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() ;
}
for (const auto& listen_it : additional_listen_threads) {
listen_it.second->restart();
if ( listen_it.second->get_pthread_id() == 0 ) {
listen_it.second->create_thread() ;
}
}
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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() {
// Pause listening on all listening threads
listen_thread.pause_listening() ;
for (const auto& listen_it : additional_listen_threads) {
listen_it.second->pause_listening();
}
// Suspend session threads
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pthread_mutex_lock(&map_mutex) ;
for (const auto& vst_it : var_server_threads ) {
vst_it.second->preload_checkpoint() ;
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}
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, VariableServerSessionThread*>::iterator pos ;
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// Resume all session threads
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pthread_mutex_lock(&map_mutex) ;
for (const auto& vst_it : var_server_threads ) {
vst_it.second->restart() ;
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}
pthread_mutex_unlock(&map_mutex) ;
// Restart listening on all listening threads
listen_thread.restart_listening() ;
for (const auto& listen_it : additional_listen_threads) {
listen_it.second->restart_listening();
}
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return 0;
}