In client_acceptor.h, we've extended our object just a bit. The primary reason is to allow us to select the previous single-threaded implementation or our new thread-per-connection implementation. Client_Acceptor itself doesn't use this information but makes it available to the Client_Handler objects it creates. If we wanted a single-strategy implementation, we would have made no changes to the Tutorial 5 version of this file.
// $Id$ #ifndef CLIENT_ACCEPTOR_H #define CLIENT_ACCEPTOR_H /* The ACE_Acceptor<> template lives in the ace/Acceptor.h header file. You'll find a very consistent naming convention between the ACE objects and the headers where they can be found. In general, the ACE object ACE_Foobar will be found in ace/Foobar.h. */ #include "ace/Acceptor.h" #if !defined (ACE_LACKS_PRAGMA_ONCE) # pragma once #endif /* ACE_LACKS_PRAGMA_ONCE */ /* Since we want to work with sockets, we'll need a SOCK_Acceptor to allow the clients to connect to us. */ #include "ace/SOCK_Acceptor.h" /* The Client_Handler object we develop will be used to handle clients once they're connected. The ACE_Acceptor<> template's first parameter requires such an object. In some cases, you can get by with just a forward declaration on the class, in others you have to have the whole thing. */ #include "client_handler.h" /* Parameterize the ACE_Acceptor<> such that it will listen for socket connection attempts and create Client_Handler objects when they happen. In Tutorial 001, we wrote the basic acceptor logic on our own before we realized that ACE_Acceptor<> was available. You'll get spoiled using the ACE templates because they take away a lot of the tedious details! */ typedef ACE_Acceptor <Client_Handler, ACE_SOCK_ACCEPTOR> Client_Acceptor_Base; /* Here, we use the parameterized ACE_Acceptor<> as a baseclass for our customized Client_Acceptor object. I've done this so that we can provide it with our choice of concurrency strategies when the object is created. Each Client_Handler it creates will use this information to determine how to act. If we were going to create a system that was always thread-per-connection, we would not have bothered to extend Client_Acceptor. */ class Client_Acceptor : public Client_Acceptor_Base { public: /* This is always a good idea. If nothing else, it makes your code more orthogonal no matter what baseclasses your objects have. */ typedef Client_Acceptor_Base inherited; /* Construct the object with the concurrency strategy. Since this tutorial is focused on thread-per-connection, we make that the default. We could have chosen to omitt the default and populate it in main() instead. */ Client_Acceptor (int thread_per_connection = 1) : thread_per_connection_ (thread_per_connection) { } /* Return the value of our strategy flag. This is used by the Client_Handler to decide how to act. If 'true' then the handler will behave in a thread-per-connection manner. */ int thread_per_connection (void) { return this->thread_per_connection_; } protected: int thread_per_connection_; }; #endif /* CLIENT_ACCEPTOR_H */
Ok, so far we haven't done much to change our concurrency strategy. Let's move on to the Client_Handler and see if it has changed any.