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Added GRPC code generator to flatc.
Also added simple (in-process) test. Change-Id: I38580d554dd52f590e3396ec4846e07546dcf07d Tested: on Linux.
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124
grpc/tests/grpctest.cpp
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124
grpc/tests/grpctest.cpp
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/*
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* Copyright 2014 Google Inc. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <thread>
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#include <grpc++/grpc++.h>
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#include "monster_test_generated.h"
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#include "monster_test.grpc.fb.h"
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using namespace MyGame::Example;
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// The callback implementation of our server, that derives from the generated
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// code. It implements all rpcs specified in the FlatBuffers schema.
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class ServiceImpl final : public MyGame::Example::MonsterStorage::Service {
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virtual ::grpc::Status Store(::grpc::ServerContext* context,
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const flatbuffers::BufferRef<Monster> *request,
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flatbuffers::BufferRef<Stat> *response)
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override {
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// Create a response from the incoming request name.
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fbb_.Clear();
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auto stat_offset = CreateStat(fbb_, fbb_.CreateString("Hello, " +
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request->GetRoot()->name()->str()));
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fbb_.Finish(stat_offset);
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// Since we keep reusing the same FlatBufferBuilder, the memory it owns
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// remains valid until the next call (this BufferRef doesn't own the
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// memory it points to).
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*response = flatbuffers::BufferRef<Stat>(fbb_.GetBufferPointer(),
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fbb_.GetSize());
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return grpc::Status::OK;
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}
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virtual ::grpc::Status Retrieve(::grpc::ServerContext *context,
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const flatbuffers::BufferRef<Stat> *request,
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flatbuffers::BufferRef<Monster> *response)
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override {
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assert(false); // We're not actually using this RPC.
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return grpc::Status::CANCELLED;
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}
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private:
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flatbuffers::FlatBufferBuilder fbb_;
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};
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// Track the server instance, so we can terminate it later.
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grpc::Server *server_instance = nullptr;
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// Mutex to protec this variable.
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std::mutex wait_for_server;
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std::condition_variable server_instance_cv;
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// This function implements the server thread.
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void RunServer() {
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auto server_address = "0.0.0.0:50051";
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// Callback interface we implemented above.
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ServiceImpl service;
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grpc::ServerBuilder builder;
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builder.AddListeningPort(server_address, grpc::InsecureServerCredentials());
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builder.RegisterService(&service);
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// Start the server. Lock to change the variable we're changing.
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wait_for_server.lock();
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server_instance = builder.BuildAndStart().release();
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wait_for_server.unlock();
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server_instance_cv.notify_one();
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std::cout << "Server listening on " << server_address << std::endl;
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// This will block the thread and serve requests.
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server_instance->Wait();
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}
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int main(int /*argc*/, const char * /*argv*/[]) {
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// Launch server.
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std::thread server_thread(RunServer);
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// wait for server to spin up.
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std::unique_lock<std::mutex> lock(wait_for_server);
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while (!server_instance) server_instance_cv.wait(lock);
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// Now connect the client.
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auto channel = grpc::CreateChannel("localhost:50051",
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grpc::InsecureChannelCredentials());
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auto stub = MyGame::Example::MonsterStorage::NewStub(channel);
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grpc::ClientContext context;
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// Build a request with the name set.
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flatbuffers::FlatBufferBuilder fbb;
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auto monster_offset = CreateMonster(fbb, 0, 0, 0, fbb.CreateString("Fred"));
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fbb.Finish(monster_offset);
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auto request = flatbuffers::BufferRef<Monster>(fbb.GetBufferPointer(),
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fbb.GetSize());
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flatbuffers::BufferRef<Stat> response;
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// The actual RPC.
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auto status = stub->Store(&context, request, &response);
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if (status.ok()) {
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auto resp = response.GetRoot()->id();
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std::cout << "RPC response: " << resp->str() << std::endl;
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} else {
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std::cout << "RPC failed" << std::endl;
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}
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server_instance->Shutdown();
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server_thread.join();
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delete server_instance;
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return 0;
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}
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