#include "trick/VariableServer.hh" #include "trick/message_proto.h" #include "trick/message_type.h" #include "trick/tc_proto.h" 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() ; } } 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 pthread_mutex_lock(&map_mutex) ; for (const auto& vst_it : var_server_threads ) { vst_it.second->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::iterator pos ; // Resume all session threads pthread_mutex_lock(&map_mutex) ; for (const auto& vst_it : var_server_threads ) { vst_it.second->restart() ; } 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(); } return 0; }