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Interface to an abstract signalling component that is managed by an engine. The engine will periodically poll each component to keep them alive.
~SignallingComponent ()
| ~SignallingComponent |
[virtual]
Destructor, detaches the engine and other components
const String& toString ()
| toString |
[const virtual]
Get the component's name so it can be used for list searches
Returns: A reference to the name by which the component is known to engine
Reimplemented from GenObject.
bool initialize (const NamedList* config)
| initialize |
[virtual]
Configure and initialize the component and any subcomponents it may have
Parameters:
config | Optional configuration parameters override |
Returns: True if the component was initialized properly
bool control (NamedList& params)
| control |
[virtual]
Query or modify component's settings or operational parameters
Parameters:
params | The list of parameters to query or change |
Returns: True if the control operation was executed
void engine (SignallingEngine* eng)
| engine |
[virtual]
Set the TelEngine::SignallingEngine that manages this component and any subcomponent of it
Parameters:
eng | Pointer to the engine that will manage this component |
inline SignallingEngine* engine ()
| engine |
[const]
Get the TelEngine::SignallingEngine that manages this component
Returns: Pointer to engine or NULL if not managed by an engine
inline int debugLevel (int level)
| debugLevel |
Conditionally set the debug level of the component
Parameters:
level | Desired debug level, negative for no change |
Returns: Current debug level
Reimplemented from DebugEnabler.
SignallingComponent (const char* name = 0, const NamedList* params = 0)
| SignallingComponent |
[protected]
Constructor with a default empty component name
Parameters:
name | Name of this component |
params | Optional pointer to creation parameters |
void destroyed ()
| destroyed |
[protected]
This method is called to clean up and destroy the object after the reference counter becomes zero
Reimplemented from RefObject.
void insert (SignallingComponent* component)
| insert |
[protected]
Insert another component in the same engine as this one. This method should be called for every component we attach.
Parameters:
component | Pointer to component to insert in engine |
void detach ()
| detach |
[protected virtual]
Detach this component from all its links - components and engine. Reimplement this method in all components that keep pointers to other components. The default implementation detaches from the engine.
void timerTick (const Time& when)
| timerTick |
[protected virtual]
Method called periodically by the engine to keep everything alive
Parameters:
when | Time to use as computing base for events and timeouts |
void setName (const char* name)
| setName |
[protected]
Change the name of the component after it was constructed
Parameters:
name | Name of this component |
unsigned long tickSleep (unsigned long usec = 1000000)
| tickSleep |
[protected const]
Adjust (decrease only) the desired maximum time until next tick. Can be called only from within timerTick()
Parameters:
usec | Desired time until next engine's timerTick() call in usec |
Returns: Timer sleep in usec after applying the current change
Generated by: paulc on bussard on Mon Mar 8 12:18:15 2010, using kdoc 2.0a54. |