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BedrockCommandQueue.cpp
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BedrockCommandQueue.cpp
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#include <BedrockCommandQueue.h>
void BedrockCommandQueue::startTiming(unique_ptr<BedrockCommand>& command) {
command->startTiming(BedrockCommand::QUEUE_WORKER);
}
void BedrockCommandQueue::stopTiming(unique_ptr<BedrockCommand>& command) {
command->stopTiming(BedrockCommand::QUEUE_WORKER);
}
BedrockCommandQueue::BedrockCommandQueue() :
SScheduledPriorityQueue<unique_ptr<BedrockCommand>>(function<void(unique_ptr<BedrockCommand>&)>(startTiming), function<void(unique_ptr<BedrockCommand>&)>(stopTiming))
{ }
BedrockCommandQueue::BedrockCommandQueue(
function<void(unique_ptr<BedrockCommand>& item)> startFunction,
function<void(unique_ptr<BedrockCommand>& item)> endFunction
) : SScheduledPriorityQueue<unique_ptr<BedrockCommand>>(startFunction, endFunction)
{ }
list<string> BedrockCommandQueue::getRequestMethodLines() {
list<string> returnVal;
SAUTOLOCK(_queueMutex);
for (auto& queue : _queue) {
for (auto& entry : queue.second) {
returnVal.push_back(entry.second.item->request.methodLine);
}
}
return returnVal;
}
void BedrockCommandQueue::abandonFutureCommands(int msInFuture) {
// We're going to delete every command scehduled after this timestamp.
uint64_t timeLimit = STimeNow() + msInFuture * 1000;
// Lock around changes to the queue.
unique_lock<mutex> queueLock(_queueMutex);
// We're going to look at each queue by priority. It's possible we'll end up removing *everything* from multiple
// queues. In that case, we need to remove the queues themselves, so we keep a list of queues to delete when we're
// done operating on each of them (so that we don't delete them while iterating over them).
list<typename decltype(_queue)::iterator> toDelete;
for (typename decltype(_queue)::iterator queueMapIt = _queue.begin(); queueMapIt != _queue.end(); ++queueMapIt) {
// Starting from the first item, skip any items that have a valid scheduled time.
auto commandMapIt = queueMapIt->second.begin();
while (commandMapIt != queueMapIt->second.end() && commandMapIt->first < timeLimit) {
commandMapIt++;
}
// Whatever's left in the queue is scheduled in the future and can be erased.
size_t numberToErase = distance(commandMapIt, queueMapIt->second.end());
if (numberToErase) {
queueMapIt->second.erase(commandMapIt, queueMapIt->second.end());
}
// If the whole queue is empty, save it for deletion.
if (queueMapIt->second.empty()) {
toDelete.push_back(queueMapIt);
}
// If we deleted any commands, log that.
if (numberToErase) {
SINFO("Erased " << numberToErase << " commands scheduled more than " << msInFuture << "ms in the future.");
}
}
// Delete any empty queues.
for (auto& it : toDelete) {
_queue.erase(it);
}
}
void BedrockCommandQueue::push(unique_ptr<BedrockCommand>&& command) {
SScheduledPriorityQueue<unique_ptr<BedrockCommand>>::push(move(command), command->priority, command->scheduledTime, command->timeout());
}
void BedrockCommandQueue::push(unique_ptr<BedrockCommand>&& command, Scheduled time) {
SScheduledPriorityQueue<unique_ptr<BedrockCommand>>::push(move(command), command->priority, time, command->timeout());
}