trick/trick_source/sim_services/VariableServer/VariableServer_restart.cpp

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#include "trick/VariableServer.hh"
#include "trick/message_proto.h"
#include "trick/message_type.h"
#include "trick/tc_proto.h"
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int Trick::VariableServer::restart() {
listen_thread.restart() ;
if ( listen_thread.get_pthread_id() == 0 ) {
listen_thread.create_thread() ;
}
// std::map < pthread_t , VariableServerListenThread * >::iterator it ;
// for( it = additional_listen_threads.begin() ; it != additional_listen_threads.end() ; it++ ) {
// (*it).second->restart() ;
// }
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return 0 ;
}
// =====================================================================================
// The following two functions work together to allow a MemoryManager (ASCII) checkpoint
// to be reloaded while a variable server client is connected.
// =====================================================================================
// Suspend variable server processing prior to reloading a checkpoint.
int Trick::VariableServer::suspendPreCheckpointReload() {
std::map<pthread_t, VariableServerThread*>::iterator pos ;
listen_thread.pause_listening() ;
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pthread_mutex_lock(&map_mutex) ;
for ( pos = var_server_threads.begin() ; pos != var_server_threads.end() ; pos++ ) {
VariableServerThread* vst = (*pos).second ;
vst->preload_checkpoint() ;
}
pthread_mutex_unlock(&map_mutex) ;
return 0;
}
// Resume variable server processing after reloading a MemoryManager (ASCII) checkpoint.
int Trick::VariableServer::resumePostCheckpointReload() {
std::map<pthread_t, VariableServerThread*>::iterator pos ;
pthread_mutex_lock(&map_mutex) ;
// For each Variable Server Thread ...
for ( pos = var_server_threads.begin() ; pos != var_server_threads.end() ; pos++ ) {
VariableServerThread* vst = (*pos).second ;
vst->restart() ;
}
pthread_mutex_unlock(&map_mutex) ;
listen_thread.restart_listening() ;
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return 0;
}