return agent.recv(); } @Override public ZMsg recv(boolean wait) { return agent.recv(wait); } @Override public boolean send(ZMsg message) { return agent.send(message); } @Override public boolean send(ZMsg msg, boolean destroy) { return agent.send(msg, destroy); } @Override public boolean send(String word) { return agent.send(word); } @Override public boolean send(String word, boolean more) { return agent.send(word, more); } @Override public Socket pipe() { return agent.pipe(); } @Override public boolean sign() { return agent.sign(); } @Override public void nova() { agent.nova(); } public static interface Set { /** * Puts the performance name on the front door with big lights. * @param name the name of the performance. * @param id the performance number. */ void lights(String name, int id); /** * Is the set on fire ? * @return true if it is time to leave the place. */ boolean fire(); } public static class SimpleSet implements Set { @Override public boolean fire() { return Thread.currentThread().isInterrupted(); } @Override public void lights(String name, int id) { if (name == null) { name = createDefaultName("Star-%d", id); } Thread.currentThread().setName(name); } public static String createDefaultName(final String format, final int id) { return String.format(format, id); } } /** * Utility class with calls surrounding the execution of the Star. */ public static interface Entourage extends TimeTaker { /** * Called when the show is about to start. * Can be a useful point in the whole process from time to time. * * @param ctx the context provided in the creation step * @param fortune the creator of stars * @param phone the socket used to communicate with the Agent * @param bags the optional arguments that were passed at the creation */ void breakaleg(ZContext ctx, Fortune fortune, Socket phone, Object[] bags); // well ... } }