gRPC Cpp 例子
官方例子: https://github.com/grpc/grpc/tree/master/examples/cpp
特别是 https://github.com/grpc/grpc/blob/master/examples/cpp/helloworld/greeter_async_server.cc ,給出的是一進制異步伺服器代碼例子
實際上,官方沒有給出異步雙向流伺服器代碼例子
是以,必須自己探索下
異步雙向流伺服器代碼例子
異步雙向流, Async bidirectional streaming for gRPC C++
這裡直接上代碼:
/*
*
* Copyright 2015 gRPC authors.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <iostream>
#include <memory>
#include <string>
#include <thread>
#include <grpc/support/log.h>
#include <grpcpp/grpcpp.h>
#ifdef BAZEL_BUILD
#include "examples/protos/helloworld.grpc.pb.h"
#else
#include "helloworld.grpc.pb.h"
#endif
using grpc::Server;
using grpc::ServerAsyncReaderWriter;
using grpc::ServerBuilder;
using grpc::ServerCompletionQueue;
using grpc::ServerContext;
using grpc::Status;
using rpc::Greeter;
using rpc::HelloReply;
using rpc::HelloRequest;
class ServerImpl final
{
public:
~ServerImpl()
{
server_->Shutdown();
// Always shutdown the completion queue after the server.
cq_->Shutdown();
}
// There is no shutdown handling in this code.
void Run()
{
std::string server_address("0.0.0.0:12121");
ServerBuilder builder;
// Listen on the given address without any authentication mechanism.
builder.AddListeningPort(server_address, grpc::InsecureServerCredentials());
// Register "service_" as the instance through which we'll communicate with
// clients. In this case it corresponds to an *asynchronous* service.
builder.RegisterService(&service_);
// Get hold of the completion queue used for the asynchronous communication
// with the gRPC runtime.
cq_ = builder.AddCompletionQueue();
// Finally assemble the server.
server_ = builder.BuildAndStart();
std::cout << "Server listening on " << server_address << std::endl;
// Proceed to the server's main loop.
HandleRpcs();
}
private:
// Class encompasing the state and logic needed to serve a request.
class CallData
{
public:
// Take in the "service" instance (in this case representing an asynchronous
// server) and the completion queue "cq" used for asynchronous communication
// with the gRPC runtime.
CallData(Greeter::AsyncService *service, ServerCompletionQueue *cq)
: service_(service), cq_(cq), stream_(&ctx_), status_(CREATE)
{
// Invoke the serving logic right away.
Proceed();
}
void Proceed()
{
if (status_ == CREATE)
{
// Make this instance progress to the PROCESS state.
status_ = INIT_READ;
// As part of the initial CREATE state, we *request* that the system
// start processing SayHello requests. In this request, "this" acts are
// the tag uniquely identifying the request (so that different CallData
// instances can serve different requests concurrently), in this case
// the memory address of this CallData instance.
service_->RequestSayHello(&ctx_, &stream_, cq_, cq_, this);
}
else if (status_ == INIT_READ)
{
// Spawn a new CallData instance to serve new clients while we process
// the one for this CallData. The instance will deallocate itself as
// part of its FINISH state.
new CallData(service_, cq_);
stream_.Read(&request_, this);
status_ = WRITE;
}
else if (status_ == READ)
{
stream_.Read(&request_, this);
status_ = WRITE;
}
else if (status_ == WRITE)
{
HelloReply rsp;
rsp.set_message(request_.name());
stream_.Write(rsp, this);
status_ = READ;
}
else
{
// GPR_ASSERT(status_ == FINISH);
// Once in the FINISH state, deallocate ourselves (CallData).
stream_.Finish(Status::OK, this);
delete this;
}
}
private:
// The means of communication with the gRPC runtime for an asynchronous
// server.
Greeter::AsyncService *service_;
// The producer-consumer queue where for asynchronous server notifications.
ServerCompletionQueue *cq_;
// Context for the rpc, allowing to tweak aspects of it such as the use
// of compression, authentication, as well as to send metadata back to the
// client.
ServerContext ctx_;
// What we get from the client.
HelloRequest request_;
// The means to get back to the client.
ServerAsyncReaderWriter<HelloReply, HelloRequest> stream_;
// Let's implement a tiny state machine with the following states.
enum CallStatus
{
CREATE,
INIT_READ,
READ,
WRITE,
FINISH
};
CallStatus status_; // The current serving state.
};
// This can be run in multiple threads if needed.
void HandleRpcs()
{
// Spawn a new CallData instance to serve new clients.
new CallData(&service_, cq_.get());
void *tag; // uniquely identifies a request.
bool ok;
while (true)
{
// Block waiting to read the next event from the completion queue. The
// event is uniquely identified by its tag, which in this case is the
// memory address of a CallData instance.
// The return value of Next should always be checked. This return value
// tells us whether there is any kind of event or cq_ is shutting down.
GPR_ASSERT(cq_->Next(&tag, &ok));
if (ok)
{
static_cast<CallData *>(tag)->Proceed();
}
}
}
std::unique_ptr<ServerCompletionQueue> cq_;
Greeter::AsyncService service_;
std::unique_ptr<Server> server_;
};
int main(int argc, char **argv)
{
ServerImpl server;
server.Run();
return 0;
}
注意事項
- 編譯 gRPC Cpp , CMake 時,必須指定 -DCMAKE_BUILD_TYPE=Release,編譯 Realse 版