// ====================================================================== // \title ComQueue.cpp // \author vbai // \brief cpp file for ComQueue component implementation class // ====================================================================== #include #include #include "Fw/Types/BasicTypes.hpp" namespace Svc { // ---------------------------------------------------------------------- // Construction, initialization, and destruction // ---------------------------------------------------------------------- ComQueue ::QueueConfigurationTable ::QueueConfigurationTable() { for (NATIVE_UINT_TYPE i = 0; i < FW_NUM_ARRAY_ELEMENTS(this->entries); i++) { this->entries[i].priority = 0; this->entries[i].depth = 0; } } ComQueue ::ComQueue(const char* const compName) : ComQueueComponentBase(compName), m_state(WAITING), m_allocationId(-1), m_allocator(nullptr), m_allocation(nullptr) { // Initialize throttles to "off" for (NATIVE_UINT_TYPE i = 0; i < TOTAL_PORT_COUNT; i++) { this->m_throttle[i] = false; } } ComQueue ::~ComQueue() {} void ComQueue ::init(const NATIVE_INT_TYPE queueDepth, const NATIVE_INT_TYPE instance) { ComQueueComponentBase::init(queueDepth, instance); } void ComQueue ::cleanup() { // Deallocate memory ignoring error conditions if ((this->m_allocator != nullptr) && (this->m_allocation != nullptr)) { this->m_allocator->deallocate(this->m_allocationId, this->m_allocation); } } void ComQueue::configure(QueueConfigurationTable queueConfig, NATIVE_UINT_TYPE allocationId, Fw::MemAllocator& allocator) { FwIndexType currentPriorityIndex = 0; NATIVE_UINT_TYPE totalAllocation = 0; // Store/initialize allocator members this->m_allocator = &allocator; this->m_allocationId = allocationId; this->m_allocation = nullptr; // Initializes the sorted queue metadata list in priority (sorted) order. This is accomplished by walking the // priority values in priority order from 0 to TOTAL_PORT_COUNT. At each priory value, the supplied queue // configuration table is walked and any entry matching the current priority values is used to add queue metadata to // the prioritized list. This results in priority-sorted queue metadata objects that index back into the unsorted // queue data structures. // // The total allocation size is tracked for passing to the allocation call and is a summation of // (depth * message size) for each prioritized metadata object of (depth * message size) for (FwIndexType currentPriority = 0; currentPriority < TOTAL_PORT_COUNT; currentPriority++) { // Walk each queue configuration entry and add them into the prioritized metadata list when matching the current // priority value for (NATIVE_UINT_TYPE entryIndex = 0; entryIndex < FW_NUM_ARRAY_ELEMENTS(queueConfig.entries); entryIndex++) { // Check for valid configuration entry FW_ASSERT(queueConfig.entries[entryIndex].priority < TOTAL_PORT_COUNT, queueConfig.entries[entryIndex].priority, TOTAL_PORT_COUNT, entryIndex); if (currentPriority == queueConfig.entries[entryIndex].priority) { // Set up the queue metadata object in order to track priority, depth, index into the queue list of the // backing queue object, and message size. Both index and message size are calculated where priority and // depth are copied from the configuration object. QueueMetadata& entry = this->m_prioritizedList[currentPriorityIndex]; entry.priority = queueConfig.entries[entryIndex].priority; entry.depth = queueConfig.entries[entryIndex].depth; entry.index = entryIndex; // Message size is determined by the type of object being stored, which in turn is determined by the // index of the entry. Those lower than COM_PORT_COUNT are Fw::ComBuffers and those larger Fw::Buffer. entry.msgSize = (entryIndex < COM_PORT_COUNT) ? sizeof(Fw::ComBuffer) : sizeof(Fw::Buffer); totalAllocation += entry.depth * entry.msgSize; currentPriorityIndex++; } } } // Allocate a single chunk of memory from the memory allocator. Memory recover is neither needed nor used. bool recoverable = false; this->m_allocation = this->m_allocator->allocate(this->m_allocationId, totalAllocation, recoverable); // Each of the backing queue objects must be supplied memory to store the queued messages. These data regions are // sub-portions of the total allocated data. This memory is passed out by looping through each queue in prioritized // order and passing out the memory to each queue's setup method. FwSizeType allocationOffset = 0; for (FwIndexType i = 0; i < TOTAL_PORT_COUNT; i++) { // Get current queue's allocation size and safety check the values FwSizeType allocationSize = this->m_prioritizedList[i].depth * this->m_prioritizedList[i].msgSize; FW_ASSERT(this->m_prioritizedList[i].index < static_cast(FW_NUM_ARRAY_ELEMENTS(this->m_queues)), this->m_prioritizedList[i].index); FW_ASSERT((allocationSize + allocationOffset) <= totalAllocation, allocationSize, allocationOffset, totalAllocation); // Setup queue's memory allocation, depth, and message size. Setup is skipped for a depth 0 queue if (allocationSize > 0) { this->m_queues[this->m_prioritizedList[i].index].setup( reinterpret_cast(this->m_allocation) + allocationOffset, allocationSize, this->m_prioritizedList[i].depth, this->m_prioritizedList[i].msgSize); } allocationOffset += allocationSize; } // Safety check that all memory was used as expected FW_ASSERT(allocationOffset == totalAllocation, allocationOffset, totalAllocation); } // ---------------------------------------------------------------------- // Handler implementations for user-defined typed input ports // ---------------------------------------------------------------------- void ComQueue::comQueueIn_handler(const NATIVE_INT_TYPE portNum, Fw::ComBuffer& data, U32 context) { // Ensure that the port number of comQueueIn is consistent with the expectation FW_ASSERT(portNum >= 0 && portNum < COM_PORT_COUNT, portNum); this->enqueue(portNum, QueueType::COM_QUEUE, reinterpret_cast(&data), sizeof(Fw::ComBuffer)); } void ComQueue::buffQueueIn_handler(const NATIVE_INT_TYPE portNum, Fw::Buffer& fwBuffer) { const NATIVE_INT_TYPE queueNum = portNum + COM_PORT_COUNT; // Ensure that the port number of buffQueueIn is consistent with the expectation FW_ASSERT(portNum >= 0 && portNum < BUFFER_PORT_COUNT, portNum); FW_ASSERT(queueNum < TOTAL_PORT_COUNT); this->enqueue(queueNum, QueueType::BUFFER_QUEUE, reinterpret_cast(&fwBuffer), sizeof(Fw::Buffer)); } void ComQueue::comStatusIn_handler(const NATIVE_INT_TYPE portNum, Fw::Success& condition) { switch (this->m_state) { // On success, the queue should be processed. On failure, the component should still wait. case WAITING: if (condition.e == Fw::Success::SUCCESS) { this->m_state = READY; this->processQueue(); // A message may or may not be sent. Thus, READY or WAITING are acceptable final states. FW_ASSERT((this->m_state == WAITING || this->m_state == READY), this->m_state); } else { this->m_state = WAITING; } break; // Both READY and unknown states should not be possible at this point. To receive a status message we must be // one of the WAITING or RETRY states. default: FW_ASSERT(0, this->m_state); break; } } void ComQueue::run_handler(const NATIVE_INT_TYPE portNum, U32 context) { // Downlink the high-water marks for the Fw::ComBuffer array types ComQueueDepth comQueueDepth; for (FwSizeType i = 0; i < comQueueDepth.SIZE; i++) { comQueueDepth[i] = this->m_queues[i].get_high_water_mark(); this->m_queues[i].clear_high_water_mark(); } this->tlmWrite_comQueueDepth(comQueueDepth); // Downlink the high-water marks for the Fw::Buffer array types BuffQueueDepth buffQueueDepth; for (FwSizeType i = 0; i < buffQueueDepth.SIZE; i++) { buffQueueDepth[i] = this->m_queues[i + COM_PORT_COUNT].get_high_water_mark(); this->m_queues[i + COM_PORT_COUNT].clear_high_water_mark(); } this->tlmWrite_buffQueueDepth(buffQueueDepth); } // ---------------------------------------------------------------------- // Private helper methods // ---------------------------------------------------------------------- void ComQueue::enqueue(const FwIndexType queueNum, QueueType queueType, const U8* data, const FwSizeType size) { // Enqueue the given message onto the matching queue. When no space is available then emit the queue overflow event, // set the appropriate throttle, and move on. Will assert if passed a message for a depth 0 queue. const FwSizeType expectedSize = (queueType == QueueType::COM_QUEUE) ? sizeof(Fw::ComBuffer) : sizeof(Fw::Buffer); const FwIndexType portNum = queueNum - ((queueType == QueueType::COM_QUEUE) ? 0 : COM_PORT_COUNT); FW_ASSERT(expectedSize == size, size, expectedSize); FW_ASSERT(portNum >= 0, portNum); Fw::SerializeStatus status = this->m_queues[queueNum].enqueue(data, size); if (status == Fw::FW_SERIALIZE_NO_ROOM_LEFT && !this->m_throttle[queueNum]) { this->log_WARNING_HI_QueueOverflow(queueType, portNum); this->m_throttle[queueNum] = true; } // When the component is already in READY state process the queue to send out the next available message immediately if (this->m_state == READY) { this->processQueue(); } } void ComQueue::sendComBuffer(Fw::ComBuffer& comBuffer) { FW_ASSERT(this->m_state == READY); this->comQueueSend_out(0, comBuffer, 0); this->m_state = WAITING; } void ComQueue::sendBuffer(Fw::Buffer& buffer) { // Retry buffer expected to be cleared as we are either transferring ownership or have already deallocated it. FW_ASSERT(this->m_state == READY); this->buffQueueSend_out(0, buffer); this->m_state = WAITING; } void ComQueue::processQueue() { FwIndexType priorityIndex = 0; FwIndexType sendPriority = 0; // Check that we are in the appropriate state FW_ASSERT(this->m_state == READY); // Walk all the queues in priority order. Send the first message that is available in priority order. No balancing // is done within this loop. for (priorityIndex = 0; priorityIndex < TOTAL_PORT_COUNT; priorityIndex++) { QueueMetadata& entry = this->m_prioritizedList[priorityIndex]; Types::Queue& queue = this->m_queues[entry.index]; // Continue onto next prioritized queue if there is no items in the current queue if (queue.getQueueSize() == 0) { continue; } // Send out the message based on the type if (entry.index < COM_PORT_COUNT) { Fw::ComBuffer comBuffer; queue.dequeue(reinterpret_cast(&comBuffer), sizeof(comBuffer)); this->sendComBuffer(comBuffer); } else { Fw::Buffer buffer; queue.dequeue(reinterpret_cast(&buffer), sizeof(buffer)); this->sendBuffer(buffer); } // Update the throttle and the index that was just sent this->m_throttle[entry.index] = false; // Priority used in the next loop sendPriority = entry.priority; break; } // Starting on the priority entry after the one dispatched and continuing through the end of the set of entries that // share the same priority, rotate those entries such that the currently dispatched queue is last and the rest are // shifted up by one. This effectively round-robins the queues of the same priority. for (priorityIndex++; priorityIndex < TOTAL_PORT_COUNT && (this->m_prioritizedList[priorityIndex].priority == sendPriority); priorityIndex++) { // Swap the previous entry with this one. QueueMetadata temp = this->m_prioritizedList[priorityIndex]; this->m_prioritizedList[priorityIndex] = this->m_prioritizedList[priorityIndex - 1]; this->m_prioritizedList[priorityIndex - 1] = temp; } } } // end namespace Svc