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/* $Id: ObjectState.h $ */
/** @file
 *
 * VirtualBox object state handling definitions
 */

/*
 * Copyright (C) 2006-2022 Oracle and/or its affiliates.
 *
 * This file is part of VirtualBox base platform packages, as
 * available from https://www.virtualbox.org.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation, in version 3 of the
 * License.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, see <https://www.gnu.org/licenses>.
 *
 * SPDX-License-Identifier: GPL-3.0-only
 */

#ifndef MAIN_INCLUDED_ObjectState_h
#define MAIN_INCLUDED_ObjectState_h
#ifndef RT_WITHOUT_PRAGMA_ONCE
# pragma once
#endif

#include "VBox/com/defs.h"
#include "VBox/com/AutoLock.h"
#include "VBox/com/ErrorInfo.h"

// Forward declaration needed, but nothing more.
class VirtualBoxBase;

////////////////////////////////////////////////////////////////////////////////
//
// ObjectState
//
////////////////////////////////////////////////////////////////////////////////

/**
 * Thec functionality implemented by this class is the primary object state
 * (used by VirtualBoxBase and thus part of all API classes) that indicates
 * if the object is ready to serve the calls, and if not, what stage it is
 * currently at. Here is the primary state diagram:
 *
 *              +-------------------------------------------------------+
 *              |                                                       |
 *              |         (InitFailed) -----------------------+         |
 *              |              ^                              |         |
 *              v              |                              v         |
 *  [*] ---> NotReady ----> (InInit) -----> Ready -----> (InUninit) ----+
 *                     ^       |
 *                     |       v
 *                     |    Limited
 *                     |       |
 *                     +-------+
 *
 * The object is fully operational only when its state is Ready. The Limited
 * state means that only some vital part of the object is operational, and it
 * requires some sort of reinitialization to become fully operational. The
 * NotReady state means the object is basically dead: it either was not yet
 * initialized after creation at all, or was uninitialized and is waiting to be
 * destroyed when the last reference to it is released. All other states are
 * transitional.
 *
 * The NotReady->InInit->Ready, NotReady->InInit->Limited and
 * NotReady->InInit->InitFailed transition is done by the AutoInitSpan smart
 * class.
 *
 * The Limited->InInit->Ready, Limited->InInit->Limited and
 * Limited->InInit->InitFailed transition is done by the AutoReinitSpan smart
 * class.
 *
 * The Ready->InUninit->NotReady and InitFailed->InUninit->NotReady
 * transitions are done by the AutoUninitSpan smart class.
 *
 * In order to maintain the primary state integrity and declared functionality
 * the following rules apply everywhere:
 *
 * 1) Use the above Auto*Span classes to perform state transitions. See the
 *    individual class descriptions for details.
 *
 * 2) All public methods of subclasses (i.e. all methods that can be called
 *    directly, not only from within other methods of the subclass) must have a
 *    standard prolog as described in the AutoCaller and AutoLimitedCaller
 *    documentation. Alternatively, they must use #addCaller() and
 *    #releaseCaller() directly (and therefore have both the prolog and the
 *    epilog), but this is not recommended because it is easy to forget the
 *    matching release, e.g. returning before reaching the call.
 */
class ObjectState
{
public:
    enum State { NotReady, Ready, InInit, InUninit, InitFailed, Limited };

    ObjectState(VirtualBoxBase *aObj);
    ~ObjectState();

    State getState();

    HRESULT addCaller(bool aLimited = false);
    void releaseCaller();

    bool autoInitSpanConstructor(State aExpectedState);
    void autoInitSpanDestructor(State aNewState, HRESULT aFailedRC, com::ErrorInfo *aFailedEI);
    State autoUninitSpanConstructor(bool fTry);
    void autoUninitSpanDestructor();

private:
    ObjectState();

    void setState(State aState);

    /** Pointer to the managed object, mostly for error signalling or debugging
     * purposes, not used much. Guaranteed to be valid during the lifetime of
     * this object, no need to mess with refcount. */
    VirtualBoxBase *mObj;
    /** Primary state of this object */
    State mState;
    /** Thread that caused the last state change */
    RTTHREAD mStateChangeThread;
    /** Result code for failed object initialization */
    HRESULT mFailedRC;
    /** Error information for failed object initialization */
    com::ErrorInfo *mpFailedEI;
    /** Total number of active calls to this object */
    unsigned mCallers;
    /** Posted when the number of callers drops to zero */
    RTSEMEVENT mZeroCallersSem;
    /** Posted when the object goes from InInit/InUninit to some other state */
    RTSEMEVENTMULTI mInitUninitSem;
    /** Number of threads waiting for mInitUninitDoneSem */
    unsigned mInitUninitWaiters;

    /** Protects access to state related data members */
    util::RWLockHandle mStateLock;

private:
    DECLARE_CLS_COPY_CTOR_ASSIGN_NOOP(ObjectState); /* Shuts up MSC warning C4625. */
};

#endif /* !MAIN_INCLUDED_ObjectState_h */