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SYMBIAN OS V9.4

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Making an asynchronous 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:

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Storing a local heap copy of transient data

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);           
                }
        }

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Following the asynchronous call with a synchronous call

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:

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.