SendReceive()
call in an agent
plugin
An agent plugin may have to service an asynchronous request, for example
when ContentAccess::CAgentManager::NotifyStatusChange()
is
called. If the agent plugin must make an asynchronous
SendReceive()
call to service the request then it must be careful
to ensure that any memory that is passed as an argument in the call is still
valid when the agent server that receives the call processes and uses the
memory.
There are two ways that this can be achieved:
storing a local heap copy of transient data,
following the asynchronous call with a synchronous call.
If the agent plugin cannot guarantee that a variable to be passed in
the asynchronous SendReceive()
call will still be in scope when
the agent server comes to access and use it, then the agent plugin should store
a local heap copy of the data and pass this in the call instead. It is the
responsibility of the agent plugin to maintain this heap memory and delete it
when appropriate. Depending on how and when the agent server uses the memory,
it may be safe to delete the memory after the asynchronous call has been
accepted, or not until the asynchronous request has completed.
For example, an agent plugin could implement the
ContentAccess::CAgentManager::NotifyStatusChange()
API as
illustrated below. Note that for this API, the agent plugin can make no
assumption about the scope of the descriptor passed to aURI
.
void CTestAgentManager::NotifyStatusChange(const TDesC& aURI, TEventMask aMask, TRequestStatus& aStatus)
{
HBufC* uri = aURI.Alloc();
if(uri)
{
// store the heap variable in a local array
iAsyncDataArray.Append(uri); // takes ownership of uri
SendReceive(EManagerNotifyStatusChange, TIpcArgs(uri,aMask),aStatus);
}
}
Alternatively, the agent plugin can use the variables that are in scope
at the time of the asynchronous SendReceive()
call if it makes a
synchronous SendReceive()
call afterwards, within the same
function scope, as illustrated below. The synchronous message can be a 'no
operation' in the agent server.
void CTestAgentManager::NotifyStatusChange(const TDesC& aURI, TEventMask aMask, TRequestStatus& aStatus)
{
SendReceive(EManagerNotifyStatusChange, TIpcArgs(&aURI,aMask),aStatus);
// this call doesn't have to be immediately after the asynchronous call, but within this function
SendReceive(ENoOp,TIpcArgs(NULL));
}
The synchronous call causes the message queue to be flushed into the agent server before the thread returns from the function and unwinds the call stack. The intention is that the agent server will only complete the second (synchronous) message after receiving and doing initial processing of the first (asynchronous) message, which may include, for example, reading the uri descriptor.
However, an obvious disadvantage of this pattern is that it incurs a second IPC call, and so may degrade performance.
Moreover, there are several caveats which must hold true in order for the pattern to work:
The kernel delivers messages in the order that they are sent (this is currently true).
The agent server is guaranteed to finish processing the first message before completing the second message. This requires understanding of the agent server implementation.
After initial processing of the first (asynchronous) message, the agent server does not need to access the memory supplied in the message again. This requires understanding of the agent server implementation.
The synchronous call is a request that has no effect on the state of the agent server - a 'no operation' may or may not be possible.
For these reasons, this pattern should only be used as a last resort - for example, if the agent plugin cannot store member data in its class for compatibility reasons.