Leaked source code of windows server 2003
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// ---------------------------------------------------------------------------
//
// Message Queue functions
//
// ---------------------------------------------------------------------------
/*
Message Queue:
Allow 2 script threads to send async messages to each other
and receive async replies.
First thread creates the Q, second thread obtains the Q
via GetMsgQueue()
Creator thread gets the "left" Q, and other thread gets "right" Q
Internally it uses associative arrays as msg queues.
Methods:
WaitForMsgAndDispatch(strOtherWaitEvents, fnMsgProc, nTimeout)
You should call this function instead of calling WaitForSync()
or WaitForMultipleSyncs(). It waits for messages from this Queue.
strOtherWaitEvents: Syncs you want to wait on.
fnMsgProc: Message dispatch function. The prototype is:
fnMsgProc(queue, msg);
Where "queue" is the queue which received the msg,
and msg is a copy of the array of arguments sent
via SendMessage(). (The array is copied, not the args).
nTimeout: Same as WaitForSync(). 0 for INFINITE.
Return value is the same as WaitForMultipleSyncs().
SendMessage(strCmd, ...)
Send a message to the other thread. "strCmd" and all other arguments
are passed as is to the other thread.
Returns a reference to the message. Save this if you would like
to wait for the message to be processed.
WaitForMsg(msg, nTimeout)
Wait patiently until after the message has been processed.
msg: The msg as returned by SendMessage()
nTimeout: Same as WaitForSync(). 0 for INFINITE.
*/
function MsgQueue(strName)
{
{
this.WaitForMsgAndDispatch = QueueWaitForMsgAndDispatch;
this.SendMessage = QueueSendMessage;
this.GetMessage = QueueGetMessage;
this.Dispatch = QueueDispatch;
this.WaitForMsg = QueueWaitForMsg;
this.ReplyMessage = QueueReplyMessage;
this.SignalThisThread = QueueSignalThreadSync;
}
//$ BUGBUG can contructors return failed? exception?
if (strName == '')
return false;
this.strName = strName;
this.nHighIndex = 0;
this.nLowIndex = 0;
this.aMsgs = new Array();
this.strReplySignal = strName.split(',')[0] + 'Reply';
if (arguments.length == 2) // Creating right-side Q for "other" side
{
this.otherQ = arguments[1];
arguments[1].otherQ = this;
this.strSignalName = strName.split(',')[0] + "Right";
this.strSignalNameWait = strName.split(',')[0] + "Left";
// now, exchange signalling functions
this.SignalOtherThread = this.otherQ.SignalThisThread;
this.otherQ.SignalOtherThread = this.SignalThisThread;
}
else
{
// Left Q specific initialization
this.strSignalName = strName.split(',')[0] + "Left";
this.strSignalNameWait = strName.split(',')[0] + "Right";
}
return this;
}
function GetMsgQueue(queue)
{
// sic: Add '' to the name to force a local copy of the string
var newq = new MsgQueue(queue.strName + '', queue);
LogMsg('GetMsgQueue ' + newq.strName);
return newq;
}
function MsgPacket(nMsgIndex, aArgs)
{
this.nIndex = nMsgIndex;
this.aArgs = new Array();
this.nReplied = false;
this.vReplyValue = 'ok';
// Copy just the array elements of aArgs -- avoiding any other properties.
for(var i = 0; i < aArgs.length; ++i)
this.aArgs[i] = aArgs[i];
}
// MsgQueue Member functions
function WaitForMultipleQueues(aQueues, strOtherWaitEvents, fnMsgProc, nTimeout)
{
var index;
var strMyEvents = '';
var nEvent = 0;
var msg;
var SignaledQueue;
for(index = 0; index < aQueues.length; ++index)
{
if (strMyEvents == '')
strMyEvents = aQueues[index].strSignalNameWait;
else
strMyEvents += ',' + aQueues[index].strSignalNameWait;
}
if (strOtherWaitEvents != '')
strMyEvents += ',' + strOtherWaitEvents;
do
{
nEvent = WaitForMultipleSyncs(strMyEvents, false, nTimeout);
if (nEvent > aQueues.length)
{
return nEvent - aQueues.length;
}
if (nEvent > 0) // && nEvent <= aQueues.length)
{
SignaledQueue = aQueues[nEvent - 1];
ResetSync(SignaledQueue.strSignalNameWait);
while ( (msg = SignaledQueue.GetMessage()) != null)
{
SignaledQueue.Dispatch(msg, fnMsgProc);
msg = null;
}
}
} while(nEvent != 0);
return nEvent; // 0 -- timeout
}
function QueueWaitForMsgAndDispatch(strOtherWaitEvents, fnMsgProc, nTimeout)
{
var strMyEvents = this.strSignalNameWait;
if (strOtherWaitEvents != '')
strMyEvents += ',' + strOtherWaitEvents;
var nEvent = 0;
var msg;
do
{
var nEvent = WaitForMultipleSyncs(strMyEvents, false, nTimeout);
if (nEvent == 1)
{
ResetSync(this.strSignalNameWait);
while ( (msg = this.GetMessage()) != null)
{
this.Dispatch(msg, fnMsgProc);
msg = null;
}
}
} while(nEvent == 1);
if (nEvent > 1) // adjust the event number to indicate which of their events happened
--nEvent;
return nEvent;
}
// Send a message to the "other" thread
function QueueSendMessage(strCmd)
{
var msg = null;
var n;
LogMsg(this.strName + ': Sending message ' + strCmd);
try
{
msg = new MsgPacket(this.nHighIndex, arguments);
n = this.nHighIndex++;
this.aMsgs[ n ] = msg;
this.SignalOtherThread(this.strSignalName);
}
catch(ex)
{
LogMsg("QueueSendMessage(" + this.strName + ") failed: " + ex);
}
return msg;
}
// Retrieve message sent by "other" thread
function QueueGetMessage()
{
var msg = null;
try
{
LogMsg('getting message');
if (this.otherQ.nHighIndex > this.otherQ.nLowIndex)
{
var n = this.otherQ.nLowIndex++;
msg = this.otherQ.aMsgs[ n ];
delete this.otherQ.aMsgs[ n ];
}
}
catch(ex)
{
LogMsg("QueueGetMessage(" + this.strName + " failed: " + ex);
}
return msg;
}
function QueueDispatch(msg, fnMsgProc)
{
try
{
msg.vReplyValue = fnMsgProc(this, msg);
}
catch(ex)
{
LogMsg("Possible BUG: MessageQueue('" + this.strName + "') dispatch function threw " + ex);
JAssert(g_fAssertOnDispatchException == false, "Possible BUG: MessageQueue('" + this.strName + "') dispatch function threw an exception");
msg.vReplyValue = ex;
}
this.ReplyMessage(msg);
}
// Wait at least "nTimeout" miliseconds for a reply on the given msg.
// Returns true if the message was replied to.
function QueueWaitForMsg(msg, nTimeout)
{
while (!msg.nReplied)
{
WaitForSync(this.strReplySignal, nTimeout);
ResetSync(this.strReplySignal);
}
return msg.nReplied;
}
function QueueReplyMessage(msg)
{
try
{
msg.nReplied = true;
this.SignalOtherThread(this.strReplySignal);
}
catch(ex)
{
LogMsg("(QueueReplyMessage) Oher side of Queue('" + this.strName + "') has been destroyed: " + ex);
}
}
// Simple wrapper function to allow any remote thread to signal
// this thread. Necessary for cross machine signalling.
function QueueSignalThreadSync(Name)
{
SignalThreadSync(Name);
}