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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 <iostream>
- #include <memory>
- #include <string>
- #include <thread>
- #include <grpc/support/log.h>
- #include <grpcpp/grpcpp.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::ServerCompletionQueue;
- using grpc::ServerContext;
- using grpc::Status;
- using helloworld::Greeter;
- using helloworld::HelloReply;
- using helloworld::HelloRequest;
- 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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