| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171 | /* * * Copyright 2015 gRPC authors. * * 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 <memory>#include <iostream>#include <string>#include <thread>#include <grpcpp/grpcpp.h>#include <grpc/support/log.h>#ifdef BAZEL_BUILD#include "examples/protos/helloworld.grpc.pb.h"#else#include "helloworld.grpc.pb.h"#endifusing grpc::Server;using grpc::ServerAsyncResponseWriter;using grpc::ServerBuilder;using grpc::ServerContext;using grpc::ServerCompletionQueue;using grpc::Status;using helloworld::HelloRequest;using helloworld::HelloReply;using helloworld::Greeter;class ServerImpl final { public:  ~ServerImpl() {    server_->Shutdown();    // Always shutdown the completion queue after the server.    cq_->Shutdown();  }  // There is no shutdown handling in this code.  void Run() {    std::string server_address("0.0.0.0:50051");    ServerBuilder builder;    // Listen on the given address without any authentication mechanism.    builder.AddListeningPort(server_address, grpc::InsecureServerCredentials());    // Register "service_" as the instance through which we'll communicate with    // clients. In this case it corresponds to an *asynchronous* service.    builder.RegisterService(&service_);    // Get hold of the completion queue used for the asynchronous communication    // with the gRPC runtime.    cq_ = builder.AddCompletionQueue();    // Finally assemble the server.    server_ = builder.BuildAndStart();    std::cout << "Server listening on " << server_address << std::endl;    // Proceed to the server's main loop.    HandleRpcs();  } private:  // Class encompasing the state and logic needed to serve a request.  class CallData {   public:    // Take in the "service" instance (in this case representing an asynchronous    // server) and the completion queue "cq" used for asynchronous communication    // with the gRPC runtime.    CallData(Greeter::AsyncService* service, ServerCompletionQueue* cq)        : service_(service), cq_(cq), responder_(&ctx_), status_(CREATE) {      // Invoke the serving logic right away.      Proceed();    }    void Proceed() {      if (status_ == CREATE) {        // Make this instance progress to the PROCESS state.        status_ = PROCESS;        // As part of the initial CREATE state, we *request* that the system        // start processing SayHello requests. In this request, "this" acts are        // the tag uniquely identifying the request (so that different CallData        // instances can serve different requests concurrently), in this case        // the memory address of this CallData instance.        service_->RequestSayHello(&ctx_, &request_, &responder_, cq_, cq_,                                  this);      } else if (status_ == PROCESS) {        // Spawn a new CallData instance to serve new clients while we process        // the one for this CallData. The instance will deallocate itself as        // part of its FINISH state.        new CallData(service_, cq_);        // The actual processing.        std::string prefix("Hello ");        reply_.set_message(prefix + request_.name());        // And we are done! Let the gRPC runtime know we've finished, using the        // memory address of this instance as the uniquely identifying tag for        // the event.        status_ = FINISH;        responder_.Finish(reply_, Status::OK, this);      } else {        GPR_ASSERT(status_ == FINISH);        // Once in the FINISH state, deallocate ourselves (CallData).        delete this;      }    }   private:    // The means of communication with the gRPC runtime for an asynchronous    // server.    Greeter::AsyncService* service_;    // The producer-consumer queue where for asynchronous server notifications.    ServerCompletionQueue* cq_;    // Context for the rpc, allowing to tweak aspects of it such as the use    // of compression, authentication, as well as to send metadata back to the    // client.    ServerContext ctx_;    // What we get from the client.    HelloRequest request_;    // What we send back to the client.    HelloReply reply_;    // The means to get back to the client.    ServerAsyncResponseWriter<HelloReply> responder_;    // Let's implement a tiny state machine with the following states.    enum CallStatus { CREATE, PROCESS, FINISH };    CallStatus status_;  // The current serving state.  };  // This can be run in multiple threads if needed.  void HandleRpcs() {    // Spawn a new CallData instance to serve new clients.    new CallData(&service_, cq_.get());    void* tag;  // uniquely identifies a request.    bool ok;    while (true) {      // Block waiting to read the next event from the completion queue. The      // event is uniquely identified by its tag, which in this case is the      // memory address of a CallData instance.      // The return value of Next should always be checked. This return value      // tells us whether there is any kind of event or cq_ is shutting down.      GPR_ASSERT(cq_->Next(&tag, &ok));      GPR_ASSERT(ok);      static_cast<CallData*>(tag)->Proceed();    }  }  std::unique_ptr<ServerCompletionQueue> cq_;  Greeter::AsyncService service_;  std::unique_ptr<Server> server_;};int main(int argc, char** argv) {  ServerImpl server;  server.Run();  return 0;}
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