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/*
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*
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* Copyright 2015 gRPC authors.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#include <iostream>
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#include <memory>
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#include <string>
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#include <thread>
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#include <grpc/support/log.h>
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#include <grpcpp/grpcpp.h>
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#ifdef BAZEL_BUILD
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#include "examples/protos/helloworld.grpc.pb.h"
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#else
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#include "helloworld.grpc.pb.h"
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#endif
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using grpc::Server;
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using grpc::ServerAsyncResponseWriter;
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using grpc::ServerBuilder;
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using grpc::ServerCompletionQueue;
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using grpc::ServerContext;
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using grpc::Status;
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using helloworld::Greeter;
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using helloworld::HelloReply;
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using helloworld::HelloRequest;
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class ServerImpl final {
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public:
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~ServerImpl() {
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server_->Shutdown();
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// Always shutdown the completion queue after the server.
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cq_->Shutdown();
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}
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// There is no shutdown handling in this code.
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void Run() {
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std::string server_address("0.0.0.0:50051");
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ServerBuilder builder;
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// Listen on the given address without any authentication mechanism.
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builder.AddListeningPort(server_address, grpc::InsecureServerCredentials());
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// Register "service_" as the instance through which we'll communicate with
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// clients. In this case it corresponds to an *asynchronous* service.
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builder.RegisterService(&service_);
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// Get hold of the completion queue used for the asynchronous communication
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// with the gRPC runtime.
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cq_ = builder.AddCompletionQueue();
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// Finally assemble the server.
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server_ = builder.BuildAndStart();
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std::cout << "Server listening on " << server_address << std::endl;
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// Proceed to the server's main loop.
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HandleRpcs();
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}
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private:
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// Class encompasing the state and logic needed to serve a request.
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class CallData {
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public:
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// Take in the "service" instance (in this case representing an asynchronous
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// server) and the completion queue "cq" used for asynchronous communication
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// with the gRPC runtime.
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CallData(Greeter::AsyncService* service, ServerCompletionQueue* cq)
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: service_(service), cq_(cq), responder_(&ctx_), status_(CREATE) {
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// Invoke the serving logic right away.
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Proceed();
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}
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void Proceed() {
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if (status_ == CREATE) {
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// Make this instance progress to the PROCESS state.
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status_ = PROCESS;
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// As part of the initial CREATE state, we *request* that the system
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// start processing SayHello requests. In this request, "this" acts are
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// the tag uniquely identifying the request (so that different CallData
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// instances can serve different requests concurrently), in this case
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// the memory address of this CallData instance.
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service_->RequestSayHello(&ctx_, &request_, &responder_, cq_, cq_,
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this);
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} else if (status_ == PROCESS) {
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// Spawn a new CallData instance to serve new clients while we process
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// the one for this CallData. The instance will deallocate itself as
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// part of its FINISH state.
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new CallData(service_, cq_);
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// The actual processing.
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std::string prefix("Hello ");
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reply_.set_message(prefix + request_.name());
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// And we are done! Let the gRPC runtime know we've finished, using the
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// memory address of this instance as the uniquely identifying tag for
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// the event.
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status_ = FINISH;
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responder_.Finish(reply_, Status::OK, this);
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} else {
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GPR_ASSERT(status_ == FINISH);
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// Once in the FINISH state, deallocate ourselves (CallData).
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delete this;
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}
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}
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private:
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// The means of communication with the gRPC runtime for an asynchronous
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// server.
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Greeter::AsyncService* service_;
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// The producer-consumer queue where for asynchronous server notifications.
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ServerCompletionQueue* cq_;
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// Context for the rpc, allowing to tweak aspects of it such as the use
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// of compression, authentication, as well as to send metadata back to the
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// client.
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ServerContext ctx_;
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// What we get from the client.
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HelloRequest request_;
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// What we send back to the client.
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HelloReply reply_;
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// The means to get back to the client.
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ServerAsyncResponseWriter<HelloReply> responder_;
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// Let's implement a tiny state machine with the following states.
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enum CallStatus { CREATE, PROCESS, FINISH };
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CallStatus status_; // The current serving state.
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};
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// This can be run in multiple threads if needed.
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void HandleRpcs() {
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// Spawn a new CallData instance to serve new clients.
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new CallData(&service_, cq_.get());
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void* tag; // uniquely identifies a request.
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bool ok;
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while (true) {
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// Block waiting to read the next event from the completion queue. The
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// event is uniquely identified by its tag, which in this case is the
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// memory address of a CallData instance.
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// The return value of Next should always be checked. This return value
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// tells us whether there is any kind of event or cq_ is shutting down.
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GPR_ASSERT(cq_->Next(&tag, &ok));
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GPR_ASSERT(ok);
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static_cast<CallData*>(tag)->Proceed();
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}
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}
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std::unique_ptr<ServerCompletionQueue> cq_;
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Greeter::AsyncService service_;
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std::unique_ptr<Server> server_;
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};
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int main(int argc, char** argv) {
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ServerImpl server;
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server.Run();
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return 0;
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}
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