ACE - Reactor模式源码剖析及具体实现(大量源码慎入)

时间:2021-02-01 20:29:20

原文出自http://www.cnblogs.com/binchen-china,禁止转载。

在之前的文章中提到过Reactor模式和Preactor模式,现在利用ACE的Reactor来实现一个基于Reactor框架的服务器。

首先回顾下Reactor模式和Preactor模式。

Reactor模式:

Reactor模式实现非常简单,使用同步IO模型,即业务线程处理数据需要主动等待或询问,主要特点是利用epoll监听listen描述符是否有响应,及时将客户连接信息放于一个队列,epoll和队列都是在主进程/线程中,由子进程/线程来接管描述符传输的数据,对描述符进行下一步操作,包括connect和数据读写。主程读写就绪事件。整个过程都需要先获取描述符状态,在状态允许下再执行任务。

大致流程图如下:

ACE - Reactor模式源码剖析及具体实现(大量源码慎入)

Preactor模式:

Preactor模式完全将IO处理和业务分离,使用异步IO模型,即内核完成数据处理后主动通知给应用处理,主进程/线程不仅要完成listen任务,还需要完成内核数据缓冲区的映射,直接将数据buff传递给业务线程,业务线程只需要处理业务逻辑即可。整个过程直接推送任务,描述符状态是否允许执行任务由内核去调度处理。

大致流程如下:

ACE - Reactor模式源码剖析及具体实现(大量源码慎入)

ACE的Reactor模式

所有服务器都可以归纳为以下三层:

  • I/O:处理底层IO事件
  • Dispatch:事件消息派发
  • Service:业务处理

ACE的Reactor处于I/O和Dispatch层。提供了I/O监控和消息Dispatch。其中I/O需要用户以handle的形式提供到ACE_Reactor内。

Dispatch需要以ACE_Event_Handler为载体,也就是说要实现一个完整的Reactor只依赖ACE_Reactor类是无法完成的。

上篇博文利用ACE的Socket可以看出一个ACE_SOCK_Acceptor和ACE_SOCK_Stream就可以完成服务器代码。现在要做的是,

1.引入Reactor,把Acceptor和Stream两个I/O分别放在两个继承于ACE_Event_Handler的类中注册给ACE_Reactor。

2.主函数注册包含ACE_SOCK_Acceptor的类到ACE_Reactor中,当ACE_SOCK_Acceptor收到数据即有客户端连接后再给对应的客户端创建一个ACE_SOCK_Stream通道并注册到ACE_Reactor中。

使用ACE_Reactor实现的Server代码:

 #include <ace/INET_Addr.h>
#include <ace/SOCK_Acceptor.h>
#include <ace/SOCK_Stream.h>
#include <ace/Reactor.h>
#include <ace/Log_Msg.h>
#include <list> #define MAX_BUFF_SIZE 1024
#define LISTEN_PORT 5010
#define SERVER_IP ACE_LOCALHOST class ServerStream : public ACE_Event_Handler
{
public:
ServerStream();
~ServerStream();
ACE_SOCK_Stream& GetStream(){return Svr_stream;} //给accept提供接口绑定数据通道
virtual int handle_input(ACE_HANDLE fd); //I/O触发事件后调用
void close();
virtual ACE_HANDLE get_handle(void) const {return Svr_stream.get_handle();} //不重载需要手动将handle传入ACE_Reactor
private:
ACE_INET_Addr Cli_addr;
ACE_SOCK_Stream Svr_stream;
}; ServerStream::ServerStream()
{ } ServerStream::~ServerStream()
{
close();
} int ServerStream::handle_input(ACE_HANDLE fd)
{
char strBuffer[MAX_BUFF_SIZE];
int byte = Svr_stream.recv(strBuffer,MAX_BUFF_SIZE); //可读数据
if (- == byte)
{
ACE_DEBUG((LM_INFO, ACE_TEXT("receive data failed\n")));
}
else if( == byte)
{
close();
ACE_DEBUG((LM_INFO, ACE_TEXT("client closed!\n")));
}
else
{
ACE_DEBUG((LM_INFO, ACE_TEXT("receive from client: %s\n"),strBuffer));
}
} void ServerStream::close()
{
Svr_stream.close();
ACE_Reactor::instance()->remove_handler(this,ACE_Event_Handler::READ_MASK | ACE_Event_Handler::DONT_CALL);
//delete this;
} class ServerAcceptor : public ACE_Event_Handler
{
public:
ServerAcceptor(int port,char* ip);
~ServerAcceptor();
bool open();
virtual int handle_input(ACE_HANDLE fd); //有client连接
void close();
virtual ACE_HANDLE get_handle(void) const {return Svr_aceept.get_handle();}
private:
ACE_INET_Addr Svr_addr;
ACE_SOCK_Acceptor Svr_aceept;
std::list<ServerStream*> m_streamPool; //stream pool
}; ServerAcceptor::ServerAcceptor(int port,char* ip):Svr_addr(port,ip)
{
if (!open()) //open listen port
{
ACE_DEBUG((LM_INFO, ACE_TEXT("open failed!\n")));
}
else
{
ACE_DEBUG((LM_INFO, ACE_TEXT("open success!\n")));
}
} ServerAcceptor::~ServerAcceptor()
{
close();
std::list<ServerStream*>::iterator it;
for (it = m_streamPool.begin();it != m_streamPool.end();++it)
{
if (NULL != (*it))
{
(*it)->close();
delete (*it);
}
}
} bool ServerAcceptor::open()
{
if (- == Svr_aceept.open(Svr_addr,))
{
ACE_DEBUG((LM_ERROR,ACE_TEXT("failed to accept\n")));
Svr_aceept.close();
return false;
}
return true;
} int ServerAcceptor::handle_input(ACE_HANDLE fd )
{
ServerStream *stream = new ServerStream(); //产生新通道
if (NULL != stream)
{
m_streamPool.push_back(stream);
}
if (Svr_aceept.accept(stream->GetStream()) == -) //绑定通道
{
printf("accept client fail\n");
return -;
}
ACE_Reactor::instance()->register_handler(stream,ACE_Event_Handler::READ_MASK); //通道注册到ACE_Reactor
ACE_DEBUG((LM_ERROR,ACE_TEXT("User connect success!\n")));
} void ServerAcceptor::close()
{
ACE_Reactor::instance()->remove_handler(this,ACE_Event_Handler::ACCEPT_MASK);
Svr_aceept.close();
} int ACE_TMAIN()
{
ServerAcceptor server(LISTEN_PORT,(char *)SERVER_IP);
ACE_Reactor::instance()->register_handler(&server,ACE_Event_Handler::ACCEPT_MASK); //listen port注册到ACE_Reactor
ACE_Reactor::instance()->run_reactor_event_loop(); //进入消息循环,有I/O事件回调handle_input
return ;
}

测试结果:

终端1:

ACE - Reactor模式源码剖析及具体实现(大量源码慎入)

终端2:

ACE - Reactor模式源码剖析及具体实现(大量源码慎入)

终端3:

ACE - Reactor模式源码剖析及具体实现(大量源码慎入)

ACE_Reactor内部已经帮我们实现了IO复用。

有了Reactor的demo后,下面一步步查看ACE_Reactor内部是如何运作的:

ACE_Reactor注册EVENT,重载了一个register_handler:

 int
ACE_Reactor::register_handler (ACE_Event_Handler *event_handler,
ACE_Reactor_Mask mask)
{
// Remember the old reactor.
ACE_Reactor *old_reactor = event_handler->reactor (); // Assign *this* <Reactor> to the <Event_Handler>.
event_handler->reactor (this); int result = this->implementation ()->register_handler (event_handler, mask);
if (result == -)
// Reset the old reactor in case of failures.
event_handler->reactor (old_reactor); return result;
}

第11行实际是ACE_Reactor_Impl *implementation (void) const;在做实际功能。进一步查看implementation 是如何注册的。

 template <class ACE_SELECT_REACTOR_TOKEN> int
ACE_Select_Reactor_T<ACE_SELECT_REACTOR_TOKEN>::register_handler
(ACE_Event_Handler *handler,
ACE_Reactor_Mask mask)
{
ACE_TRACE ("ACE_Select_Reactor_T::register_handler");
ACE_MT (ACE_GUARD_RETURN (ACE_SELECT_REACTOR_TOKEN, ace_mon, this->token_, -));
return this->register_handler_i (handler->get_handle (), handler, mask);
}

这里开始大量使用模板,这里重载了两个在最后调用register_handler_i,在第8行,可以看到调用了get_handle,也就是我们重载的那个函数,所以我们不需要传入ACE_Reactor,它在这一步调用了我们重新的虚函数,获得了handle,当然也可以不做重写,手动传入handle。这个handle就是我们要处理的I/O,而handler则是我们继承ACE_Event_Handler的类。

 template <class ACE_SELECT_REACTOR_TOKEN> int
ACE_Select_Reactor_T<ACE_SELECT_REACTOR_TOKEN>::register_handler_i
(ACE_HANDLE handle,
ACE_Event_Handler *event_handler,
ACE_Reactor_Mask mask)
{
ACE_TRACE ("ACE_Select_Reactor_T::register_handler_i"); // Insert the <handle, event_handle> tuple into the Handler
// Repository.
return this->handler_rep_.bind (handle, event_handler, mask);
}

到这里,我们看到代码handler_rep_将hande和event_handler绑定了起来,handler_rep_在Select_Reactor_Base.h内为ACE_Select_Reactor_Impl的成员变量。下面我们继续看bind实际是在做什么操作。

 // Bind the <ACE_Event_Handler *> to the <ACE_HANDLE>.
int
ACE_Select_Reactor_Handler_Repository::bind (ACE_HANDLE handle,
ACE_Event_Handler *event_handler,
ACE_Reactor_Mask mask)
{
ACE_TRACE ("ACE_Select_Reactor_Handler_Repository::bind"); if (event_handler == )
return -; if (handle == ACE_INVALID_HANDLE)
handle = event_handler->get_handle (); if (this->invalid_handle (handle))
return -; // Is this handle already in the Reactor?
bool existing_handle = false; #if defined (ACE_WIN32) map_type::ENTRY * entry = ; int const result =
this->event_handlers_.bind (handle, event_handler, entry); if (result == -)
{
return -;
}
else if (result == ) // Entry already exists.
{
// Cannot use a different handler for an existing handle.
if (event_handler != entry->item ())
{
return -;
}
else
{
// Remember that this handle is already registered in the
// Reactor.
existing_handle = true;
}
} #else // Check if this handle is already registered.
ACE_Event_Handler * const current_handler =
this->event_handlers_[handle]; if (current_handler)
{
// Cannot use a different handler for an existing handle.
if (current_handler != event_handler)
return -; // Remember that this handle is already registered in the
// Reactor.
existing_handle = true;
} this->event_handlers_[handle] = event_handler; if (this->max_handlep1_ < handle + )
this->max_handlep1_ = handle + ; #endif /* ACE_WIN32 */ if (this->select_reactor_.is_suspended_i (handle))
{
this->select_reactor_.bit_ops (handle,
mask,
this->select_reactor_.suspend_set_,
ACE_Reactor::ADD_MASK);
}
else
{
this->select_reactor_.bit_ops (handle,
mask,
this->select_reactor_.wait_set_,
ACE_Reactor::ADD_MASK); // Note the fact that we've changed the state of the <wait_set_>,
// which is used by the dispatching loop to determine whether it can
// keep going or if it needs to reconsult select().
// this->select_reactor_.state_changed_ = 1;
} // If new entry, call add_reference() if needed.
if (!existing_handle)
event_handler->add_reference (); return ;
}

这里非常关键,第50行,event_handlers_实则是一个容器,handle和event_hander以index的方式绑定了起来,存储在了一个容器内,第80行还有一行关键代码,ADD_MASK形式的操作加入到了wait_set_成员内。

注册的代码到这里为止,ACE_Reactor实际上调用了几层N个文件,其实就是把handle,即I/O和handler,即继承ACE_Event_Handler的类绑定在了一个容器里。下面看ACE_Reactor是如何进行消息循环的。

 int
ACE_Reactor::run_reactor_event_loop (REACTOR_EVENT_HOOK eh)
{
ACE_TRACE ("ACE_Reactor::run_reactor_event_loop"); if (this->reactor_event_loop_done ())
return ; while ()
{
int const result = this->implementation_->handle_events (); if (eh != && (*eh)(this))
continue;
else if (result == - && this->implementation_->deactivated ())
return ;
else if (result == -)
return -;
} ACE_NOTREACHED (return ;)
}

同样,将loop交给了ACE_Reactor_Impl *implementation (void) const;操作。

继续跟踪

 template <class ACE_SELECT_REACTOR_TOKEN> int
ACE_Select_Reactor_T<ACE_SELECT_REACTOR_TOKEN>::handle_events
(ACE_Time_Value &max_wait_time)
{
ACE_TRACE ("ACE_Select_Reactor_T::handle_events"); return this->handle_events (&max_wait_time);
}

再次到了模板,调用handle_events,下面到了关键代码

 template <class ACE_SELECT_REACTOR_TOKEN> int
ACE_Select_Reactor_T<ACE_SELECT_REACTOR_TOKEN>::handle_events_i
(ACE_Time_Value *max_wait_time)
{
int result = -; ACE_SEH_TRY
{
// We use the data member dispatch_set_ as the current dispatch
// set. // We need to start from a clean dispatch_set
this->dispatch_set_.rd_mask_.reset ();
this->dispatch_set_.wr_mask_.reset ();
this->dispatch_set_.ex_mask_.reset (); int number_of_active_handles =
this->wait_for_multiple_events (this->dispatch_set_,
max_wait_time); result =
this->dispatch (number_of_active_handles,
this->dispatch_set_);
}
ACE_SEH_EXCEPT (this->release_token ())
{
// As it stands now, we catch and then rethrow all Win32
// structured exceptions so that we can make sure to release the
// <token_> lock correctly.
} return result;
}

第18行wait_for_multiple_events和第22行dispatch。分别做了两件非常关键的事。

 // Must be called with lock held.

 template <class ACE_SELECT_REACTOR_TOKEN> int
ACE_Select_Reactor_T<ACE_SELECT_REACTOR_TOKEN>::wait_for_multiple_events
(ACE_Select_Reactor_Handle_Set &dispatch_set,
ACE_Time_Value *max_wait_time)
{
ACE_TRACE ("ACE_Select_Reactor_T::wait_for_multiple_events");
ACE_Time_Value timer_buf ();
ACE_Time_Value *this_timeout = ; int number_of_active_handles = this->any_ready (dispatch_set); // If there are any bits enabled in the <ready_set_> then we'll
// handle those first, otherwise we'll block in <select>. if (number_of_active_handles == )
{
do
{
if (this->timer_queue_ == )
return ; this_timeout =
this->timer_queue_->calculate_timeout (max_wait_time,
&timer_buf);
#ifdef ACE_WIN32
// This arg is ignored on Windows and causes pointer
// truncation warnings on 64-bit compiles.
int const width = ;
#else
int const width = this->handler_rep_.max_handlep1 ();
#endif /* ACE_WIN32 */ dispatch_set.rd_mask_ = this->wait_set_.rd_mask_;
dispatch_set.wr_mask_ = this->wait_set_.wr_mask_;
dispatch_set.ex_mask_ = this->wait_set_.ex_mask_;
number_of_active_handles = ACE_OS::select (width,
dispatch_set.rd_mask_,
dispatch_set.wr_mask_,
dispatch_set.ex_mask_,
this_timeout);
}
while (number_of_active_handles == - && this->handle_error () > ); if (number_of_active_handles > )
{
#if !defined (ACE_WIN32)
// Resynchronize the fd_sets so their "max" is set properly.
dispatch_set.rd_mask_.sync (this->handler_rep_.max_handlep1 ());
dispatch_set.wr_mask_.sync (this->handler_rep_.max_handlep1 ());
dispatch_set.ex_mask_.sync (this->handler_rep_.max_handlep1 ());
#endif /* ACE_WIN32 */
}
else if (number_of_active_handles == -)
{
// Normally, select() will reset the bits in dispatch_set
// so that only those filed descriptors that are ready will
// have bits set. However, when an error occurs, the bit
// set remains as it was when the select call was first made.
// Thus, we now have a dispatch_set that has every file
// descriptor that was originally waited for, which is not
// correct. We must clear all the bit sets because we
// have no idea if any of the file descriptors is ready.
//
// NOTE: We dont have a test case to reproduce this
// problem. But pleae dont ignore this and remove it off.
dispatch_set.rd_mask_.reset ();
dispatch_set.wr_mask_.reset ();
dispatch_set.ex_mask_.reset ();
}
} // Return the number of events to dispatch.
return number_of_active_handles;
}

第35行熟悉的变量wait_set_和第38行函数select,到这里发现,Reactor的I/O监控,就是利用select函数监控之前注册进去且ADD到wait_set_的handle,即I/O。

当有I/O事件,即返回值的number_of_active_handles不为0时,将进行dispatch。

 template <class ACE_SELECT_REACTOR_TOKEN> int
ACE_Select_Reactor_T<ACE_SELECT_REACTOR_TOKEN>::dispatch
(int active_handle_count,
ACE_Select_Reactor_Handle_Set &dispatch_set)
{
ACE_TRACE ("ACE_Select_Reactor_T::dispatch"); int io_handlers_dispatched = ;
int other_handlers_dispatched = ;
int signal_occurred = ;
// The following do/while loop keeps dispatching as long as there
// are still active handles. Note that the only way we should ever
// iterate more than once through this loop is if signals occur
// while we're dispatching other handlers. do
{
// We expect that the loop will decrease the number of active
// handles in each iteration. If it does not, then something is
// inconsistent in the state of the Reactor and we should avoid
// the loop. Please read the comments on bug 2540 for more
// details.
int initial_handle_count = active_handle_count; // Note that we keep track of changes to our state. If any of
// the dispatch_*() methods below return -1 it means that the
// <wait_set_> state has changed as the result of an
// <ACE_Event_Handler> being dispatched. This means that we
// need to bail out and rerun the select() loop since our
// existing notion of handles in <dispatch_set> may no longer be
// correct.
//
// In the beginning, our state starts out unchanged. After
// every iteration (i.e., due to signals), our state starts out
// unchanged again. this->state_changed_ = false; // Perform the Template Method for dispatching all the handlers. // First check for interrupts.
if (active_handle_count == -)
{
// Bail out -- we got here since <select> was interrupted.
if (ACE_Sig_Handler::sig_pending () != )
{
ACE_Sig_Handler::sig_pending (); // If any HANDLES in the <ready_set_> are activated as a
// result of signals they should be dispatched since
// they may be time critical...
active_handle_count = this->any_ready (dispatch_set); // Record the fact that the Reactor has dispatched a
// handle_signal() method. We need this to return the
// appropriate count below.
signal_occurred = ;
}
else
return -;
} // Handle timers early since they may have higher latency
// constraints than I/O handlers. Ideally, the order of
// dispatching should be a strategy...
else if (this->dispatch_timer_handlers (other_handlers_dispatched) == -)
// State has changed or timer queue has failed, exit loop.
break; // Check to see if there are no more I/O handles left to
// dispatch AFTER we've handled the timers...
else if (active_handle_count == )
return io_handlers_dispatched
+ other_handlers_dispatched
+ signal_occurred; // Next dispatch the notification handlers (if there are any to
// dispatch). These are required to handle multi-threads that
// are trying to update the <Reactor>. else if (this->dispatch_notification_handlers
(dispatch_set,
active_handle_count,
other_handlers_dispatched) == -)
// State has changed or a serious failure has occured, so exit
// loop.
break; // Finally, dispatch the I/O handlers.
else if (this->dispatch_io_handlers
(dispatch_set,
active_handle_count,
io_handlers_dispatched) == -)
// State has changed, so exit loop.
break; // if state changed, we need to re-eval active_handle_count,
// so we will not end with an endless loop
if (initial_handle_count == active_handle_count
|| this->state_changed_)
{
active_handle_count = this->any_ready (dispatch_set);
}
}
while (active_handle_count > ); return io_handlers_dispatched + other_handlers_dispatched + signal_occurred;
}

这里一步步按顺序进行判断分发,进入dispatch_notification_handlers,调用到Select_Reactor_Base.cpp的dispatch_notifications,到这里终于看到熟悉的函数。

 // Handles pending threads (if any) that are waiting to unblock the
// Select_Reactor. int
ACE_Select_Reactor_Notify::dispatch_notifications (int &number_of_active_handles,
ACE_Handle_Set &rd_mask)
{
ACE_TRACE ("ACE_Select_Reactor_Notify::dispatch_notifications"); ACE_HANDLE const read_handle =
this->notification_pipe_.read_handle (); if (read_handle != ACE_INVALID_HANDLE
&& rd_mask.is_set (read_handle))
{
--number_of_active_handles;
rd_mask.clr_bit (read_handle);
return this->handle_input (read_handle);
}
else
return ;
}

第18行,调用了自己的handle_input,还不是最开始外部重载的handle_input,查看最后这个函数。

 int
ACE_Select_Reactor_Notify::handle_input (ACE_HANDLE handle)
{
ACE_TRACE ("ACE_Select_Reactor_Notify::handle_input");
// Precondition: this->select_reactor_.token_.current_owner () ==
// ACE_Thread::self (); int number_dispatched = ;
int result = ;
ACE_Notification_Buffer buffer; // If there is only one buffer in the pipe, this will loop and call
// read_notify_pipe() twice. The first time will read the buffer, and
// the second will read the fact that the pipe is empty.
while ((result = this->read_notify_pipe (handle, buffer)) > )
{
// Dispatch the buffer
// NOTE: We count only if we made any dispatches ie. upcalls.
if (this->dispatch_notify (buffer) > )
++number_dispatched; // Bail out if we've reached the <notify_threshold_>. Note that
// by default <notify_threshold_> is -1, so we'll loop until all
// the notifications in the pipe have been dispatched.
if (number_dispatched == this->max_notify_iterations_)
break;
} // Reassign number_dispatched to -1 if things have gone seriously
// wrong.
if (result < )
number_dispatched = -; // Enqueue ourselves into the list of waiting threads. When we
// reacquire the token we'll be off and running again with ownership
// of the token. The postcondition of this call is that
// <select_reactor_.token_.current_owner> == <ACE_Thread::self>.
this->select_reactor_->renew ();
return number_dispatched;
}

第15行,取数据,第19行dispatch_notify

 int
ACE_Select_Reactor_Notify::dispatch_notify (ACE_Notification_Buffer &buffer)
{
int result = ; #if defined (ACE_HAS_REACTOR_NOTIFICATION_QUEUE)
// Dispatch one message from the notify queue, and put another in
// the pipe if one is available. Remember, the idea is to keep
// exactly one message in the pipe at a time. bool more_messages_queued = false;
ACE_Notification_Buffer next; result = notification_queue_.pop_next_notification(buffer,
more_messages_queued,
next); if (result == || result == -)
{
return result;
} if(more_messages_queued)
{
(void) ACE::send(this->notification_pipe_.write_handle(),
(char *)&next, sizeof(ACE_Notification_Buffer));
}
#endif /* ACE_HAS_REACTOR_NOTIFICATION_QUEUE */ // If eh == 0 then another thread is unblocking the
// <ACE_Select_Reactor> to update the <ACE_Select_Reactor>'s
// internal structures. Otherwise, we need to dispatch the
// appropriate handle_* method on the <ACE_Event_Handler> pointer
// we've been passed.
if (buffer.eh_ != )
{
ACE_Event_Handler *event_handler = buffer.eh_; bool const requires_reference_counting =
event_handler->reference_counting_policy ().value () ==
ACE_Event_Handler::Reference_Counting_Policy::ENABLED; switch (buffer.mask_)
{
case ACE_Event_Handler::READ_MASK:
case ACE_Event_Handler::ACCEPT_MASK:
result = event_handler->handle_input (ACE_INVALID_HANDLE);
break;
case ACE_Event_Handler::WRITE_MASK:
result = event_handler->handle_output (ACE_INVALID_HANDLE);
break;
case ACE_Event_Handler::EXCEPT_MASK:
result = event_handler->handle_exception (ACE_INVALID_HANDLE);
break;
case ACE_Event_Handler::QOS_MASK:
result = event_handler->handle_qos (ACE_INVALID_HANDLE);
break;
case ACE_Event_Handler::GROUP_QOS_MASK:
result = event_handler->handle_group_qos (ACE_INVALID_HANDLE);
break;
default:
// Should we bail out if we get an invalid mask?
ACE_ERROR ((LM_ERROR,
ACE_TEXT ("invalid mask = %d\n"),
buffer.mask_));
} if (result == -)
event_handler->handle_close (ACE_INVALID_HANDLE,
ACE_Event_Handler::EXCEPT_MASK); if (requires_reference_counting)
{
event_handler->remove_reference ();
}
} return ;
}

到这里,终于看到调用到我们最开始继承ACE_Event_Handler重写的那个回调handle_input()了。

至此,ACE_Reactor内部源码的执行过程全部结束,其实ACE并没有做非常特别的事,注册利用一个容器进行I/O和回调方法的绑定,I/O复用利用select,最后发生I/O事件找到对应的event函数handle_input执行。

怪不得网上有人抱怨ACE代码臃肿了,这些我们关心“简单”过程的代码就这么多的复杂用法和调用,更不用说我们还没用上的了,但是ACE提供的Reactor框架确实方便了我们使用,也提供了可靠的移植性和性能。