// // Copyright (C) 2009 The Android Open Source Project // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // #ifndef UPDATE_ENGINE_COMMON_ACTION_H_ #define UPDATE_ENGINE_COMMON_ACTION_H_ #include <stdio.h> #include <memory> #include <string> #include <base/logging.h> #include <base/macros.h> #include "update_engine/common/action_pipe.h" #include "update_engine/common/action_processor.h" // The structure of these classes (Action, ActionPipe, ActionProcessor, etc.) // is based on the KSAction* classes from the Google Update Engine code at // http://code.google.com/p/update-engine/ . The author of this file sends // a big thanks to that team for their high quality design, implementation, // and documentation. // // Readers may want to consult this wiki page from the Update Engine site: // http://code.google.com/p/update-engine/wiki/ActionProcessor // Although it's referring to the Objective-C KSAction* classes, much // applies here as well. // // How it works: // // First off, there is only one thread and all I/O should be asynchronous. // A message loop blocks whenever there is no work to be done. This happens // where there is no CPU work to be done and no I/O ready to transfer in or // out. Two kinds of events can wake up the message loop: timer alarm or file // descriptors. If either of these happens, the message loop finds out the owner // of what fired and calls the appropriate code to handle it. As such, all the // code in the Action* classes and the code that is calls is non-blocking. // // An ActionProcessor contains a queue of Actions to perform. When // ActionProcessor::StartProcessing() is called, it executes the first action. // Each action tells the processor when it has completed, which causes the // Processor to execute the next action. ActionProcessor may have a delegate // (an object of type ActionProcessorDelegate). If it does, the delegate // is called to be notified of events as they happen. // // ActionPipe classes // // See action_pipe.h // // ActionTraits // // We need to use an extra class ActionTraits. ActionTraits is a simple // templated class that contains only two typedefs: OutputObjectType and // InputObjectType. Each action class also has two typedefs of the same name // that are of the same type. So, to get the input/output types of, e.g., the // DownloadAction class, we look at the type of // DownloadAction::InputObjectType. // // Each concrete Action class derives from Action<T>. This means that during // template instantiation of Action<T>, T is declared but not defined, which // means that T::InputObjectType (and OutputObjectType) is not defined. // However, the traits class is constructed in such a way that it will be // template instantiated first, so Action<T> *can* find the types it needs by // consulting ActionTraits<T>::InputObjectType (and OutputObjectType). // This is why the ActionTraits classes are needed. namespace chromeos_update_engine { // It is handy to have a non-templated base class of all Actions. class AbstractAction { public: AbstractAction() : processor_(nullptr) {} virtual ~AbstractAction() = default; // Begin performing the action. Since this code is asynchronous, when this // method returns, it means only that the action has started, not necessarily // completed. However, it's acceptable for this method to perform the // action synchronously; Action authors should understand the implications // of synchronously performing, though, because this is a single-threaded // app, the entire process will be blocked while the action performs. // // When the action is complete, it must call // ActionProcessor::ActionComplete(this); to notify the processor that it's // done. virtual void PerformAction() = 0; // Called on ActionProcess::ActionComplete() by ActionProcessor. virtual void ActionCompleted(ErrorCode code) {} // Called by the ActionProcessor to tell this Action which processor // it belongs to. void SetProcessor(ActionProcessor* processor) { if (processor) CHECK(!processor_); else CHECK(processor_); processor_ = processor; } // Returns true iff the action is the current action of its ActionProcessor. bool IsRunning() const { if (!processor_) return false; return processor_->current_action() == this; } // Called on asynchronous actions if canceled. Actions may implement if // there's any cleanup to do. There is no need to call // ActionProcessor::ActionComplete() because the processor knows this // action is terminating. // Only the ActionProcessor should call this. virtual void TerminateProcessing() {} // Called on asynchronous actions if the processing is suspended and resumed, // respectively. These methods are called by the ActionProcessor and should // not be explicitly called. // The action may still call ActionCompleted() once the action is completed // while the processing is suspended, for example if suspend/resume is not // implemented for the given action. virtual void SuspendAction() {} virtual void ResumeAction() {} // These methods are useful for debugging. TODO(adlr): consider using // std::type_info for this? // Type() returns a string of the Action type. I.e., for DownloadAction, // Type() would return "DownloadAction". virtual std::string Type() const = 0; protected: // A weak pointer to the processor that owns this Action. ActionProcessor* processor_; }; // Forward declare a couple classes we use. template <typename T> class ActionPipe; template <typename T> class ActionTraits; template <typename SubClass> class Action : public AbstractAction { public: ~Action() override {} // Attaches an input pipe to this Action. This is optional; an Action // doesn't need to have an input pipe. The input pipe must be of the type // of object that this class expects. // This is generally called by ActionPipe::Bond() void set_in_pipe( // this type is a fancy way of saying: a shared_ptr to an // ActionPipe<InputObjectType>. const std::shared_ptr< ActionPipe<typename ActionTraits<SubClass>::InputObjectType>>& in_pipe) { in_pipe_ = in_pipe; } // Attaches an output pipe to this Action. This is optional; an Action // doesn't need to have an output pipe. The output pipe must be of the type // of object that this class expects. // This is generally called by ActionPipe::Bond() void set_out_pipe( // this type is a fancy way of saying: a shared_ptr to an // ActionPipe<OutputObjectType>. const std::shared_ptr< ActionPipe<typename ActionTraits<SubClass>::OutputObjectType>>& out_pipe) { out_pipe_ = out_pipe; } // Returns true iff there is an associated input pipe. If there's an input // pipe, there's an input object, but it may have been constructed with the // default ctor if the previous action didn't call SetOutputObject(). bool HasInputObject() const { return in_pipe_.get(); } // returns a const reference to the object in the input pipe. const typename ActionTraits<SubClass>::InputObjectType& GetInputObject() const { CHECK(HasInputObject()); return in_pipe_->contents(); } // Returns true iff there's an output pipe. bool HasOutputPipe() const { return out_pipe_.get(); } // Copies the object passed into the output pipe. It will be accessible to // the next Action via that action's input pipe (which is the same as this // Action's output pipe). void SetOutputObject( const typename ActionTraits<SubClass>::OutputObjectType& out_obj) { CHECK(HasOutputPipe()); out_pipe_->set_contents(out_obj); } // Returns a reference to the object sitting in the output pipe. const typename ActionTraits<SubClass>::OutputObjectType& GetOutputObject() { CHECK(HasOutputPipe()); return out_pipe_->contents(); } protected: // We use a shared_ptr to the pipe. shared_ptr objects destroy what they // point to when the last such shared_ptr object dies. We consider the // Actions on either end of a pipe to "own" the pipe. When the last Action // of the two dies, the ActionPipe will die, too. std::shared_ptr<ActionPipe<typename ActionTraits<SubClass>::InputObjectType>> in_pipe_; std::shared_ptr<ActionPipe<typename ActionTraits<SubClass>::OutputObjectType>> out_pipe_; }; }; // namespace chromeos_update_engine #endif // UPDATE_ENGINE_COMMON_ACTION_H_