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The C based gRPC (C++, Python, Ruby, Objective-C, PHP, C#)
https://grpc.io/
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171 lines
5.7 KiB
171 lines
5.7 KiB
/* |
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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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