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450 lines
15 KiB
Plaintext
450 lines
15 KiB
Plaintext
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A simple client-server scenario
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Björn Döbel and Norman Feske
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Abstract
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########
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This tutorial will give you a step-by-step introduction for creating your first
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little client-server application scenario using the Genode OS Framework. We will create
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a server that provides two functions to its clients and a client that uses
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these functions. The code samples in this section are not necessarily complete.
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You can can find the complete source code at the _repos/hello_tutorial_
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directory within Genode's source tree.
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Prerequisites
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#############
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We assume that you have acquainted yourself with the basic concepts of
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Genode and have read the "Getting started" section of the Genode Foundations
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book. Our can download the book from [http://genode.org].
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Setting up the build environment
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################################
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The Genode build system enables developers to create software in different
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repositories that don't need to interfere with the rest of the Genode tree. We
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will do this for our example now. In the Genode root directory, we create the
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following subdirectory structure:
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! hello_tutorial
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! hello_tutorial/include
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! hello_tutorial/include/hello_session
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! hello_tutorial/src
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! hello_tutorial/src/hello
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! hello_tutorial/src/hello/server
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! hello_tutorial/src/hello/client
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In the remaining document when referring to non-absolute directories, these are
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local to _hello_tutorial_.
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Now we tell the Genode build system that there is a new repository. Therefore
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we add the path to our new repository to _build/etc/build.conf_:
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! REPOSITORIES += /path/to/your/hello_tutorial
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Later we will place build description files into the tutorial subdirectories
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so that the build system can figure out what is needed to build your custom
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components. You can then build these components from the _build_ directory
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using one of the following commands:
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! make hello
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! make hello/server
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! make hello/client
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The first command builds both the client and the server whereas the latter two
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commands build only the specific target respectively.
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Defining an interface
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#####################
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In our example, we are going to implement a server providing two functions:
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:'void say_hello()': makes the server print a message, and
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:'int add(int a, int b)': adds two integers and returns the result.
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The interface of a Genode service is called a _session_. We will define it as a
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C++ class in 'include/hello_session/hello_session.h'
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!#include <session/session.h>
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!#include <base/rpc.h>
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!
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!namespace Hello { struct Session; }
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!
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!struct Hello::Session : Genode::Session
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!{
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! static const char *service_name() { return "Hello"; }
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!
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! enum { CAP_QUOTA = 2 };
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!
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! virtual void say_hello() = 0;
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! virtual int add(int a, int b) = 0;
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!
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! GENODE_RPC(Rpc_say_hello, void, say_hello);
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! GENODE_RPC(Rpc_add, int, add, int, int);
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! GENODE_RPC_INTERFACE(Rpc_say_hello, Rpc_add);
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!};
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As a good practice, we place the Hello service into a dedicated namespace. The
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_Hello::Session_ class defines the public interface for our service as well as
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the meta information that Genode needs to perform remote procedure calls (RPC)
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across component boundaries.
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Furthermore, we use the interface to specify the name of the service by
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providing the 'service_name' method. This method will later be used by both
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the server for announcing the service at its parent and the client for
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requesting the creation of a "Hello" session. The 'CAP_QUOTA' definition
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specifies the amount of capabilities required to establish the session.
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The specified amount is transferred from the client to the server at session
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creation time. For the "Hello" session, two capabilities are required, namely
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a dataspace capability for the server-side memory occupied by the session
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object and the actual session capability that refers to the RPC interface.
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The 'GENODE_RPC' macro is used to declare an RPC function. Its first argument
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is a type name that is used to refer to the RPC function. The type name can
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be chosen freely. However, it is a good practice to prefix the type name
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with 'Rpc_'. The remaining arguments are the return type of the RPC function,
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the server-side name of the RPC implementation, and the function arguments.
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The 'GENODE_RPC_INTERFACE' macro declares the list of RPC functions that the
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RPC interface is comprised of. Under the hood, the 'GENODE_RPC*' macros enrich
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the compound class with the type information used to automatically generate the
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RPC communication code at compile time. They do not add any members to the
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'Session' struct.
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Writing server code
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###################
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Now let's write a server providing the interface defined by _Hello::Session_.
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We will put all of this code in 'src/hello/server/main.cc'
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Implementing the server side
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============================
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We place the implementation of the session interface into a class called
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'Session_component' derived from the 'Rpc_object' class template. By
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instantiating this template class with the session interface as argument, the
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'Session_component' class gets equipped with the communication code that
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will make the server's functions accessible via RPC.
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!#include <base/log.h>
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!#include <hello_session/hello_session.h>
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!#include <base/rpc_server.h>
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!
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!namespace Hello { struct Session_component; }
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!
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!struct Hello::Session_component : Genode::Rpc_object<Session>
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!{
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! void say_hello() override {
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! Genode::log("I am here... Hello."); }
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!
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! int add(int a, int b) override {
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! return a + b; }
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!};
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Getting ready to start
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======================
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The server component won't help us much as long as we don't use it in a server
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application. Starting a service with Genode works as follows:
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* Create and announce a root capability to our parent.
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* When a client requests our service, the parent invokes the root capability to
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create session objects and session capabilities. These are then used by the
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client to communicate with the server.
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The class 'Hello::Root_component' is derived from Genode's 'Root_component'
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class template. This class defines a '_create_session' method, which is called
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each time a client wants to establish a connection to the server. This function
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is responsible for parsing the parameter string the client hands over to the
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server and for creating a 'Hello::Session_component' object from these
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parameters.
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!#include <base/log.h>
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!#include <root/component.h>
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!
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!namespace Hello { class Root_component; }
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!
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!class Hello::Root_component
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!:
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! public Genode::Root_component<Session_component>
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!{
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! protected:
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!
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! Session_component *_create_session(const char *) override
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! {
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! Genode::log("creating hello session");
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! return new (md_alloc()) Session_component();
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! }
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!
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! public:
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!
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! Root_component(Genode::Entrypoint &ep,
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! Genode::Allocator &alloc)
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! :
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! Genode::Root_component<Session_component>(ep, alloc)
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! {
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! Genode::log("creating root component");
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! }
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!};
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Now we only need the actual application code that instantiates the root
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component and the service to our parent. It is good practice to represent
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the applications as a class called 'Main' with its constructor taking the
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component's environment as argument.
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!#include <base/component.h>
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!
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!namespace Hello { struct Main; }
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!
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!struct Hello::Main
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!{
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! Genode::Env &env;
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!
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! Genode::Sliced_heap sliced_heap { env.ram(), env.rm() };
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!
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! Hello::Root_component root { env.ep(), sliced_heap };
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!
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! Main(Genode::Env &env) : env(env)
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! {
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! env.parent().announce(env.ep().manage(root));
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! }
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!};
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The sliced heap is used for the dynamic allocation of session objects.
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It interacts with the component's RAM session to obtain the backing store
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for the allocations, and the component's region map to make
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backing store visible within its virtual address space.
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The announcement of the service is performed by the body of the constructor by
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creating a capability for the root component as return value of the 'manage'
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method, and passing this capability to the parent.
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The 'Component::construct' function of the hello server simply constructs a singleton
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instance of 'Hello::Main' as a _static_ local variable.
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!Genode::size_t Component::stack_size() { return 64*1024; }
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!
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!void Component::construct(Genode::Env &env)
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!{
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! static Hello::Main main(env);
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!}
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Making it fly
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=============
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In order to run our application, we need to perform two more steps:
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Tell the Genode build system that we want to build 'hello_server'. Therefore we
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create a 'target.mk' file in 'src/hello/server':
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! TARGET = hello_server
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! SRC_CC = main.cc
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! LIBS = base
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To tell the init component to start the new program, we have to add a '<start>'
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entry to init's 'config' file, which is located at 'build/bin/config'.
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! <config>
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! <parent-provides>
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! <service name="LOG"/>
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! <service name="PD"/>
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! <service name="CPU"/>
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! <service name="ROM"/>
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! </parent-provides>
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! <default-route>
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! <any-service> <parent/> <any-child/> </any-service>
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! </default-route>
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! <default caps="60"/>
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! <start name="hello_server">
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! <resource name="RAM" quantum="1M"/>
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! <provides> <service name="Hello"/> </provides>
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! </start>
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! </config>
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For information about the configuring concept, please refer to the
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"System configuration" section of the Genode Foundations book.
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Writing client code
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###################
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In the next part, we are going to have a look at the client-side implementation.
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The most basic steps here are:
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* Obtain a capability for the "Hello" service from our parent
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* Invoke RPCs via the obtained capability
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A client object
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===============
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We will encapsulate the Genode RPC interface in a 'Hello::Session_client' class.
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This class derives from 'Hello:Session' and implements a client-side object.
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Therefore edit 'include/hello_session/client.h':
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!#include <hello_session/hello_session.h>
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!#include <base/rpc_client.h>
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!#include <base/log.h>
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!
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!namespace Hello { struct Session_client; }
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!
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!
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!struct Hello::Session_client : Genode::Rpc_client<Session>
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!{
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! Session_client(Genode::Capability<Session> cap)
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! : Genode::Rpc_client<Session>(cap) { }
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!
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! void say_hello() override
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! {
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! Genode::log("issue RPC for saying hello");
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! call<Rpc_say_hello>();
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! Genode::log("returned from 'say_hello' RPC call");
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! }
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!
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! int add(int a, int b) override
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! {
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! return call<Rpc_add>(a, b);
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! }
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!};
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A 'Hello::Session_client' object takes a 'Capability' as constructor argument.
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This capability is tagged with the session type and gets passed to the
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inherited 'Rpc_client' class. This class contains the client-side communication
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code via the 'call' template function. The template argument for 'call' is the
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RPC type as declared in the session interface.
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A connection object
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===================
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Whereas the 'Hello::Session_client' is able to perform RPC calls to an RPC
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object when given a capability for such an object, the question of how
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the client obtains this capability is still open.
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Here, the so-called connection object enters the picture. A connection
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object has the purposes:
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* It transforms session-specific parameters into a format that can be
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passed to the server along with the session request. The connection
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object thereby hides the details of how the session parameters are
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represented "on the wire".
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* It issues a session request to the parent and retrieves a session
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capability as response.
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* It acts as a session-client object such that the session's RPC functions
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can directly be called on the connection object.
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By convention, the wrapper is called 'connection.h' and placed in the directory
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of the session interface. For our case, the file
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'include/hello_session/connection.h' looks like this:
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!#include <hello_session/client.h>
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!#include <base/connection.h>
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!
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!namespace Hello { struct Connection; }
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!
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!struct Hello::Connection : Genode::Connection<Session>, Session_client
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!{
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! Connection(Genode::Env &env)
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! :
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! /* create session */
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! Genode::Connection<Hello::Session>(env, session(env.parent(),
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! "ram_quota=4K, cap_quota=4")),
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! /* initialize RPC interface */
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! Session_client(cap()) { }
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!};
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Client implementation
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=====================
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The client-side implementation using the 'Hello::Connection' object is pretty
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straightforward. Put this code into 'src/hello/client/main.cc':
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!#include <base/component.h>
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!#include <base/log.h>
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!#include <hello_session/connection.h>
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!
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!Genode::size_t Component::stack_size() { return 64*1024; }
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!
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!void Component::construct(Genode::Env &env)
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!{
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! Hello::Connection hello(env);
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!
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! hello.say_hello();
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!
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! int const sum = hello.add(2, 5);
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! Genode::log("added 2 + 5 = ", sum);
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!
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! Genode::log("hello test completed");
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!}
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Ready, set, go...
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=================
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Add a 'target.mk' file with the following content to 'src/hello/client/':
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! TARGET = hello_client
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! SRC_CC = main.cc
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! LIBS = base
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Extend your init _config_ as follows to also start the hello-client component:
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! <start name="hello_client">
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! <resource name="RAM" quantum="1M"/>
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! </start>
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Creating a run script to automate your work flow
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================================================
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The procedure of building, configuring, integrating, and executing Genode
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system scenarios across different kernels can be automated using a run
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script, which can be executed directly from within your build directory.
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A run script for the hello client-server scenario should be placed
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at the _run/hello.run_ and look as follows:
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!build { core init hello }
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!
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!create_boot_directory
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!
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!install_config {
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!<config>
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! <parent-provides>
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! <service name="LOG"/>
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! </parent-provides>
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! <default-route>
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! <any-service> <parent/> <any-child/> </any-service>
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! </default-route>
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! <default caps="60"/>
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! <start name="hello_server">
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! <resource name="RAM" quantum="1M"/>
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! <provides> <service name="Hello"/> </provides>
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! </start>
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! <start name="hello_client">
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! <resource name="RAM" quantum="1M"/>
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! </start>
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!</config>}
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!
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!build_boot_image { core ld.lib.so init hello_client hello_server }
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!
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!append qemu_args " -nographic "
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!
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!run_genode_until "hello test completed.*\n" 10
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When executed via 'make run/hello KERNEL=linux', it performs the given steps in
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sequence and runs the scenario on Genode/Linux.
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Note that the run script is kernel-agnostic. Hence, you can execute the system
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scenario on all the different kernels supported by Genode without any
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modification. The regular expression specified to the 'run_genode_until' step
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is used as pattern for detecting the success of the step. If the log output
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produced by the scenario matches the pattern, the run script completes
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successfully. If the pattern does not appear within the specified time (in
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this example ten seconds), the run script aborts with an error. By creating
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the run script, we have not just automated our work flow but have actually
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created an automated test case for our components.
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