/*
* Copyright (C) 2018 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.
*/
#include "action_manager.h"
#include <android-base/logging.h>
namespace android {
namespace init {
ActionManager::ActionManager() : current_command_(0) {}
ActionManager& ActionManager::GetInstance() {
static ActionManager instance;
return instance;
}
void ActionManager::AddAction(std::unique_ptr<Action> action) {
actions_.emplace_back(std::move(action));
}
void ActionManager::QueueEventTrigger(const std::string& trigger) {
event_queue_.emplace(trigger);
}
void ActionManager::QueuePropertyChange(const std::string& name, const std::string& value) {
event_queue_.emplace(std::make_pair(name, value));
}
void ActionManager::QueueAllPropertyActions() {
QueuePropertyChange("", "");
}
void ActionManager::QueueBuiltinAction(BuiltinFunction func, const std::string& name) {
auto action = std::make_unique<Action>(true, nullptr, "<Builtin Action>", 0, name,
std::map<std::string, std::string>{});
std::vector<std::string> name_vector{name};
action->AddCommand(func, name_vector, 0);
event_queue_.emplace(action.get());
actions_.emplace_back(std::move(action));
}
void ActionManager::ExecuteOneCommand() {
// Loop through the event queue until we have an action to execute
while (current_executing_actions_.empty() && !event_queue_.empty()) {
for (const auto& action : actions_) {
if (std::visit([&action](const auto& event) { return action->CheckEvent(event); },
event_queue_.front())) {
current_executing_actions_.emplace(action.get());
}
}
event_queue_.pop();
}
if (current_executing_actions_.empty()) {
return;
}
auto action = current_executing_actions_.front();
if (current_command_ == 0) {
std::string trigger_name = action->BuildTriggersString();
LOG(INFO) << "processing action (" << trigger_name << ") from (" << action->filename()
<< ":" << action->line() << ")";
}
action->ExecuteOneCommand(current_command_);
// If this was the last command in the current action, then remove
// the action from the executing list.
// If this action was oneshot, then also remove it from actions_.
++current_command_;
if (current_command_ == action->NumCommands()) {
current_executing_actions_.pop();
current_command_ = 0;
if (action->oneshot()) {
auto eraser = [&action](std::unique_ptr<Action>& a) { return a.get() == action; };
actions_.erase(std::remove_if(actions_.begin(), actions_.end(), eraser));
}
}
}
bool ActionManager::HasMoreCommands() const {
return !current_executing_actions_.empty() || !event_queue_.empty();
}
void ActionManager::DumpState() const {
for (const auto& a : actions_) {
a->DumpState();
}
}
void ActionManager::ClearQueue() {
// We are shutting down so don't claim the oneshot builtin actions back
current_executing_actions_ = {};
event_queue_ = {};
current_command_ = 0;
}
} // namespace init
} // namespace android