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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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