/* * Copyright (c) 2004-2007 Sun Microsystems, Inc. All rights reserved. * * The Sun Project JXTA(TM) Software License * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * 3. The end-user documentation included with the redistribution, if any, must * include the following acknowledgment: "This product includes software * developed by Sun Microsystems, Inc. for JXTA(TM) technology." * Alternately, this acknowledgment may appear in the software itself, if * and wherever such third-party acknowledgments normally appear. * * 4. The names "Sun", "Sun Microsystems, Inc.", "JXTA" and "Project JXTA" must * not be used to endorse or promote products derived from this software * without prior written permission. For written permission, please contact * Project JXTA at http://www.jxta.org. * * 5. Products derived from this software may not be called "JXTA", nor may * "JXTA" appear in their name, without prior written permission of Sun. * * THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESSED OR IMPLIED WARRANTIES, * INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL SUN * MICROSYSTEMS OR ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, * OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * JXTA is a registered trademark of Sun Microsystems, Inc. in the United * States and other countries. * * Please see the license information page at : * <http://www.jxta.org/project/www/license.html> for instructions on use of * the license in source files. * * ==================================================================== * * This software consists of voluntary contributions made by many individuals * on behalf of Project JXTA. For more information on Project JXTA, please see * http://www.jxta.org. * * This license is based on the BSD license adopted by the Apache Foundation. */ package net.jxta.endpoint; /** * The complete standard messenger life cycle state machine that all messengers * must obey. Compliant messengers can be built by implementing and using this * class as an engine to orchestrate discrete operations. * <p/> * In order to use this class, one must implement the various abstract Action * methods, so that they trigger the required operations. * <p/> * Synchronization has to be externally provided and usually needs to extend * around sections wider than just the invocation of this class' methods. For * example, if the user of this class maintains a queue, the state of the queue * must be kept consistent with the invocation of {@link #msgsEvent}, * {@link #saturatedEvent}, and {@link #idleEvent}, which all denote different * states of that queue. It is suggested to use the instance of this class as * the synchronization object. */ public abstract class MessengerState { // All the transition map setup is rather terse because java tends to make // it extremely verbose. We do not want to end up with 1000 lines of code // for what amounts to initializing a table. // Below is a method reference. It permits putting "what to do" in a field. // The {@code doIt()} method is given the target object because we want our // entire transition table to be a static singleton. Otherwise it would cost // too much initializing each instance of this class. private interface Action { public void doIt(MessengerState messengerState); } // Action method "pointers". // The transition table is static. Otherwise it would cost too much initializing each instance of this class. private final static Action Connect = new Action() { public void doIt(MessengerState messengerState) { messengerState.connectAction(); } }; private final static Action Closein = new Action() { public void doIt(MessengerState messengerState) { messengerState.closeInputAction(); } }; private final static Action Start = new Action() { public void doIt(MessengerState messengerState) { messengerState.startAction(); } }; private final static Action Closeout = new Action() { public void doIt(MessengerState messengerState) { messengerState.closeOutputAction(); } }; private final static Action Failall = new Action() { public void doIt(MessengerState messengerState) { messengerState.failAllAction(); } }; private final static Action Closeio = new Action() { public void doIt(MessengerState messengerState) { messengerState.closeInputAction(); messengerState.closeOutputAction(); } }; private final static Action Closefail = new Action() { public void doIt(MessengerState messengerState) { messengerState.closeInputAction(); messengerState.failAllAction(); } }; private final static Action Nop = new Action() { public void doIt(MessengerState messengerState) { } }; /** * The transition each event causes when in that state. */ private static class State { private final int number; private State stResolve; private Action acResolve; private State stMsgs; private Action acMsgs; private State stSaturated; private Action acSaturated; private State stClose; private Action acClose; private State stShutdown; private Action acShutdown; private State stUp; private Action acUp; private State stDown; private Action acDown; private State stIdle; private Action acIdle; State(int stateNum) { number = stateNum; } /** * Perform late intialization of the events and actions for each * transition. Since states refer to each other this cannot be done at * construction time. * * @param data The events and actions for each transition. */ void init(Object[] data) { stResolve = (State) data[0]; acResolve = (Action) data[1]; stMsgs = (State) data[2]; acMsgs = (Action) data[3]; stSaturated = (State) data[4]; acSaturated = (Action) data[5]; stClose = (State) data[6]; acClose = (Action) data[7]; stShutdown = (State) data[8]; acShutdown = (Action) data[9]; stUp = (State) data[10]; acUp = (Action) data[11]; stDown = (State) data[12]; acDown = (Action) data[13]; stIdle = (State) data[14]; acIdle = (Action) data[15]; } } // All the states. (We put them together in a class essentially to simplify initialization). private static class TransitionMap { private final static State Unresolved = new State(Messenger.UNRESOLVED); private final static State ResPending = new State(Messenger.RESOLPENDING); private final static State Resolving = new State(Messenger.RESOLVING); private final static State ResolSat = new State(Messenger.RESOLSATURATED); private final static State Connected = new State(Messenger.CONNECTED); private final static State Disconned = new State(Messenger.DISCONNECTED); private final static State Reconning = new State(Messenger.RECONNECTING); private final static State ReconSat = new State(Messenger.RECONSATURATED); private final static State Sending = new State(Messenger.SENDING); private final static State SendingSat = new State(Messenger.SENDINGSATURATED); private final static State ResClosing = new State(Messenger.RESOLCLOSING); private final static State ReconClosing = new State(Messenger.RECONCLOSING); private final static State Closing = new State(Messenger.CLOSING); private final static State Disconning = new State(Messenger.DISCONNECTING); private final static State Unresable = new State(Messenger.UNRESOLVABLE); private final static State Closed = new State(Messenger.CLOSED); private final static State Broken = new State(Messenger.BROKEN); // The states need to exist before init, because they refer to each other. // We overwrite them in-place with the complete data. private final static Object[][] INIT_TRANSITION_MAP = { /* STATE resolve, msgs, saturated, close, shutdown, up, down, idle */ /* UNRESOLVED */ {Resolving, Connect, ResPending, Connect, ResolSat, Connect, Closed, Closein, Broken, Closein, Connected, Nop, Unresolved, Nop, Unresolved, Nop}, /* RESOLPENDING */ {ResPending, Nop, ResPending, Nop, ResolSat, Nop, ResClosing, Closein, Broken, Closefail, Sending, Start, Unresable, Closefail, Resolving, Nop}, /* RESOLVING */ {Resolving, Nop, ResPending, Nop, ResolSat, Nop, Closed, Closein, Broken, Closein, Connected, Nop, Unresable, Closein, Resolving, Nop}, /* RESOLSATURATED */ {ResolSat, Nop, ResPending, Nop, ResolSat, Nop, ResClosing, Closein, Broken, Closefail, SendingSat, Start, Unresable, Closefail, Resolving, Nop}, /* CONNECTED */ {Connected, Nop, Sending, Start, SendingSat, Start, Closed, Closeio, Broken, Closeio, Connected, Nop, Disconned, Nop, Connected, Nop}, /* DISCONNECTED */ {Disconned, Nop, Reconning, Connect, ReconSat, Connect, Closed, Closein, Broken, Closein, Connected, Nop, Disconned, Nop, Disconned, Nop}, /* RECONNECTING */ {Reconning, Nop, Reconning, Nop, ReconSat, Nop, ReconClosing, Closein, Broken, Closefail, Sending, Start, Broken, Closefail, Disconned, Nop}, /* RECONSATURATED */ {ReconSat, Nop, Reconning, Nop, ReconSat, Nop, ReconClosing, Closein, Broken, Closefail, SendingSat, Start, Broken, Closefail, Disconned, Nop}, /* SENDING */ {Sending, Nop, Sending, Nop, SendingSat, Nop, Closing, Closein, Disconning, Closeio, Sending, Nop, Reconning, Connect, Connected, Nop}, /* SENDINGSATURATED*/ {SendingSat, Nop, Sending, Nop, SendingSat, Nop, Closing, Closein, Disconning, Closeio, SendingSat, Nop, ReconSat, Connect, Connected, Nop}, /* RESOLCLOSING */ {ResClosing, Nop, ResClosing, Nop, ResClosing, Nop, ResClosing, Nop, Broken, Failall, Closing, Start, Unresable, Failall, ResClosing, Nop}, /* RECONCLOSING */ {ReconClosing, Nop, ReconClosing, Nop, ReconClosing, Nop, ReconClosing, Nop, Broken, Failall, Closing, Start, Broken, Failall, ReconClosing, Nop}, /* CLOSING */ {Closing, Nop, Closing, Nop, Closing, Nop, Closing, Nop, Disconning, Closeout, Closing, Nop, ReconClosing, Connect, Closed, Closeout}, /* DISCONNECTING */ {Disconning, Nop, Disconning, Nop, Disconning, Nop, Disconning, Nop, Disconning, Nop, Disconning, Nop, Broken, Failall, Broken, Nop}, /* UNRESOLVABLE */ {Unresable, Nop, Unresable, Nop, Unresable, Nop, Unresable, Nop, Unresable, Nop, Unresable, Closeout, Unresable, Nop, Unresable, Nop}, /* CLOSED */ {Closed, Nop, Closed, Nop, Closed, Nop, Closed, Nop, Closed, Nop, Closed, Closeout, Closed, Nop, Closed, Nop}, /* BROKEN */ {Broken, Nop, Broken, Nop, Broken, Nop, Broken, Nop, Broken, Nop, Broken, Closeout, Broken, Nop, Broken, Nop} }; static { // install the transitions map in its proper place. Unresolved.init(INIT_TRANSITION_MAP[0]); ResPending.init(INIT_TRANSITION_MAP[1]); Resolving.init(INIT_TRANSITION_MAP[2]); ResolSat.init(INIT_TRANSITION_MAP[3]); Connected.init(INIT_TRANSITION_MAP[4]); Disconned.init(INIT_TRANSITION_MAP[5]); Reconning.init(INIT_TRANSITION_MAP[6]); ReconSat.init(INIT_TRANSITION_MAP[7]); Sending.init(INIT_TRANSITION_MAP[8]); SendingSat.init(INIT_TRANSITION_MAP[9]); ResClosing.init(INIT_TRANSITION_MAP[10]); ReconClosing.init(INIT_TRANSITION_MAP[11]); Closing.init(INIT_TRANSITION_MAP[12]); Disconning.init(INIT_TRANSITION_MAP[13]); Unresable.init(INIT_TRANSITION_MAP[14]); Closed.init(INIT_TRANSITION_MAP[15]); Broken.init(INIT_TRANSITION_MAP[16]); } } /** * The current state! */ private volatile State state = null; private final MessengerStateListener listener; /** * Constructs a new messenger state machine. * <p/> * The transition map is static and we refer to it only to grab the first * state. After that, states refer to each other. The only reason they are * members in the map is so that we can make references during init. * * @param connected If <tt>true</tt>, the initial state is {@link Messenger#CONNECTED} otherwise {@link Messenger#UNRESOLVED}. */ protected MessengerState(boolean connected, MessengerStateListener listener) { state = connected ? TransitionMap.Connected : TransitionMap.Unresolved; if(listener != null) { this.listener = listener; } else { this.listener = new NullMessengerStateListener(); } } private void changeState(State newState) { boolean stateChanged = (state.number != newState.number); state = newState; if(stateChanged) { listener.messengerStateChanged(state.number); } } /** * @return The current state. */ public int getState() { // getState is always just a peek. It needs no sync. return state.number; } /** * Event input. */ public void resolveEvent() { Action action = state.acResolve; changeState(state.stResolve); action.doIt(this); } /** * Message event */ public void msgsEvent() { Action action = state.acMsgs; changeState(state.stMsgs); action.doIt(this); } /** * Saturated Event */ public void saturatedEvent() { Action action = state.acSaturated; changeState(state.stSaturated); action.doIt(this); } /** * Close Event */ public void closeEvent() { Action action = state.acClose; changeState(state.stClose); action.doIt(this); } /** * Shutdown Event */ public void shutdownEvent() { Action action = state.acShutdown; changeState(state.stShutdown); action.doIt(this); } /** * Up Event */ public void upEvent() { Action action = state.acUp; changeState(state.stUp); action.doIt(this); } /** * Down Event */ public void downEvent() { Action action = state.acDown; changeState(state.stDown); action.doIt(this); } /** * Idle Event */ public void idleEvent() { Action action = state.acIdle; changeState(state.stIdle); action.doIt(this); } /** * Actions they're always called in sequence by event methods. * * Actions must not call event methods in sequence. **/ /** * Try to make a connection. Called whenever transitioning from a state that neither needs nor has a connection to a state * that needs a connection and does not have it. Call upEvent when successful, or downEvent when failed. */ protected abstract void connectAction(); /** * Start sending. Called whenever transitioning to a state that has both a connection and messages to send from a state that * lacked either attributes. So, will be called after sending stopped due to broken cnx or idle condition. Call downEvent * when stopping due to broken or closed connection, call {@link #idleEvent} when no pending message is left. */ protected abstract void startAction(); /** * Reject new messages from now on. Called whenever transitioning from a state that is {@link Messenger#USABLE} to a state * that is not. No event expected once done. */ protected abstract void closeInputAction(); /** * Drain pending messages, all failed. Called once output is down and there are still pending messages. * Call {@link #idleEvent} when done, as a normal result of no pending messages being left. */ protected abstract void failAllAction(); /** * Force close output. Called whenever the underlying connection is to be discarded and never to be needed again. That is * either because orderly close has completed, or shutdown is in progress. No event expected once done, but this action * <b>must</b> cause any sending in progress to stop eventually. The fact that the sending has stopped must be reported as * usual: either with a {@link #downEvent}, if the output closure caused the sending process to fail, or with an {@link * #idleEvent} if the sending of the last message could be sent successfully despite the attempt at interrupting it. * <p/> * Sending is said to be in progress if, and only if, the last call to startAction is more recent than the last call to * {@link #idleEvent} or {@link #downEvent}. * <p/> * It is advisable to also cancel an ongoing connect action, but not mandatory. If a {@link #connectAction} later succeeds, * then {@link #upEvent} <b>must</b> be called as usual. This will result in another call to {@link #closeOutputAction}. */ protected abstract void closeOutputAction(); }