#include <memory>
#include <iostream>
#include <string>
#include <thread>
#include <grpcpp/grpcpp.h>
#include <grpc/support/log.h>
#include "helloworld.grpc.pb.h"
// 异步回复写
using grpc::ServerAsyncResponseWriter;
// 服务器完成队列
using grpc::ServerCompletionQueue;
using grpc::Server;
using grpc::ServerBuilder;
using grpc::ServerContext;
using grpc::Status;
using helloworld::HelloRequest;
using helloworld::HelloReply;
using helloworld::Greeter;
// 异步服务器
class ServerImpl final {
public:
~ServerImpl() {
server_->Shutdown();
// Always shutdown the completion queue after the server.
// 总是在 服务器之后 关闭 完成队列
cq_->Shutdown();
}
// There is no shutdown handling in this code.
void Run() {
std::string server_address("0.0.0.0:50051");
ServerBuilder builder;
// Listen on the given address without any authentication mechanism.
builder.AddListeningPort(server_address, grpc::InsecureServerCredentials());
// Register "service_" as the instance through which we'll communicate with
// clients. In this case it corresponds to an *asynchronous* service.
builder.RegisterService(&service_);
// Get hold of the completion queue used for the asynchronous communication
// with the gRPC runtime.
// completion queue 完成队列
cq_ = builder.AddCompletionQueue();
// Finally assemble the server.
server_ = builder.BuildAndStart();
std::cout << "Server listening on " << server_address << std::endl;
// Proceed to the server's main loop.
HandleRpcs();
}
private:
// Class encompasing the state and logic needed to serve a request.
// 嵌套类
class CallData {
public:
// Take in the "service" instance (in this case representing an asynchronous
// server) and the completion queue "cq" used for asynchronous communication
// with the gRPC runtime.
CallData(Greeter::AsyncService* service, ServerCompletionQueue* cq)
: service_(service), cq_(cq), responder_(&ctx_), status_(CREATE) {
// Invoke the serving logic right away.
Proceed();
}
void Proceed() {
if (status_ == CREATE) {
// Make this instance progress to the PROCESS state.
status_ = PROCESS;
// 作为初始化 CREATE 状态的一部分,我们请求system 去开始处理 SayHello 请求。
// this 表示 CallData 实例的地址 唯一的标志了 request 请求,所以不同的 CallData 实例可以并行的
// As part of the initial CREATE state, we *request* that the system
// start processing SayHello requests. In this request, "this" acts are
// the tag uniquely identifying the request (so that different CallData
// instances can serve different requests concurrently), in this case
// the memory address of this CallData instance.
service_->RequestSayHello(&ctx_, &request_, &responder_, cq_, cq_,
this);
} else if (status_ == PROCESS) {
// Spawn a new CallData instance to serve new clients while we process
// the one for this CallData. The instance will deallocate itself as
// part of its FINISH state.
new CallData(service_, cq_);
std::string prefix("hello\n");
// The actual processing.
reply_.set_message(prefix + request_.name());
// And we are done! Let the gRPC runtime know we've finished, using the
// memory address of this instance as the uniquely identifying tag for
// the event.
status_ = FINISH;
responder_.Finish(reply_, Status::OK, this);
} else {
GPR_ASSERT(status_ == FINISH);
// Once in the FINISH state, deallocate ourselves (CallData).
// 一旦进入了 finish 状态,析构自身
delete this;
}
}
private:
// The means of communication with the gRPC runtime for an asynchronous
// server.
// 异步服务
Greeter::AsyncService* service_;
// The producer-consumer queue where for asynchronous server notifications.
// 完成队列
ServerCompletionQueue* cq_;
// Context for the rpc, allowing to tweak aspects of it such as the use
// of compression, authentication, as well as to send metadata back to the
// client.
// 服务器上下文
ServerContext ctx_;
// What we get from the client.
HelloRequest request_;
// What we send back to the client.
HelloReply reply_;
// The means to get back to the client.
// 服务器异步回复写
ServerAsyncResponseWriter<HelloReply> responder_;
// Let's implement a tiny state machine with the following states.
enum CallStatus { CREATE, PROCESS, FINISH };
CallStatus status_; // The current serving state.
};
// This can be run in multiple threads if needed.
// 可以在多线程中运行
void HandleRpcs() {
// Spawn a new CallData instance to serve new clients.
// 孵化一个新的 CallData 实例 去服务 new clients
new CallData(&service_, cq_.get());
void* tag; // uniquely identifies a request. 唯一的标记一个 request
bool ok;
while (true) {
// Block waiting to read the next event from the completion queue. The
// event is uniquely identified by its tag, which in this case is the
// memory address of a CallData instance.
// 在这里 tag 是 CallData 实例的内存地址
// The return value of Next should always be checked. This return value
// tells us whether there is any kind of event or cq_ is shutting down.
GPR_ASSERT(cq_->Next(&tag, &ok));
GPR_ASSERT(ok);
static_cast<CallData *>(tag)->Proceed();
// static_cast<CallData*>(tag)->Proceed();
}
}
// 完成队列
std::unique_ptr<ServerCompletionQueue> cq_;
// 异步服务器
Greeter::AsyncService service_;
// Server 服务器
std::unique_ptr<Server> server_;
};
int main(int argc, char** argv) {
ServerImpl server;
server.Run();
return 0;
}
解析
该服务主要运行流程为
main 函数中创建了一个 ServerImpl 实例,运行 Run() 函数。
Run() 函数中使用一个 ServerBuilder 绑定服务端口号,注册服务为Greeter::AsyncService 实例。builder.BuildAndStart() 返回一个唯一智能指针,用于析构函数中对 Server 的清除。
HandleRpcs() 函数开始服务器真正的数据处理循环(Proceed to the server’s main loop.)
class CallData 的私有变量如下
Greeter::AsyncService* service_;
ServerCompletionQueue* cq_;
ServerContext ctx_;
ServerAsyncResponseWriter<HelloReply> responder_;
HelloRequest request_;
HelloReply reply_;
enum CallStatus { CREATE, PROCESS, FINISH };
CallStatus status_; // The current serving state.
其中 service_ , cq_ 外部传入。
ServerAsyncResponseWriter<HelloReply> 作为服务器异步回复写,ServerContext是rpc服务器必须使用的上下文。
我们唯一需要详细了解的就是
service_->RequestSayHello(&ctx_, &request_, &responder_, cq_, cq_,this);
该函数请求system 处理 SayHello 的请求,并且提示队列设置为 cq_。这样我们在使用cq_->Next()时阻塞,当cq_中有新的request时便会触发。需要注意的是CallData 的创建以及Proceed()函数,在新建一个CallData时便会触发一此Create状态的Proceed()。在处理的过程中会new 一个新的CallData用于下一个请求的处理。