src/Proton/Engine/IEngine.cs (49 lines of code) (raw):
/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You 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.
*/
using System;
using System.Threading.Tasks;
using Apache.Qpid.Proton.Buffer;
using Apache.Qpid.Proton.Engine.Exceptions;
namespace Apache.Qpid.Proton.Engine
{
/// <summary>
/// Defines an AMQP Protocol Engine interface that should be used to implement
/// an AMQP Engine.
/// </summary>
public interface IEngine
{
/// <summary>
/// Checks if the engine is in the running state and has not failed or been
/// shutdown yet. Will return false until start is called on the engine.
/// </summary>
/// <returns>true if the engine is currently running.</returns>
bool IsRunning { get; }
/// <summary>
/// Returns true if the engine is accepting input from the ingestion entry points.
/// <para>
/// When false any attempts to write more data into the engine will result in an
/// error being returned from the write operation. An engine that has not been
/// started or that has been failed or shutdown will report as not writable.
/// </summary>
bool IsWritable { get; }
/// <summary>
/// Checks if the engine has been shutdown which is a terminal state
/// after which no future engine state changes can occur.
/// </summary>
/// <returns></returns>
bool IsShutdown { get; }
/// <summary>
/// Checks if the engine has entered a failed state either by a call to the
/// engine failed method or by an exception having been thrown and caught.
/// An engine that reports failed will stop after a call to shutdown.
/// </summary>
/// <returns>true if the engine is in a failed state</returns>
bool IsFailed { get; }
/// <summary>
/// Provides an Exception that has information regarding the cause of an
/// engine entering the failed state.
/// </summary>
Exception FailureCause { get; }
/// <summary>
/// Provides the current engine operating state.
/// </summary>
EngineState EngineState { get; }
/// <summary>
/// Provides access to the configuration object associated with this engine.
/// </summary>
IEngineConfiguration Configuration { get; }
/// <summary>
/// Provides access to the engine pipeline instance associated with this engine.
/// </summary>
IEnginePipeline Pipeline { get; }
/// <summary>
/// Provides access to the SASL driver that is assigned to this engine.
/// </summary>
IEngineSaslDriver SaslDriver { get; }
/// <summary>
/// Gets the Connection instance that is associated with this Engine instance.
/// It is valid for an engine implementation to not return a Connection instance
/// prior to the engine having been started although it is recommended that one
/// be available immediately to prevent confusion.
/// </summary>
IConnection Connection { get; }
/// <summary>
/// Starts the engine and returns the Connection instance that is bound to this
/// Engine. A non-started Engine will not allow ingestion of any inbound data and
/// a Connection linked to the engine that was obtained from the engine cannot
/// produce any outbound data.
/// </summary>
/// <returns>The Connection that is linked to the engine instance</returns>
/// <exception cref="EngineStateException">If the engine state is already failed or shutdown</exception>
IConnection Start();
/// <summary>
/// Shutdown the engine preventing any future outbound or inbound processing.
/// </summary>
/// <remarks>
/// When the engine is shut down any resources, Connection, Session or Link instances
/// that have an engine shutdown event handler registered will be notified and should
/// react by locally closing that resource if they wish to ensure that the resource's
/// local close event handler gets signaled if that resource is not already locally
/// closed.
/// </remarks>
/// <returns>This Engine instance</returns>
IEngine Shutdown();
/// <summary>
/// Transition the Engine to a failed state if not already closed or closing.
/// </summary>
/// <remarks>
/// If called when the engine has not failed the engine will be transitioned to the
/// failed state and the method will return an appropriate EngineFailedException that
/// wraps the given cause. If called after the engine was shutdown the method returns
/// an EngineShutdownException indicating that the engine was already shutdown.
/// Repeated calls to this method while the engine is in the failed state must not
/// alter the original failure error or elicit new engine failed event notifications.
/// </remarks>
/// <param name="cause">The exception that led to the Engine being failed</param>
/// <returns>The exception that caused the engine to be transitioned to the failed state</returns>
EngineStateException EngineFailed(Exception cause);
/// <summary>
/// Provide data input for this Engine from some external source. If the engine is not
/// writable when this method is called an EngineNotWritableException will be thrown
/// unless the reason for the not writable state is due to engine failure or the engine
/// already having been shut down in which case the appropriate EngineStateException
/// will be thrown to indicate the reason.
/// </summary>
/// <param name="input">The binary data to ingest into the engine</param>
/// <returns>This Engine instance</returns>
/// <exception cref="EngineNotWritableException">If the engine is not currently accepting input</exception>
/// <exception cref="EngineStateException">If the engine state is already failed or shutdown</exception>
IEngine Ingest(IProtonBuffer input);
/// <summary>
/// Provide data input for this Engine from some external source. If the engine is not
/// writable when this method is called an EngineNotWritableException will be thrown
/// unless the reason for the not writable state is due to engine failure or the engine
/// already having been shut down in which case the appropriate EngineStateException
/// will be thrown to indicate the reason.
/// </summary>
/// <param name="input">The binary data to ingest into the engine</param>
/// <returns>This Engine instance</returns>
/// <exception cref="EngineNotWritableException">If the engine is not currently accepting input</exception>
/// <exception cref="EngineStateException">If the engine state is already failed or shutdown</exception>
IEngine Ingest(byte[] input)
{
if (input == null)
{
throw new ArgumentNullException(nameof(input), "Input byte array must not be null");
}
return Ingest(ProtonByteBufferAllocator.Instance.Wrap(input));
}
/// <summary>
/// Prompt the engine to perform idle-timeout/heartbeat handling, and return an absolute
/// deadline in milliseconds that tick must again be called by/at, based on the provided
/// current time in milliseconds, to ensure the periodic work is carried out as necessary.
/// It is an error to call this method if the connection has not been opened.
/// <para/>
/// A returned deadline of 0 indicates there is no periodic work necessitating tick be called,
/// e.g. because neither peer has defined an idle-timeout value.
/// <para/>
/// The provided milliseconds time values should be derived from a monotonic source such as
/// a system tick counter to prevent wall clock changes leading to erroneous behavior. Note
/// that for some monotonic time sources deadline could be a different sign than the originally
/// given value, and so (if non-zero) the returned deadline should have the current time
/// originally provided subtracted from it in order to establish a relative time delay to the
/// next deadline.
/// </summary>
/// <param name="current">The current system tick count</param>
/// <returns>the absolute deadline in milliseconds to next call tick by/at, or 0 if there is none</returns>
/// <exception cref="InvalidOperationException">If the engine has already been set to auto tick</exception>
/// <exception cref="EngineStateException">If the engine has failed or was shutdown</exception>
long Tick(long current);
/// <summary>
/// Allows the engine to manage idle timeout processing by providing it the single threaded
/// task scheduler where all transport work is done which ensures singled threaded access
/// while removing the need for the client library or server application to manage calls to
/// the tick processing methods.
/// </summary>
/// <param name="taskFactory">The single threaded task factory where are engine work is queued</param>
/// <returns>This engine instance</returns>
/// <exception cref="EngineStateException">If the engine has failed or was shutdown</exception>
IEngine TickAuto(TaskFactory taskFactory);
/// <summary>
/// Sets a Action instance that will be notified when data from the engine is ready to
/// be written to some output sink (socket etc). In the event of an error writing the data
/// the handler should throw an error or if performed asynchronously the Engine should be
/// marked failed via a call to the engine failed API.
/// </summary>
/// <remarks>
/// This method allows for a handler to be registered that doesn't not need to invoke an
/// output complete handler when done writing but does assume that any writes are complete
/// once the handler returns. If the provided handler does any sort of queuing of writes or
/// otherwise does not immediately complete this could lead to out of memory or other errors
/// as the engine will not be able to apply any write backpressure,
/// </remarks>
/// <param name="handler">The delegate that will be invoked when engine output is available</param>
/// <returns>This engine instance</returns>
/// <exception cref="EngineStateException">If the engine has failed or was shutdown</exception>
IEngine OutputHandler(Action<IProtonBuffer> handler)
{
this.OutputHandler((buffer, action) =>
{
handler.Invoke(buffer);
if (action != null)
{
action.Invoke();
}
});
return this;
}
/// <summary>
/// Sets a Action instance that will be notified when data from the engine is ready to
/// be written to some output sink (socket etc). The Action value provided to the handler
/// (if non-null) should be invoked once the I/O operation has completely successfully. In
/// the event of an error writing the data the handler should throw an error or if performed
/// asynchronously the Engine should be marked failed via a call to the engine failed API.
/// </summary>
/// <param name="handler">The delegate that will be invoked when engine output is available</param>
/// <returns>This engine instance</returns>
/// <exception cref="EngineStateException">If the engine has failed or was shutdown</exception>
IEngine OutputHandler(Action<IProtonBuffer, Action> handler);
/// <summary>
/// Sets a handler instance that will be notified when the engine encounters a fatal error.
/// </summary>
/// <param name="handler">The handler that will be invoked on an engine error state</param>
/// <returns>This engine instance</returns>
/// <exception cref="EngineStateException">If the engine has failed or was shutdown</exception>
IEngine ErrorHandler(Action<IEngine> handler);
/// <summary>
/// Sets a handler instance that will be notified when the engine is shut down via a call to
/// the engine shutdown method.
/// </summary>
/// <param name="handler">The handler that will be signalled on engine shutdown</param>
/// <returns>This engine instance</returns>
/// <exception cref="EngineStateException">If the engine has failed or was shutdown</exception>
IEngine ShutdownHandler(Action<IEngine> handler);
}
}