The thing is how create something generic in between the media and the handling objects. I had a play around with the TCP dispatcher using boost.asio but trying to create something generic seems like a nightmare :). Anybody tried to do something like that? What is the best way how to do it?
I haven't used Boost, but the way I usually handled that kind of problem was to create a Device base class which the server interacts with, and then subclassed it for each device type, and made the subclasses deal with the device oddness. That way, the Device class becomes a definition of your protocol. Also, the Device class would need to be portable, but the subclasses would not.
If you had to get fancier than that, you could use the Factory pattern to create the actual subclassed objects.
As far as actually communicating, I'd see if I could just run one process per Device. If you have to have more than one Device per process, on Linux I'd just use select()
and its friends to manage I/O between the various Device instances. I don't know how to do that on Windows; its select
only works for sockets, not serial ports or other file-like things.
Other things that come to mind that might be useful include dbus and the MPI (Message Passing Interface) library, though they aren't complete solutions for your problem (dbus doesn't do inter-computer communications, IIRC).
Does this help at all?
EDIT: Needed a formatted response to Tom's reply...
Does your device class contain the communication specific parts? Because that's the thing I wanted to avoid.
The subclasses contain the communication specific parts. That's the whole point of using subclasses here; the generic stuff goes in the base class, and the specifics go in the subclass.
I was thinking about something like this: Say there is a dispatcher specific for media used which creates Connection object for each connection (media specific), Device obj. would be created as well but just a generic one and the Connection would pass the incoming data to Device and the Device would pass the responses back to Connection.
I think that may be a bit complex, and you're expecting a generic Device to deal with a specific Connection, which can get hard to maintain fast.
What I'd recommend is a Device subclass specifically for handling that type of Connection which takes the Connection from the dispatcher and owns it until the connection closes. Then your manager can talk to the generic Device and the Connection can mess with the specifics.
An example: Say you have a temperature sensor USB thingamajig. You have some dispatcher that catches the "USB thing plugged in" signal. When it sees the USB thing plugged in:
- Dispatcher creates a
USBTemperatureThingConnection
.
- Dispatcher creates a
USBTemperatureDevice
, which is a subclass of Device, giving the USBTemperatureThingConnection
to the USBTemperatureDevice
as a constructor parameter.
USBTemperatureDevice::USBTemperatureDevice(USBTemperatureThingConnection* conn)
goes and sets up whatever it needs locally to finish setting up the Connection, then sends a message to the Device Manager saying it has set itself up.
Some time later, the Device Manager wants to set the time on all devices. So it iterates through its list of devices and calls the generic (maybe even abstract) Device::SetTime(const struct timespec_t&)
method on each of them.
When it gets to your temperature device, it calls USBTemperatureDevice::SetTime(const struct timespec_t&)
, since USBTemperatureDevice
overrode the one in Device
(which was either abstract, i.e. virtual void SetTime(const struct timespec_t&) = 0;
or a no-op, i.e. virtual void SetTime(const struct timespec_t&) {}
, so you don't have to override it for devices that can't set time). USBTemperatureDevice::SetTime(const struct timespec_t&)
does whatever USB Temperature sensor-specific things are needed, using the USBTemperatureThingConnection
, to get the time set.
Some time later, the device might send back a "Time Set Result" message, saying if it worked or not. That comes in on the USBTemperatureThingConnection
, which wakes up your thread and you need to deal with it. So your USBTemperatureDevice::DealWithMessageFromSensor()
method (which only exists in USBTemperatureDevice
) dives into the message contents and figures out if the time setting worked or not. It then takes that result, turns it into a value defined in enum Device::ResultCode
and calls Device::TimeSetComplete(ResultCode result)
, which records the result, sets a flag (bool Device::timeComplete
) saying the result is in, and then hits a Semaphore
or Condition
to wake up the Device Manager and get it to check all the Device
's, in case it was blocked waiting for all the devices to finish setting time before continuing.
I have no idea what that pattern is called. If pressed, I'd say "subclassing", or "object-oriented design" if I felt grumpy. The "middleware" is the Device
class, the DeviceManager, and all their underlings. The application then just talks to the Device Manager, or at most to the generic Device
interface of a specific device.
Btw. Factory pattern was planned, each object would run in separate thread :)
Good to hear.