PluginUser.cpp
Go to the documentation of this file.
1#include "PluginUser.h"
2
3#include "Plugin.h"
4
6{
7
9 {
10 addPlugin(plugin);
11 }
12
13 dto::RegisterServerResult
14 PluginUser::registerServer(const dto::RegisterServerInput& input, const Ice::Current&)
15 {
16 std::scoped_lock lock(mnsMutex);
17 dto::RegisterServerResult result = plugin->mns.registerServer(input);
18 return result;
19 }
20
21 dto::RemoveServerResult
22 PluginUser::removeServer(const dto::RemoveServerInput& input, const Ice::Current&)
23 {
24 std::scoped_lock lock(mnsMutex);
25 dto::RemoveServerResult result = plugin->mns.removeServer(input);
26 return result;
27 }
28
29 dto::GetAllRegisteredServersResult
31 {
32 std::scoped_lock lock(mnsMutex);
33 dto::GetAllRegisteredServersResult result = plugin->mns.getAllRegisteredServers();
34 return result;
35 }
36
37 dto::ResolveServerResult
38 PluginUser::resolveServer(const dto::ResolveServerInput& input, const Ice::Current&)
39 {
40 std::scoped_lock lock(mnsMutex);
41 dto::ResolveServerResult result = plugin->mns.resolveServer(input);
42 return result;
43 }
44
45 // dto::WaitForServerResult PluginUser::waitForServer(const dto::WaitForServerInput& input, const Ice::Current&)
46 void
47 PluginUser::waitForServer_async(const AMD_MemoryNameSystemInterface_waitForServerPtr& future,
48 const dto::WaitForServerInput& input,
49 const Ice::Current&)
50 {
51 std::scoped_lock lock(mnsMutex);
52 plugin->mns.waitForServer_async(future, input);
53 }
54
57 {
58 return plugin->mns;
59 }
60
61 const MemoryNameSystem&
63 {
64 return plugin->mns;
65 }
66
67} // namespace armarx::armem::mns::plugins
PluginT * addPlugin(const std::string prefix="", ParamsT &&... params)
dto::RemoveServerResult removeServer(const dto::RemoveServerInput &input, const Ice::Current &=Ice::emptyCurrent) override
dto::GetAllRegisteredServersResult getAllRegisteredServers(const Ice::Current &) override
dto::RegisterServerResult registerServer(const dto::RegisterServerInput &input, const Ice::Current &=Ice::emptyCurrent) override
dto::ResolveServerResult resolveServer(const dto::ResolveServerInput &input, const Ice::Current &=Ice::emptyCurrent) override
void waitForServer_async(const AMD_MemoryNameSystemInterface_waitForServerPtr &future, const dto::WaitForServerInput &input, const Ice::Current &=Ice::emptyCurrent) override