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132 lines
4.2 KiB
132 lines
4.2 KiB
/*
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* Copyright (C) 2018 The Android Open Source Project
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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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#include "action_manager.h"
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#include <android-base/logging.h>
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namespace android {
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namespace init {
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ActionManager::ActionManager() : current_command_(0) {}
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size_t ActionManager::CheckAllCommands() {
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size_t failures = 0;
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for (const auto& action : actions_) {
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failures += action->CheckAllCommands();
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}
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return failures;
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}
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ActionManager& ActionManager::GetInstance() {
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static ActionManager instance;
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return instance;
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}
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void ActionManager::AddAction(std::unique_ptr<Action> action) {
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actions_.emplace_back(std::move(action));
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}
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void ActionManager::QueueEventTrigger(const std::string& trigger) {
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auto lock = std::lock_guard{event_queue_lock_};
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event_queue_.emplace(trigger);
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}
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void ActionManager::QueuePropertyChange(const std::string& name, const std::string& value) {
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auto lock = std::lock_guard{event_queue_lock_};
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event_queue_.emplace(std::make_pair(name, value));
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}
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void ActionManager::QueueAllPropertyActions() {
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QueuePropertyChange("", "");
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}
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void ActionManager::QueueBuiltinAction(BuiltinFunction func, const std::string& name) {
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auto lock = std::lock_guard{event_queue_lock_};
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auto action = std::make_unique<Action>(true, nullptr, "<Builtin Action>", 0, name,
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std::map<std::string, std::string>{});
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action->AddCommand(std::move(func), {name}, 0);
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event_queue_.emplace(action.get());
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actions_.emplace_back(std::move(action));
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}
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void ActionManager::ExecuteOneCommand() {
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{
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auto lock = std::lock_guard{event_queue_lock_};
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// Loop through the event queue until we have an action to execute
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while (current_executing_actions_.empty() && !event_queue_.empty()) {
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for (const auto& action : actions_) {
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if (std::visit([&action](const auto& event) { return action->CheckEvent(event); },
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event_queue_.front())) {
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current_executing_actions_.emplace(action.get());
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}
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}
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event_queue_.pop();
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}
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}
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if (current_executing_actions_.empty()) {
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return;
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}
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auto action = current_executing_actions_.front();
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if (current_command_ == 0) {
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std::string trigger_name = action->BuildTriggersString();
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LOG(INFO) << "processing action (" << trigger_name << ") from (" << action->filename()
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<< ":" << action->line() << ")";
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}
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action->ExecuteOneCommand(current_command_);
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// If this was the last command in the current action, then remove
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// the action from the executing list.
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// If this action was oneshot, then also remove it from actions_.
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++current_command_;
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if (current_command_ == action->NumCommands()) {
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current_executing_actions_.pop();
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current_command_ = 0;
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if (action->oneshot()) {
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auto eraser = [&action](std::unique_ptr<Action>& a) { return a.get() == action; };
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actions_.erase(std::remove_if(actions_.begin(), actions_.end(), eraser),
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actions_.end());
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}
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}
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}
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bool ActionManager::HasMoreCommands() const {
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auto lock = std::lock_guard{event_queue_lock_};
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return !current_executing_actions_.empty() || !event_queue_.empty();
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}
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void ActionManager::DumpState() const {
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for (const auto& a : actions_) {
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a->DumpState();
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}
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}
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void ActionManager::ClearQueue() {
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auto lock = std::lock_guard{event_queue_lock_};
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// We are shutting down so don't claim the oneshot builtin actions back
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current_executing_actions_ = {};
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event_queue_ = {};
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current_command_ = 0;
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}
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} // namespace init
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} // namespace android
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