src/simulator/event-impl.h
changeset 3560 5aa65b1ea001
parent 3187 5ef944bee832
child 3561 e388935fa948
--- a/src/simulator/event-impl.h	Tue Aug 26 08:42:28 2008 -0700
+++ b/src/simulator/event-impl.h	Tue Aug 26 15:34:57 2008 -0700
@@ -21,11 +21,69 @@
 #define EVENT_IMPL_H
 
 #include <stdint.h>
+#include "ns3/system-mutex.h"
 
 namespace ns3 {
 
 /**
  * \ingroup simulator
+ * \brief Base class for locking functionality for events.
+ *
+ * This class provides a cheap way (from the perspective of the event) to lock 
+ * an event for multithreaded access.  This is a bit of a hack, but it lets us
+ * use a whole lot of existing mechanism in the multithreaded simulator case.
+ *
+ * Here's a taste of the problem.  It makes life extraordinarily easier in the 
+ * case of interfacing real network devices to be able to have threads reading
+ * from real sockets and doing ScheduleNow calls to inject packets into ns-3.
+ * It is desirable to have Schedule* calls all work similarly as well.  That is
+ * you don't want to have to do different calls when working from an "external"
+ * thread than you do when working in the context of the main simulation thread.
+ *
+ * It turns out that basically all of the Schedule* calls return an EventId.
+ * Each EventId holds a reference to the underlying event.  Clients (see the
+ * Applications for examples) often schedule events and hold onto the EventId
+ * in case they need to cancel the event later.  The EventImpl that underlies 
+ * all of this is reference counted and sharing an unprotected reference 
+ * counted object between threads is a bad thing.
+ *
+ * There were several possible solutions:
+ *
+ * - Put a mutex into each event (costs 40 bytes for the mutex and a minumum of 
+ *   three system calls to use an event);
+ * - Work on the inheritance diagram of EventImpl to make a 
+ *   MultithreadedEventImpl and pull apart all of the MakeEvent functions to 
+ *   teach them to make the right kind of event based on a flag returned by the
+ *   simulator;
+ * - Rework the entire event mechanism to use raw pointers and avoid the entire
+ *   reference counting approach with its associated problems;
+ * - Provide a cheap way to use a shared mutex (and avoid using the mutex in 
+ *   cases where it is not required).
+ *
+ * The original prototype chose the first option since it was easy.  I am very
+ * hesitant to rework the entire event mechanism or even pull apart the MakeEvent
+ * code at this point.  We went with the last option even though it feels a bit
+ * like a hack.
+ *
+ * The result is the EventLock class.  If you have a simulator implementation that 
+ * is going to need multithreaded access to events, you need to inherit from 
+ * EventLock and provide a object that does real locking.  Give the object to the 
+ * EventImpl code by calling EventImpl::SetEventLock, take it back by calling
+ * EventImpl::SetNoEventLock or provide a new one.  The EventImpl code takes no
+ * responsibility for the object passed in.
+ *
+ * \see EventImpl
+ */
+class EventLock
+{
+public:
+  virtual ~EventLock () {};
+  virtual void Lock (void) = 0;
+  virtual void Unlock (void) = 0;
+};
+
+/**
+ * \ingroup simulator
  * \brief a simulation event
  *
  * Each subclass of this base class represents a simulation event. The
@@ -34,6 +92,8 @@
  * obviously (there are Ref and Unref methods) reference-counted and
  * most subclasses are usually created by one of the many Simulator::Schedule
  * methods.
+ *
+ * \see EventLock
  */
 class EventImpl
 {
@@ -58,12 +118,31 @@
    * Invoked by the simulation engine before calling Invoke.
    */
   bool IsCancelled (void);
+
+  /**
+   * Provide a mutex with Lock and Unlock methods to the event implementation
+   * so that it can do cheap (from the perspective of event memory usage)
+   * critical sections (mutual exclusion) in the reference counting code.
+   *
+   * \param eventLock Pointer to the EventLock object used to contain the
+   * underlying mutex.
+   */
+  static void SetEventLock (EventLock *eventLock);
+  /**
+   * Remove any reference the event implementation code may hold to to an 
+   * existing EventLock and disable the event locking feature.
+   *
+   * \see SetEventLock
+   */
+  static void SetNoEventLock (void);
+
 protected:
   virtual void Notify (void) = 0;
+
 private:
-  friend class Event;
   bool m_cancel;
   mutable uint32_t m_count;
+  static EventLock *m_eventLock;
 };
 
 }; // namespace ns3
@@ -73,13 +152,35 @@
 void
 EventImpl::Ref (void) const
 {
-  m_count++;
+  if (m_eventLock)
+    {
+      m_eventLock->Lock ();
+      m_count++;
+      m_eventLock->Unlock ();
+    }
+  else
+    {
+      m_count++;
+    }
 }
+
 void
 EventImpl::Unref (void) const
 {
-  m_count--;
-  if (m_count == 0)
+  register uint32_t c;
+
+  if (m_eventLock)
+    {
+      m_eventLock->Lock ();
+      c = --m_count;
+      m_eventLock->Unlock ();
+    }
+  else
+    {
+      c = --m_count;
+    }
+
+  if (c == 0)
     {
       delete this;
     }