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https://github.com/kidfromjupiter/nearby.git
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286 lines
12 KiB
C++
286 lines
12 KiB
C++
// Copyright 2021 Google LLC
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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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// https://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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#ifndef CORE_INTERNAL_ENDPOINT_MANAGER_H_
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#define CORE_INTERNAL_ENDPOINT_MANAGER_H_
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#include <cstdint>
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#include <memory>
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#include "absl/base/thread_annotations.h"
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#include "absl/container/flat_hash_map.h"
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#include "absl/container/flat_hash_set.h"
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#include "absl/time/time.h"
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#include "connections/implementation/client_proxy.h"
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#include "connections/implementation/endpoint_channel.h"
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#include "connections/implementation/endpoint_channel_manager.h"
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#include "connections/implementation/proto/offline_wire_formats.pb.h"
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#include "connections/listeners.h"
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#include "internal/platform/byte_array.h"
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#include "internal/platform/condition_variable.h"
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#include "internal/platform/count_down_latch.h"
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#include "internal/platform/multi_thread_executor.h"
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#include "internal/platform/runnable.h"
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#include "internal/platform/single_thread_executor.h"
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#include "internal/platform/system_clock.h"
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namespace location {
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namespace nearby {
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namespace connections {
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// Manages all operations related to the remote endpoints with which we are
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// interacting.
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//
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// All processing of incoming and outgoing payloads is spread across this and
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// the PayloadManager as described below.
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//
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// The sending of outgoing payloads originates in
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// PayloadManager::SendPayload() before control is transferred over to
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// EndpointManager::SendPayloadChunk(). This work happens on one of three
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// dedicated writer threads belonging to the PayloadManager. The writer thread
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// that is used depends on the PayloadType.
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//
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// The EndpointManager has one dedicated reader thread for each registered
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// endpoint, and the receiving of every incoming payload (and its subsequent
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// chunks) originates on one of those threads before control is transferred over
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// to PayloadManager::ProcessFrame() (still running on that
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// same dedicated reader thread).
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class EndpointManager {
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public:
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class FrameProcessor {
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public:
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virtual ~FrameProcessor() = default;
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// @EndpointManagerReaderThread
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// Called for every incoming frame of registered type.
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// NOTE(OfflineFrame& frame):
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// For large payload in data phase, resources may be saved if data is moved,
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// rather than copied (if passing data by reference is not an option).
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// To achieve that, OfflineFrame needs to be either mutabe lvalue reference,
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// or rvalue reference. Rvalue references are discouraged by go/cstyle,
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// and that leaves us with mutable lvalue reference.
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virtual void OnIncomingFrame(OfflineFrame& offline_frame,
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const std::string& from_endpoint_id,
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ClientProxy* to_client,
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proto::connections::Medium current_medium) = 0;
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// Implementations must call barrier.CountDown() once
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// they're done. This parallelizes the disconnection event across all frame
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// processors.
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//
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// @EndpointManagerThread
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virtual void OnEndpointDisconnect(ClientProxy* client,
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const std::string& endpoint_id,
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CountDownLatch barrier) = 0;
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};
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explicit EndpointManager(EndpointChannelManager* manager);
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~EndpointManager();
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// Invoked from the constructors of the various *Manager components that make
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// up the OfflineServiceController implementation.
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// FrameProcessor* instances are of dynamic duration and survive all sessions.
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// Blocks until registration is complete.
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void RegisterFrameProcessor(V1Frame::FrameType frame_type,
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FrameProcessor* processor);
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void UnregisterFrameProcessor(V1Frame::FrameType frame_type,
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const FrameProcessor* processor);
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// Invoked from the different PcpHandler implementations (of which there can
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// be only one at a time).
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// Blocks until registration is complete.
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void RegisterEndpoint(ClientProxy* client, const std::string& endpoint_id,
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const ConnectionResponseInfo& info,
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const ConnectionOptions& connection_options,
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std::unique_ptr<EndpointChannel> channel,
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const ConnectionListener& listener,
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const std::string& connection_token);
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// Called when a client explicitly asks to disconnect from this endpoint. In
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// this case, we do not notify the client of onDisconnected().
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void UnregisterEndpoint(ClientProxy* client, const std::string& endpoint_id);
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// Returns the maximum supported transmit packet size(MTU) for the underlying
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// transport.
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int GetMaxTransmitPacketSize(const std::string& endpoint_id);
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// Returns the list of endpoints to which sending this chunk failed.
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//
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// Invoked from the PayloadManager's sendPayload() method.
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std::vector<std::string> SendPayloadChunk(
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const PayloadTransferFrame::PayloadHeader& payload_header,
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const PayloadTransferFrame::PayloadChunk& payload_chunk,
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const std::vector<std::string>& endpoint_ids);
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std::vector<std::string> SendControlMessage(
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const PayloadTransferFrame::PayloadHeader& payload_header,
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const PayloadTransferFrame::ControlMessage& control_message,
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const std::vector<std::string>& endpoint_ids);
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// Called when we internally want to get rid of the endpoint, without the
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// client directly telling us to. For example...
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// a) We failed to read from the endpoint in its dedicated reader thread.
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// b) We failed to write to the endpoint in PayloadManager.
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// c) The connection was rejected in PCPHandler.
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// d) The dedicated KeepAlive thread exceeded its period of inactivity.
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// Or in the numerous other cases where a failure occurred and we no longer
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// believe the endpoint is in a healthy state.
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//
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// Note: This must not block. Otherwise we can get into a deadlock where we
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// ask everyone who's registered an FrameProcessor to
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// processEndpointDisconnection() while the caller of DiscardEndpoint() is
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// blocked here.
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void DiscardEndpoint(ClientProxy* client, const std::string& endpoint_id);
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private:
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class EndpointState {
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public:
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EndpointState(const std::string& endpoint_id,
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EndpointChannelManager* channel_manager)
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: endpoint_id_{endpoint_id},
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channel_manager_{channel_manager},
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keep_alive_waiter_mutex_{std::make_unique<Mutex>()},
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keep_alive_waiter_{std::make_unique<ConditionVariable>(
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keep_alive_waiter_mutex_.get())} {}
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EndpointState(const EndpointState&) = delete;
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// The default move constructor would not reset |channel_manager_|, for
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// example. This needs to be nullified so the destructor shutdown logic is
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// bypassed when objects are moved.
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EndpointState(EndpointState&& other)
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: endpoint_id_{std::move(other.endpoint_id_)},
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channel_manager_{std::exchange(other.channel_manager_, nullptr)},
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reader_thread_{std::move(other.reader_thread_)},
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keep_alive_waiter_mutex_{
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std::exchange(other.keep_alive_waiter_mutex_, nullptr)},
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keep_alive_waiter_{std::exchange(other.keep_alive_waiter_, nullptr)},
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keep_alive_thread_{std::move(other.keep_alive_thread_)} {}
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EndpointState& operator=(const EndpointState&) = delete;
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EndpointState&& operator=(EndpointState&&) = delete;
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~EndpointState();
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void StartEndpointReader(Runnable&& runnable);
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void StartEndpointKeepAliveManager(
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std::function<void(Mutex*, ConditionVariable*)> runnable);
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private:
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const std::string endpoint_id_;
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EndpointChannelManager* channel_manager_;
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SingleThreadExecutor reader_thread_;
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// Use a condition variable so we can wait on the thread but still be able
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// to wake it up before shutting down. We don't want to just sleep and risk
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// blocking shutdown. Note: Create the mutex/condition variable on the heap
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// so raw pointers sent to HandleKeepAlive() aren't invalidated during
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// std::move operations.
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mutable std::unique_ptr<Mutex> keep_alive_waiter_mutex_;
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std::unique_ptr<ConditionVariable> keep_alive_waiter_;
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SingleThreadExecutor keep_alive_thread_;
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};
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// RAII accessor for FrameProcessor
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class LockedFrameProcessor;
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// Provides a mutex per FrameProcessor to prevent unregistering (and
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// destroying) a FrameProcessor when it's in use.
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class FrameProcessorWithMutex {
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public:
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explicit FrameProcessorWithMutex(FrameProcessor* frame_processor = nullptr)
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: frame_processor_{frame_processor} {}
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private:
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FrameProcessor* frame_processor_;
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Mutex mutex_;
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friend class LockedFrameProcessor;
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};
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LockedFrameProcessor GetFrameProcessor(V1Frame::FrameType frame_type);
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ExceptionOr<bool> HandleData(const std::string& endpoint_id,
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ClientProxy* client_proxy,
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EndpointChannel* endpoint_channel);
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ExceptionOr<bool> HandleKeepAlive(EndpointChannel* endpoint_channel,
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absl::Duration keep_alive_interval,
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absl::Duration keep_alive_timeout,
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Mutex* keep_alive_waiter_mutex,
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ConditionVariable* keep_alive_waiter);
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// Waits for a given endpoint EndpointChannelLoopRunnable() workers to
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// terminate.
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// Is called from RegisterEndpoint to avoid races; also called from
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// RemoveEndpoint as part of proper endpoint shutdown sequence.
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// @EndpointManagerThread
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void RemoveEndpointState(const std::string& endpoint_id);
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void EndpointChannelLoopRunnable(
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const std::string& runnable_name, ClientProxy* client_proxy,
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const std::string& endpoint_id,
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std::function<ExceptionOr<bool>(EndpointChannel*)> handler);
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static void WaitForLatch(const std::string& method_name,
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CountDownLatch* latch);
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static void WaitForLatch(const std::string& method_name,
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CountDownLatch* latch, std::int32_t timeout_millis);
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static constexpr absl::Duration kProcessEndpointDisconnectionTimeout =
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absl::Milliseconds(2000);
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static constexpr absl::Time kInvalidTimestamp = absl::InfinitePast();
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// It should be noted that this method may be called multiple times (because
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// invoking this method closes the endpoint channel, which causes the
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// dedicated reader and KeepAlive threads to terminate, which in turn leads to
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// this method being called), but that's alright because the implementation of
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// this method is idempotent.
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// @EndpointManagerThread
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void RemoveEndpoint(ClientProxy* client, const std::string& endpoint_id,
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bool notify);
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void WaitForEndpointDisconnectionProcessing(ClientProxy* client,
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const std::string& endpoint_id);
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CountDownLatch NotifyFrameProcessorsOnEndpointDisconnect(
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ClientProxy* client, const std::string& endpoint_id);
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std::vector<std::string> SendTransferFrameBytes(
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const std::vector<std::string>& endpoint_ids,
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const ByteArray& payload_transfer_frame_bytes, std::int64_t payload_id,
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std::int64_t offset, const std::string& packet_type);
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// Executes all jobs sequentially, on a serial_executor_.
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void RunOnEndpointManagerThread(const std::string& name, Runnable runnable);
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EndpointChannelManager* channel_manager_;
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RecursiveMutex frame_processors_lock_;
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absl::flat_hash_map<V1Frame::FrameType, FrameProcessorWithMutex>
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frame_processors_ ABSL_GUARDED_BY(frame_processors_lock_);
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// We keep track of all registered channel endpoints here.
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absl::flat_hash_map<std::string, EndpointState> endpoints_;
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SingleThreadExecutor serial_executor_;
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};
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// Operator overloads when comparing FrameProcessor*.
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bool operator==(const EndpointManager::FrameProcessor& lhs,
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const EndpointManager::FrameProcessor& rhs);
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bool operator<(const EndpointManager::FrameProcessor& lhs,
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const EndpointManager::FrameProcessor& rhs);
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} // namespace connections
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} // namespace nearby
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} // namespace location
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#endif // CORE_INTERNAL_ENDPOINT_MANAGER_H_
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