#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() ; } std::map < pthread_t , VariableServerListenThread * >::iterator it ; for( it = additional_listen_threads.begin() ; it != additional_listen_threads.end() ; it++ ) { (*it).second->restart() ; } 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::iterator pos ; listen_thread.pause_listening() ; 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::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() ; return 0; }