videoscheduler/SchedulerServer/src/CCseSchedulerUniPluginController.cpp
branchRCL_3
changeset 48 13a33d82ad98
parent 0 822a42b6c3f1
child 15 6c92a12abac0
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/videoscheduler/SchedulerServer/src/CCseSchedulerUniPluginController.cpp	Wed Sep 01 12:20:37 2010 +0100
@@ -0,0 +1,395 @@
+/*
+* Copyright (c) 2006 Nokia Corporation and/or its subsidiary(-ies).
+* All rights reserved.
+* This component and the accompanying materials are made available
+* under the terms of the License "Eclipse Public License v1.0"
+* which accompanies this distribution, and is available
+* at the URL "http://www.eclipse.org/legal/epl-v10.html".
+*
+* Initial Contributors:
+* Nokia Corporation - initial contribution.
+*
+* Contributors:
+*
+* Description:    Base class for uni plugin controllers*
+*/
+
+
+
+
+
+// INCLUDE FILES
+#include "CCseSchedulerUniPluginController.h"
+#include "CseDebug.h"                           // Debug macros
+#include "CCseSchedulerPluginStarter.h"
+#include "CCseSchedulerLandLord.h"
+#include <ipvideo/CCseScheduledProgram.h>
+#include "CCseSchedulerTimer.h"
+#include "CCseSchedulerServerEngine.h"
+
+// EXTERNAL DATA STRUCTURES
+// None.
+
+// EXTERNAL FUNCTION PROTOTYPES  
+// None.
+
+// CONSTANTS
+// None
+
+// MACROS
+// None.
+
+// LOCAL CONSTANTS AND MACROS
+// None.
+
+// MODULE DATA STRUCTURES
+// None.
+
+// LOCAL FUNCTION PROTOTYPES
+// None.
+
+
+// ============================ MEMBER FUNCTIONS ===============================
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::CCseSchedulerUniPluginController
+// C++ default constructor can NOT contain any code, that might leave.
+// -----------------------------------------------------------------------------
+//
+CCseSchedulerUniPluginController::CCseSchedulerUniPluginController (
+                                        CCseSchedulerServerEngine& aEngine,
+                                        TInt32 aPluginUid ) :
+                                        CCseSchedulerPluginControllerBase( aEngine, aPluginUid ),                                        
+                                        iLandLord( NULL ),
+                                        iIsLandLordWorking( EFalse )
+    {
+    CSELOGSTRING_HIGH_LEVEL(
+        ">>>CCseSchedulerUniPluginController::CCseSchedulerUniPluginController");
+        
+    CSELOGSTRING_HIGH_LEVEL(
+        "<<<CCseSchedulerUniPluginController::CCseSchedulerUniPluginController");
+    }
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::NewL
+// Two-phased constructor.
+// -----------------------------------------------------------------------------
+//
+CCseSchedulerUniPluginController* CCseSchedulerUniPluginController::NewL(
+                                        CCseSchedulerServerEngine& aEngine,
+                                        TInt32 aPluginUid )
+    {
+    CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::NewL");
+    
+    CCseSchedulerUniPluginController* self =
+            new( ELeave ) CCseSchedulerUniPluginController( aEngine, aPluginUid );
+    CleanupStack::PushL( self );
+    self->ConstructL( );
+    CleanupStack::Pop( self );
+    
+    CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::NewL");
+    return self;
+    }
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::ConstructL
+// Symbian 2nd phase constructor can leave.
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::ConstructL()
+    {
+    CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::ConstructL");
+    
+    CCseSchedulerPluginControllerBase::ConstructL();
+       
+	CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::ConstructL");
+    }
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::~CCseSchedulerUniPluginController
+// Destructor.
+// -----------------------------------------------------------------------------
+//
+CCseSchedulerUniPluginController::~CCseSchedulerUniPluginController()
+    {
+    CSELOGSTRING_HIGH_LEVEL(
+        ">>>CCseSchedulerUniPluginController::~CCseSchedulerUniPluginController");
+    delete iLandLord;
+    iLandLord = NULL;
+    CSELOGSTRING_HIGH_LEVEL(
+        "<<<CCseSchedulerUniPluginController::~CCseSchedulerUniPluginController");
+    }
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::RunPluginsL
+// 
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::RunPluginsL()
+    {
+    CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::RunPluginsL");
+
+    // Is there something to be run?!?
+    if(iScheduleArray.Count() >0 )
+        {
+        // Check if there is security reasons for this schedule why this
+        // schedule shouldn't be run
+        if( iEngine.IsAllowedToRun( iScheduleArray[0]->DbIdentifier() ) )
+            {
+            // Check if LandLord is still working. If he is, we just fall through
+            // because schedule will be kicked when current plugin completes
+            if( iIsLandLordWorking == EFalse )
+                {                    
+                // When we come here in UniPluginController it means that there isn't any
+                // threads running on LandLord side. Scrap the old if it exists and create new one.
+                if ( iLandLord )
+                    {
+                    delete iLandLord;
+                    iLandLord = NULL;
+                    }
+                
+                iLandLord = CCseSchedulerLandLord::NewL( this );
+                
+                iLandLord->SetScheduleL( *iScheduleArray[0] );
+                
+                iEngine.IncreaseScheduleRunCountL( iScheduleArray[0]->DbIdentifier() );
+                
+                iIsLandLordWorking = ETrue;
+                
+                iLandLord->RunPluginL();
+                }
+            }
+        else
+            {
+            // Schedule cannot be run anymore due to security reasons
+            // Signal engine to remove schedule from DB
+            iEngine.ScheduleNotValid( iScheduleArray[0]->DbIdentifier() );
+            
+            // Remove schedule own list
+            delete iScheduleArray[0];
+            iScheduleArray.Remove( 0 );
+            
+            // Call ourselves again.
+            RunPluginsL();
+            }            
+        }
+    else
+        {
+        // No schedules...!?!? REEEEESCHEDULE!!!
+        iEngine.RequestReschedule();
+        }
+
+    CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::RunPluginsL");
+    }
+    
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::SetSchedulesL
+//
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::SetSchedulesL(
+                                            RPointerArray<CCseScheduledProgram>& aScheduleArray )
+    {
+	CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::SetSchedules");
+
+    //  The aScheduleArray parameter contains schedules which are either before
+    //  or at the same time as the existing ones in the iScheduleArray.
+    //  Just destroy the old ones and replace with new ones.
+    //  Also cancel the timer because the schedule to run may be different
+
+    iScheduleArray.ResetAndDestroy();
+    iTimer->Cancel();
+
+	// Go through all given schedules and copy them our array
+	for( TInt i = 0; i < aScheduleArray.Count(); i++)
+	    {
+        CCseScheduledProgram* schedule =
+                CCseScheduledProgram::NewL(*aScheduleArray[i] );
+        CleanupStack::PushL( schedule );
+
+	    iScheduleArray.AppendL( schedule );
+
+	    CleanupStack::Pop( schedule );
+	    }
+
+    //  If we have schedules, set the timer
+    if (iScheduleArray.Count() > 0  && !iIsLandLordWorking)
+        {
+        //  All the schedules have same time
+        iTimer->SetTimer( iScheduleArray[0]->StartTime() );
+        }
+
+	CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::SetSchedules");
+    }
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::ScheduledEventCompleted
+//
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::ScheduleCompletedL( const TUint32 aDbIdentifier,
+                                                           TInt aCompletitionCode )
+	{	
+	CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::ScheduleCompletedL");
+    
+    if ( aCompletitionCode == KErrNone )
+        {
+        ScheduleCompletedSuccesfullyL( aDbIdentifier );
+        }
+    else
+        {        
+        HandleScheduleErrorL( aDbIdentifier, aCompletitionCode );
+        }    
+     
+	CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::ScheduleCompletedL");
+	}
+	
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::ScheduleCompletedSuccesfullyL
+//
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::ScheduleCompletedSuccesfullyL( const TUint32 aDbIdentifier )
+	{
+	CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::ScheduleCompletedSuccesfullyL");
+	
+	// Remove completed schedule from list
+    for ( TInt i = iScheduleArray.Count(); i > 0; i--)
+        {
+        if( iScheduleArray[i-1]->DbIdentifier() == aDbIdentifier )
+            {
+            delete iScheduleArray[i-1];
+            iScheduleArray.Remove( i-1 );                
+            }
+        }
+
+    // After all this LandLord has finished everything. He may rest now    
+    iIsLandLordWorking = EFalse;            
+        
+    // Notify engine about completition.
+    iEngine.ScheduleCompletedSuccesfullyL( aDbIdentifier );
+    
+    // If there is still schedule(s), set timer for it
+    if( iScheduleArray.Count() > 0 )
+        {
+        iTimer->SetTimer( iScheduleArray[0]->StartTime() );
+        }    
+    
+	CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::ScheduleCompletedSuccesfullyL");	
+	}
+	
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::HandleScheduleErrorL
+//
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::HandleScheduleErrorL( const TUint32 aDbIdentifier,
+                                                            TUint32 aCompletitionCode )
+	{	
+	CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::HandleScheduleErrorL");
+	
+    // Remove completed schedule from list
+    for ( TInt i = iScheduleArray.Count(); i > 0; i--)
+        {
+        if( iScheduleArray[i-1]->DbIdentifier() == aDbIdentifier )
+            {
+            delete iScheduleArray[i-1];
+            iScheduleArray.Remove( i-1 );                
+            }
+        }
+
+    // After all this LandLord has finished everything. He may rest now    
+    iIsLandLordWorking = EFalse;            
+	
+	// Here we could try to handle plugin errors. Problem is that scheduler doesn't
+	// know anything about schedule it is running and so there cannot be tailored
+	// error handling for each plugin. In the end, we just complete schedule
+	// to engine with error code (ends up removing schedule from DB).
+	iEngine.ScheduleCompletedWithErrorL( aDbIdentifier, aCompletitionCode );
+	
+	// If there is still schedule(s), set timer for it
+    if( iScheduleArray.Count() > 0 )
+        {
+        iTimer->SetTimer( iScheduleArray[0]->StartTime() );
+        }
+
+	CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::HandleScheduleErrorL");
+	}
+	
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::TimerErrorL
+//
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::TimerErrorL( const TInt32 aError )
+	{	
+	CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::TimerErrorL");
+	
+	if ( aError == KErrAbort )
+		{
+		 // System time changed. Make sanity check and start timer again.
+		CSELOGSTRING_HIGH_LEVEL(
+		    ">>>CCseSchedulerUniPluginController::TimerErrorL, system time has changed");
+		if ( iScheduleArray.Count() > 0 )
+			{
+			TTime now;
+			now.UniversalTime();
+			// Time still in the future
+			if ( now < iScheduleArray[0]->StartTime() )
+				{
+				iTimer->SetTimer( iScheduleArray[0]->StartTime() );
+				}
+			else
+				{
+				// If schedule is in the past let the "normal" route decide when
+				// it is he's her time to be run
+				RunPluginsL();
+				}
+			}
+		return; 
+		}
+
+	if ( aError == KErrUnderflow )
+		{
+		 // Scheduled time is in the past, pass it to notifier. It should decide what to do
+		CSELOGSTRING_HIGH_LEVEL(
+		    ">>>CCseSchedulerServerEngine::TimerErrorL, scheduled time is in the past");
+		RunPluginsL();
+		return;
+		}
+			
+	CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::TimerErrorL");
+	}
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::ClearController
+//
+// -----------------------------------------------------------------------------
+//
+void CCseSchedulerUniPluginController::ClearControllerL( )
+	{	
+	CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::ClearControllerL");	
+
+    iLandLord->ClearL();
+        
+    iScheduleArray.ResetAndDestroy();
+        
+	CSELOGSTRING_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::ClearControllerL");
+	}
+
+// -----------------------------------------------------------------------------
+// CCseSchedulerUniPluginController::ClearController
+//
+// -----------------------------------------------------------------------------
+//
+TBool CCseSchedulerUniPluginController::IsControllerActive( )
+    {
+    CSELOGSTRING_HIGH_LEVEL(">>>CCseSchedulerUniPluginController::IsControllerActive");
+    
+    CSELOGSTRING2_HIGH_LEVEL("<<<CCseSchedulerUniPluginController::IsControllerActive: %d",
+                            iIsLandLordWorking);
+    
+    return iIsLandLordWorking;
+    }
+
+// End of file.