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Diffstat (limited to '')
-rw-r--r-- | src/jaegertracing/thrift/lib/csharp/src/Server/TThreadedServer.cs | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/src/jaegertracing/thrift/lib/csharp/src/Server/TThreadedServer.cs b/src/jaegertracing/thrift/lib/csharp/src/Server/TThreadedServer.cs new file mode 100644 index 000000000..cc051a33b --- /dev/null +++ b/src/jaegertracing/thrift/lib/csharp/src/Server/TThreadedServer.cs @@ -0,0 +1,282 @@ +/** + * Licensed to the Apache Software Foundation (ASF) under one + * or more contributor license agreements. See the NOTICE file + * distributed with this work for additional information + * regarding copyright ownership. The ASF licenses this file + * to you 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. + */ + +using System; +using System.Collections.Generic; +using System.Threading; +using Thrift.Collections; +using Thrift.Protocol; +using Thrift.Transport; + +namespace Thrift.Server +{ + /// <summary> + /// Server that uses C# threads (as opposed to the ThreadPool) when handling requests. + /// </summary> + public class TThreadedServer : TServer + { + private const int DEFAULT_MAX_THREADS = 100; + private volatile bool stop = false; + private readonly int maxThreads; + + private Queue<TTransport> clientQueue; + private THashSet<Thread> clientThreads; + private object clientLock; + private Thread workerThread; + + public int ClientThreadsCount + { + get { return clientThreads.Count; } + } + + public TThreadedServer(TProcessor processor, TServerTransport serverTransport) + : this(new TSingletonProcessorFactory(processor), serverTransport, + new TTransportFactory(), new TTransportFactory(), + new TBinaryProtocol.Factory(), new TBinaryProtocol.Factory(), + DEFAULT_MAX_THREADS, DefaultLogDelegate) + { + } + + public TThreadedServer(TProcessor processor, TServerTransport serverTransport, LogDelegate logDelegate) + : this(new TSingletonProcessorFactory(processor), serverTransport, + new TTransportFactory(), new TTransportFactory(), + new TBinaryProtocol.Factory(), new TBinaryProtocol.Factory(), + DEFAULT_MAX_THREADS, logDelegate) + { + } + + + public TThreadedServer(TProcessor processor, + TServerTransport serverTransport, + TTransportFactory transportFactory, + TProtocolFactory protocolFactory) + : this(new TSingletonProcessorFactory(processor), serverTransport, + transportFactory, transportFactory, + protocolFactory, protocolFactory, + DEFAULT_MAX_THREADS, DefaultLogDelegate) + { + } + + public TThreadedServer(TProcessorFactory processorFactory, + TServerTransport serverTransport, + TTransportFactory transportFactory, + TProtocolFactory protocolFactory) + : this(processorFactory, serverTransport, + transportFactory, transportFactory, + protocolFactory, protocolFactory, + DEFAULT_MAX_THREADS, DefaultLogDelegate) + { + } + public TThreadedServer(TProcessorFactory processorFactory, + TServerTransport serverTransport, + TTransportFactory inputTransportFactory, + TTransportFactory outputTransportFactory, + TProtocolFactory inputProtocolFactory, + TProtocolFactory outputProtocolFactory, + int maxThreads, LogDelegate logDel) + : base(processorFactory, serverTransport, inputTransportFactory, outputTransportFactory, + inputProtocolFactory, outputProtocolFactory, logDel) + { + this.maxThreads = maxThreads; + clientQueue = new Queue<TTransport>(); + clientLock = new object(); + clientThreads = new THashSet<Thread>(); + } + + /// <summary> + /// Use new Thread for each new client connection. block until numConnections < maxThreads. + /// </summary> + public override void Serve() + { + try + { + //start worker thread + workerThread = new Thread(new ThreadStart(Execute)); + workerThread.Start(); + serverTransport.Listen(); + } + catch (TTransportException ttx) + { + logDelegate("Error, could not listen on ServerTransport: " + ttx); + return; + } + + //Fire the preServe server event when server is up but before any client connections + if (serverEventHandler != null) + serverEventHandler.preServe(); + + while (!stop) + { + int failureCount = 0; + try + { + TTransport client = serverTransport.Accept(); + lock (clientLock) + { + clientQueue.Enqueue(client); + Monitor.Pulse(clientLock); + } + } + catch (TTransportException ttx) + { + if (!stop || ttx.Type != TTransportException.ExceptionType.Interrupted) + { + ++failureCount; + logDelegate(ttx.ToString()); + } + + } + } + + if (stop) + { + try + { + serverTransport.Close(); + } + catch (TTransportException ttx) + { + logDelegate("TServeTransport failed on close: " + ttx.Message); + } + stop = false; + } + } + + /// <summary> + /// Loops on processing a client forever + /// </summary> + private void Execute() + { + while (!stop) + { + TTransport client; + Thread t; + lock (clientLock) + { + //don't dequeue if too many connections + while (clientThreads.Count >= maxThreads) + { + Monitor.Wait(clientLock); + } + + while (clientQueue.Count == 0) + { + Monitor.Wait(clientLock); + } + + client = clientQueue.Dequeue(); + t = new Thread(new ParameterizedThreadStart(ClientWorker)); + clientThreads.Add(t); + } + //start processing requests from client on new thread + t.Start(client); + } + } + + private void ClientWorker(object context) + { + using (TTransport client = (TTransport)context) + { + TProcessor processor = processorFactory.GetProcessor(client); + TTransport inputTransport = null; + TTransport outputTransport = null; + TProtocol inputProtocol = null; + TProtocol outputProtocol = null; + object connectionContext = null; + try + { + try + { + inputTransport = inputTransportFactory.GetTransport(client); + outputTransport = outputTransportFactory.GetTransport(client); + inputProtocol = inputProtocolFactory.GetProtocol(inputTransport); + outputProtocol = outputProtocolFactory.GetProtocol(outputTransport); + + //Recover event handler (if any) and fire createContext server event when a client connects + if (serverEventHandler != null) + connectionContext = serverEventHandler.createContext(inputProtocol, outputProtocol); + + //Process client requests until client disconnects + while (!stop) + { + if (!inputTransport.Peek()) + break; + + //Fire processContext server event + //N.B. This is the pattern implemented in C++ and the event fires provisionally. + //That is to say it may be many minutes between the event firing and the client request + //actually arriving or the client may hang up without ever makeing a request. + if (serverEventHandler != null) + serverEventHandler.processContext(connectionContext, inputTransport); + //Process client request (blocks until transport is readable) + if (!processor.Process(inputProtocol, outputProtocol)) + break; + } + } + catch (TTransportException) + { + //Usually a client disconnect, expected + } + catch (Exception x) + { + //Unexpected + logDelegate("Error: " + x); + } + + //Fire deleteContext server event after client disconnects + if (serverEventHandler != null) + serverEventHandler.deleteContext(connectionContext, inputProtocol, outputProtocol); + + lock (clientLock) + { + clientThreads.Remove(Thread.CurrentThread); + Monitor.Pulse(clientLock); + } + + } + finally + { + //Close transports + if (inputTransport != null) + inputTransport.Close(); + if (outputTransport != null) + outputTransport.Close(); + + // disposable stuff should be disposed + if (inputProtocol != null) + inputProtocol.Dispose(); + if (outputProtocol != null) + outputProtocol.Dispose(); + } + } + } + + public override void Stop() + { + stop = true; + serverTransport.Close(); + //clean up all the threads myself + workerThread.Abort(); + foreach (Thread t in clientThreads) + { + t.Abort(); + } + } + } +} |