haiku/src/servers/app/proto6/AppServer.cpp
ejakowatz 52a3801208 It is accomplished ...
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
2002-07-09 12:24:59 +00:00

585 lines
14 KiB
C++

/*
AppServer.cpp
File for the main app_server thread. This particular thread monitors for
application start and quit messages. It also starts the housekeeping threads
and initializes most of the server's globals.
*/
#include <Message.h>
#include <AppDefs.h>
#include "scheduler.h"
#include <iostream.h>
#include <stdio.h>
#include <OS.h>
#include <Debug.h>
#include "AppServer.h"
#include "Layer.h"
#include "ServerApp.h"
#include "ServerWindow.h"
#include "Desktop.h"
#include "ServerProtocol.h"
#include "PortLink.h"
#include "DisplayDriver.h"
#include "DebugTools.h"
#include "BeDecorator.h"
#include "WinDecorator.h"
#include "YMakDecorator.h"
//#define DEBUG_APPSERVER_THREAD
// This bad boy holds only the top layer for each workspace
//BList *layerlist;
// Used for mediating access to the layer lists
//BLocker *layerlock;
// Used for access via instantiate_decorator
AppServer *app_server;
AppServer::AppServer(void) : BApplication("application/x-vnd.obe-OBAppServer")
{
#ifdef DEBUG_APPSERVER_THREAD
printf("AppServer()\n");
#endif
mouseport=create_port(30,SERVER_INPUT_PORT);
messageport=create_port(20,SERVER_PORT_NAME);
#ifdef DEBUG_APPSERVER_THREAD
printf("Server message port: %ld\n",messageport);
printf("Server input port: %ld\n",mouseport);
#endif
applist=new BList(0);
quitting_server=false;
exit_poller=false;
// Set up the Desktop
init_desktop(3);
// This is necessary to mediate access between the Poller and app_server threads
active_lock=new BLocker;
// This locker is for app_server and Picasso to vy for control of the ServerApp list
applist_lock=new BLocker;
// This locker is to mediate access to the make_decorator pointer
decor_lock=new BLocker;
// Get the driver first - Poller thread utilizes the thing
driver=get_gfxdriver();
// Spawn our input-polling thread
poller_id = spawn_thread(PollerThread, "Poller", B_NORMAL_PRIORITY, this);
if (poller_id >= 0)
resume_thread(poller_id);
// Spawn our thread-monitoring thread
picasso_id = spawn_thread(PicassoThread,"Picasso", B_NORMAL_PRIORITY, this);
if (picasso_id >= 0)
resume_thread(picasso_id);
active_app=-1;
p_active_app=NULL;
make_decorator=NULL;
// layerlock=new BLocker;
// layerlist=new BList(1);
}
AppServer::~AppServer(void)
{
shutdown_desktop();
ServerApp *tempapp;
// Layer *templayer;
int32 i;
applist_lock->Lock();
for(i=0;i<applist->CountItems();i++)
{
tempapp=(ServerApp *)applist->ItemAt(i);
if(tempapp!=NULL)
delete tempapp;
}
delete applist;
applist_lock->Unlock();
/* layerlock->Lock();
for(i=0;i<layerlist->CountItems();i++)
{
templayer=(Layer *)layerlist->ItemAt(i);
if(templayer!=NULL)
{
templayer->PruneTree();
delete templayer;
}
}
delete layerlist;
layerlock->Unlock();
delete layerlock;
*/ delete active_lock;
delete applist_lock;
// If these threads are still running, kill them - after this, if exit_poller
// is deleted, who knows what will happen... These things will just return an
// error and fail if the threads have already exited.
kill_thread(poller_id);
kill_thread(picasso_id);
delete decor_lock;
make_decorator=NULL;
}
thread_id AppServer::Run(void)
{
#ifdef DEBUG_APPSERVER_THREAD
printf("AppServer::Run()\n");
#endif
MainLoop();
return 0;
}
void AppServer::MainLoop(void)
{
// Main loop (duh). Monitors the message queue and dispatches as appropriate.
// Input messages are handled by the poller, however.
#ifdef DEBUG_APPSERVER_THREAD
printf("AppServer::MainLoop()\n");
#endif
int32 msgcode;
int8 *msgbuffer=NULL;
ssize_t buffersize,bytesread;
for(;;)
{
buffersize=port_buffer_size(messageport);
if(buffersize>0)
msgbuffer=new int8[buffersize];
bytesread=read_port(messageport,&msgcode,msgbuffer,buffersize);
if (bytesread != B_BAD_PORT_ID && bytesread != B_TIMED_OUT && bytesread != B_WOULD_BLOCK)
{
switch(msgcode)
{
case CREATE_APP:
case DELETE_APP:
case GET_SCREEN_MODE:
case B_QUIT_REQUESTED:
DispatchMessage(msgcode,msgbuffer);
break;
default:
{
#ifdef DEBUG_APPSERVER_THREAD
printf("Server received unexpected code %ld\n",msgcode);
#endif
break;
}
}
}
if(buffersize>0)
delete msgbuffer;
if(msgcode==DELETE_APP || msgcode==B_QUIT_REQUESTED)
{
if(quitting_server==true && applist->CountItems()==0)
break;
}
}
// Make sure our polling thread has exited
if(find_thread("Poller")!=B_NAME_NOT_FOUND)
kill_thread(poller_id);
}
void AppServer::DispatchMessage(int32 code, int8 *buffer)
{
int8 *index=buffer;
switch(code)
{
case CREATE_APP:
{
// Create the ServerApp to node monitor a new BApplication
#ifdef DEBUG_APPSERVER_THREAD
printf("AppServer: Create App\n");
#endif
// Attached data:
// 1) port_id - port to reply to
// 2) port_id - receiver port of a regular app
// 3) char * - signature of the regular app
// Find the necessary data
port_id reply_port=*((port_id*)index); index+=sizeof(port_id);
port_id app_port=*((port_id*)index); index+=sizeof(port_id);
char *app_signature=(char *)index;
// Create the ServerApp subthread for this app
applist_lock->Lock();
ServerApp *newapp=new ServerApp(app_port,app_signature);
applist->AddItem(newapp);
applist_lock->Unlock();
active_lock->Lock();
p_active_app=newapp;
active_app=applist->CountItems()-1;
PortLink *replylink=new PortLink(reply_port);
replylink->SetOpCode(SET_SERVER_PORT);
replylink->Attach((int32)newapp->receiver);
replylink->Flush();
delete replylink;
active_lock->Unlock();
newapp->Run();
break;
}
case DELETE_APP:
{
// Delete a ServerApp. Received only from the respective ServerApp when a
// BApplication asks it to quit.
#ifdef DEBUG_APPSERVER_THREAD
printf("AppServer: Delete App\n");
#endif
// Attached Data:
// 1) thread_id - thread ID of the ServerApp to be deleted
int32 i, appnum=applist->CountItems();
ServerApp *srvapp;
thread_id srvapp_id=*((thread_id*)buffer);
// Run through the list of apps and nuke the proper one
for(i=0;i<appnum;i++)
{
srvapp=(ServerApp *)applist->ItemAt(i);
if(srvapp!=NULL && srvapp->monitor_thread==srvapp_id)
{
applist_lock->Lock();
srvapp=(ServerApp *)applist->RemoveItem(i);
if(srvapp)
{
delete srvapp;
srvapp=NULL;
}
applist_lock->Unlock();
active_lock->Lock();
if(applist->CountItems()==0)
{
// active==-1 signifies that no other apps are running - NOT good
active_app=-1;
}
else
{
// we actually still have apps running, so make a new one active
if(active_app>0)
active_app--;
else
active_app=0;
}
p_active_app=(active_app>-1)?(ServerApp*)applist->ItemAt(active_app):NULL;
active_lock->Unlock();
break; // jump out of our for() loop
}
}
break;
}
case GET_SCREEN_MODE:
{
// Synchronous message call to get the stats on the current screen mode
// in the app_server. Simply a hack in place for the Input Server until
// BScreens are done.
#ifdef DEBUG_APPSERVER_THREAD
printf("AppServer: Get Screen Mode\n");
#endif
// Attached Data:
// 1) port_id - port to reply to
// Returned Data:
// 1) int32 width
// 2) int32 height
// 3) int depth
PortLink *replylink=new PortLink(*((port_id*)index));
replylink->SetOpCode(GET_SCREEN_MODE);
replylink->Attach(driver->GetWidth());
replylink->Attach(driver->GetHeight());
replylink->Attach((int16)driver->GetDepth());
replylink->Flush();
delete replylink;
break;
}
case B_QUIT_REQUESTED:
{
#ifdef DEBUG_APPSERVER_THREAD
printf("Shutdown sequence initiated.\n");
#endif
// Attached Data:
// none
// We've been asked to quit, so (for now) broadcast to all
// test apps to quit. This situation will occur only when the server
// is compiled as a regular Be application.
PortLink *applink=new PortLink(0);
ServerApp *srvapp;
applist_lock->Lock();
int32 i,appnum=applist->CountItems();
applink->SetOpCode(QUIT_APP);
for(i=0;i<appnum;i++)
{
srvapp=(ServerApp *)applist->ItemAt(i);
if(srvapp!=NULL)
{
applink->SetPort(srvapp->receiver);
applink->Flush();
}
}
applist_lock->Unlock();
delete applink;
// So when we delete the last ServerApp, we can exit the server
quitting_server=true;
exit_poller=true;
break;
}
default:
//printf("Unexpected message %ld (%lx) in AppServer::DispatchMessage()\n",code,code);
break;
}
}
bool AppServer::LoadDecorator(BString path)
{
// Loads a window decorator based on the supplied path and forces a decorator update.
// If it cannot load the specified decorator, it will retain the current one and
// return false.
create_decorator *pcreatefunc=NULL;
get_decorator_version *pversionfunc=NULL;
status_t stat;
image_id addon;
addon=load_add_on(path.String());
stat=get_image_symbol(addon, "get_decorator_version", B_SYMBOL_TYPE_TEXT, (void**)&pversionfunc);
if(stat!=B_OK)
{
printf("ERROR: Could not get version for Decorator %s\n", path.String());
unload_add_on(addon);
return false;
}
// As of now, we do nothing with decorator versions, but the possibility exists
// that the API will change even though I cannot forsee any reason to do so. If
// we *did* do anything with decorator versions, the assignment to a global would
// go here.
stat=get_image_symbol(addon, "get_decorator_version", B_SYMBOL_TYPE_TEXT, (void**)&pversionfunc);
if(stat!=B_OK)
{
printf("ERROR: Could not get version for Decorator %s\n", path.String());
unload_add_on(addon);
return false;
}
decor_lock->Lock();
make_decorator=pcreatefunc;
decorator_id=addon;
decor_lock->Unlock();
return true;
}
void AppServer::LoadDefaultDecorator(void)
{
// This function is called on server startup to provide a fallback decorator in
// case the decorator specified in the config file cannot be loaded. It just
// wouldn't do to have windows with no borders. ;) It also unloads any loaded
// decorator addons. We can specify that we want the default. It is no less
// functional - just internal.
}
Decorator *instantiate_decorator(Layer *lay, uint32 dflags, uint32 wlook)
{
Decorator *decor=NULL;
app_server->decor_lock->Lock();
if(app_server->make_decorator!=NULL)
decor=app_server->make_decorator(lay, dflags, wlook);
else
{
decor=new BeDecorator(lay, dflags, wlook);
// decor=new WinDecorator(lay, dflags, wlook);
// decor=new YMakDecorator(lay, dflags, wlook);
}
app_server->decor_lock->Unlock();
return decor;
}
void AppServer::Poller(void)
{
// This thread handles nothing but input messages for mouse and keyboard
int32 msgcode;
int8 *msgbuffer=NULL,*index;
ssize_t buffersize,bytesread;
for(;;)
{
buffersize=port_buffer_size(mouseport);
if(buffersize>0)
msgbuffer=new int8[buffersize];
bytesread=read_port(mouseport,&msgcode,msgbuffer,buffersize);
if (bytesread != B_BAD_PORT_ID && bytesread != B_TIMED_OUT && bytesread != B_WOULD_BLOCK)
{
switch(msgcode)
{
// We don't need to do anything with these two, so just pass them
// onto the active application. Eventually, we will pass them onto
// the window which is currently under the cursor.
case B_MOUSE_DOWN:
case B_MOUSE_UP:
{
/*
active_lock->Lock();
if(active_app>-1 && p_active_app!=NULL)
write_port(p_active_app->receiver, msgcode,msgbuffer,buffersize);
active_lock->Unlock();
*/
ServerWindow::HandleMouseEvent(msgcode,msgbuffer);
break;
}
// Process the cursor and then pass it on
case B_MOUSE_MOVED:
{
// Attached data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - buttons down
index=msgbuffer;
// Time sent is not necessary for cursor processing.
index += sizeof(int64);
float tempx=0,tempy=0;
tempx=*((float*)index);
index+=sizeof(float);
tempy=*((float*)index);
index+=sizeof(float);
driver->MoveCursorTo(tempx,tempy);
/* active_lock->Lock();
if(active_app>-1 && p_active_app!=NULL)
write_port(p_active_app->receiver, msgcode,msgbuffer,buffersize);
active_lock->Unlock();
*/
ServerWindow::HandleMouseEvent(msgcode,msgbuffer);
break;
}
default:
//printf("Server::Poller received unexpected code %ld\n",msgcode);
break;
}
}
if(buffersize>0)
delete msgbuffer;
if(exit_poller)
break;
}
}
int32 AppServer::PollerThread(void *data)
{
#ifdef DEBUG_APPSERVER_THREAD
printf("Starting Poller thread...\n");
#endif
AppServer *server=(AppServer *)data;
// This won't return until it's told to
server->Poller();
#ifdef DEBUG_APPSERVER_THREAD
printf("Exiting Poller thread...\n");
#endif
exit_thread(B_OK);
return B_OK;
}
void AppServer::Picasso(void)
{
int32 i;
ServerApp *app;
for(;;)
{
applist_lock->Lock();
for(i=0;i<applist->CountItems(); i++)
{
app=(ServerApp*)applist->ItemAt(i);
ASSERT(app!=NULL);
app->PingTarget();
}
applist_lock->Unlock();
// if poller thread has to exit, so do we - I just was too lazy
// to rename the variable name. ;)
if(exit_poller)
break;
// we do this every other second so as not to suck *too* many CPU cycles
snooze(2000000);
}
}
int32 AppServer::PicassoThread(void *data)
{
#ifdef DEBUG_APPSERVER_THREAD
printf("Starting Picasso thread...\n");
#endif
AppServer *server=(AppServer *)data;
// This won't return until it's told to
server->Picasso();
#ifdef DEBUG_APPSERVER_THREAD
printf("Exiting Picasso thread...\n");
#endif
exit_thread(B_OK);
return B_OK;
}
int main( int argc, char** argv )
{
// There can be only one....
if(find_port(SERVER_PORT_NAME)!=B_NAME_NOT_FOUND)
return -1;
app_server = new AppServer();
app_server->Run();
delete app_server;
return 0;
}