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							- /*
 
-  *
 
-  * 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"
 
- #endif
 
- using 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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