zeek/src/Trigger.h
2021-09-16 15:35:39 -07:00

165 lines
4 KiB
C++

#pragma once
#include <list>
#include <map>
#include <vector>
#include "zeek/IntrusivePtr.h"
#include "zeek/Notifier.h"
#include "zeek/Obj.h"
#include "zeek/iosource/IOSource.h"
#include "zeek/util.h"
namespace zeek
{
class ODesc;
class Val;
namespace detail
{
class Frame;
class Stmt;
class Expr;
class CallExpr;
class ID;
namespace trigger
{
// Triggers are the heart of "when" statements: expressions that when
// they become true execute a body of statements.
class TriggerTimer;
class TriggerTraversalCallback;
class Trigger final : public Obj, public notifier::detail::Receiver
{
public:
// Don't access Trigger objects; they take care of themselves after
// instantiation. Note that if the condition is already true, the
// statements are executed immediately and the object is deleted
// right away.
Trigger(const Expr* cond, Stmt* body, Stmt* timeout_stmts, Expr* timeout, Frame* f,
bool is_return, const Location* loc);
Trigger(const Expr* cond, Stmt* body, Stmt* timeout_stmts, double timeout, Frame* f,
bool is_return, const Location* loc);
~Trigger() override;
// Evaluates the condition. If true, executes the body and deletes
// the object deleted.
//
// Returns the state of condition.
bool Eval();
// Executes timeout code and deletes the object.
void Timeout();
// Return the timeout interval (negative if none was specified).
double TimeoutValue() const { return timeout_value; }
// Called if another entity needs to complete its operations first
// in any case before this trigger can proceed.
void Hold() { delayed = true; }
// Complement of Hold().
void Release() { delayed = false; }
// If we evaluate to true, our return value will be passed on
// to the given trigger. Note, automatically calls Hold().
void Attach(Trigger* trigger);
// Cache for return values of delayed function calls. Returns whether
// the trigger is queued for later evaluation -- it may not be queued
// if the Val is null or it's disabled.
bool Cache(const CallExpr* expr, Val* val);
Val* Lookup(const CallExpr*);
// Disable this trigger completely. Needed because Unref'ing the trigger
// may not immediately delete it as other references may still exist.
void Disable();
bool Disabled() const { return disabled; }
void Describe(ODesc* d) const override;
// Overidden from Notifier. We queue the trigger and evaluate it
// later to avoid race conditions.
void Modified(zeek::notifier::detail::Modifiable* m) override;
// Overridden from notifer::Receiver. If we're still waiting
// on an ID/Val to be modified at termination time, we can't hope
// for any further progress to be made, so just Unref ourselves.
void Terminate() override;
const char* Name() const;
private:
friend class TriggerTraversalCallback;
friend class TriggerTimer;
void Init(const Expr* cond, Stmt* body, Stmt* timeout_stmts, Frame* frame, bool is_return,
const Location* location);
void ReInit(std::vector<IntrusivePtr<Val>> index_expr_results);
void Register(ID* id);
void Register(Val* val);
void UnregisterAll();
const Expr* cond;
Stmt* body;
Stmt* timeout_stmts;
Expr* timeout;
double timeout_value;
Frame* frame;
bool is_return;
const Location* location;
TriggerTimer* timer;
Trigger* attached;
bool delayed; // true if a function call is currently being delayed
bool disabled;
std::vector<std::pair<Obj*, notifier::detail::Modifiable*>> objs;
using ValCache = std::map<const CallExpr*, Val*>;
ValCache cache;
};
using TriggerPtr = IntrusivePtr<Trigger>;
class Manager final : public iosource::IOSource
{
public:
Manager();
~Manager();
double GetNextTimeout() override;
void Process() override;
const char* Tag() override { return "TriggerMgr"; }
void Queue(Trigger* trigger);
struct Stats
{
unsigned long total;
unsigned long pending;
};
void GetStats(Stats* stats);
private:
using TriggerList = std::list<Trigger*>;
TriggerList* pending;
unsigned long total_triggers = 0;
};
} // namespace trigger
extern trigger::Manager* trigger_mgr;
} // namespace detail
} // namespace zeek