#include <QDebug>
#include <QMetaMethod>
#include <QMetaProperty>
+#include <QMutexLocker>
#include <QRegExp>
#include "util.h"
caller(source),
_sync(false)
{
- QObject::connect(source, SIGNAL(destroyed()), parent, SLOT(detachSender()));
+ QObject::connect(source, SIGNAL(destroyed()), parent, SLOT(detachSender()), Qt::DirectConnection);
}
int SignalRelay::qt_metacall(QMetaObject::Call _c, int _id, void **_a) {
_attachedSlots.insert(funcName, qMakePair(recv, methodId));
QObject::disconnect(recv, SIGNAL(destroyed()), this, SLOT(detachSender()));
- QObject::connect(recv, SIGNAL(destroyed()), this, SLOT(detachSender()));
+ QObject::connect(recv, SIGNAL(destroyed()), this, SLOT(detachSender()), Qt::DirectConnection);
return true;
}
}
void SignalProxy::detachSender() {
- // this is a slot so we can bypass the QueuedConnection
- // and if someone is forcing direct connection in a multithreaded environment he's just nuts...
- _detachSignals(sender());
- _detachSlots(sender());
+ // this is a private slot. the reason for that is, that we enfoce Qt::DirectConnection.
+ // the result is, that we can be sure, that a registered receiver is removed immediately when it's destroyed.
+ // since we're guarding the the internal datastructures with mutexes this means,
+ // that the object destruction is deffered until we're finished delivering our sync/init/whatever request.
+ // all in all: thread safety! *sigh*
+ detachObject(sender());
}
// detachObject/Signals/Slots() can be called as a result of an incoming call
// this might destroy our the iterator used for delivery
// thus we wrap the actual disconnection by using QueuedConnections
void SignalProxy::detachObject(QObject* obj) {
- detachSignals(obj);
- detachSlots(obj);
+ QMutexLocker locker(&slaveMutex);
+ _detachSignals(obj);
+ _detachSlots(obj);
+ _stopSync(obj);
}
void SignalProxy::detachSignals(QObject* sender) {
- QMetaObject::invokeMethod(this, "_detachSignals",
- Qt::QueuedConnection,
- Q_ARG(QObject*, sender));
+ QMutexLocker locker(&slaveMutex);
+ _detachSignals(sender);
}
void SignalProxy::detachSlots(QObject* receiver) {
- QMetaObject::invokeMethod(this, "_detachSlots",
- Qt::QueuedConnection,
- Q_ARG(QObject*, receiver));
+ QMutexLocker locker(&slaveMutex);
+ _detachSlots(receiver);
+}
+
+void SignalProxy::stopSync(QObject* obj) {
+ QMutexLocker locker(&slaveMutex);
+ _stopSync(obj);
}
void SignalProxy::_detachSignals(QObject* sender) {
}
}
+void SignalProxy::_stopSync(QObject* obj) {
+ if(_relayHash.contains(obj))
+ _relayHash[obj]->setSynchronize(false);
+
+ // we can't use a className here, since it might be effed up, if we receive the call as a result of a decon
+ // gladly the objectName() is still valid. So we have only to iterate over the classes not each instance! *sigh*
+ QHash<QByteArray, ObjectId>::iterator classIter = _syncSlave.begin();
+ while(classIter != _syncSlave.end()) {
+ if(classIter->contains(obj->objectName())) {
+ classIter->remove(obj->objectName());
+ break;
+ }
+ classIter++;
+ }
+}
+
void SignalProxy::dispatchSignal(QIODevice *receiver, const QVariant &identifier, const QVariantList ¶ms) {
QVariantList packedFunc;
packedFunc << identifier;
void SignalProxy::receivePeerSignal(QIODevice *sender, const QVariant &packedFunc) {
QVariantList params(packedFunc.toList());
+ // well yes we are locking code here and not only data.
+ // otherwise each handler would have to lock the data anyway. this leaves us on the safe side
+ // unable to forget a lock
+ QMutexLocker locker(&slaveMutex);
+
QVariant call = params.takeFirst();
if(call.type() != QVariant::Int)
return handleSignal(call.toByteArray(), params);
return;
}
- QByteArray className =params.takeFirst().toByteArray();
+ QByteArray className = params.takeFirst().toByteArray();
QString objectName = params.takeFirst().toString();
int signalId = params.takeFirst().toInt();