/*****************************************************************************/ // Jobs // // Author // Michael Pfeiffer // // This application and all source files used in its construction, except // where noted, are licensed under the MIT License, and have been written // and are: // // Copyright (c) 2002 OpenBeOS Project // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. /*****************************************************************************/ #include "pr_server.h" #include "Jobs.h" // #include "PrintServerApp.h" // posix #include #include // BeOS #include #include #include #include #include // Implementation of Job Job::Job(const BEntry& job, Folder* folder) : fFolder(folder) , fTime(-1) , fStatus(kUnknown) , fValid(false) , fPrinter(NULL) { // store light weight versions of BEntry and BNode job.GetRef(&fEntry); job.GetNodeRef(&fNode); fValid = IsValidJobFile(); BNode node(&job); if (node.InitCheck() != B_OK) return; BString status; // read status attribute if (node.ReadAttrString(PSRV_SPOOL_ATTR_STATUS, &status) != B_OK) { status = ""; } UpdateStatus(status.String()); // Now get file name and creation time from file name fTime = 0; BEntry entry(job); char name[B_FILE_NAME_LENGTH]; if (entry.InitCheck() == B_OK && entry.GetName(name) == B_OK) { fName = name; // search for last '@' in file name char* p = NULL, *c = name; while ((c = strchr(c, '@')) != NULL) { p = c; c ++; } // and get time from file name if (p) fTime = atoi(p+1); } } // conversion from string representation of status to JobStatus constant void Job::UpdateStatus(const char* status) { if (strcmp(status, PSRV_JOB_STATUS_WAITING) == 0) fStatus = kWaiting; else if (strcmp(status, PSRV_JOB_STATUS_PROCESSING) == 0) fStatus = kProcessing; else if (strcmp(status, PSRV_JOB_STATUS_FAILED) == 0) fStatus = kFailed; else if (strcmp(status, PSRV_JOB_STATUS_COMPLETED) == 0) fStatus = kCompleted; else fStatus = kUnknown; } // Write to status attribute of node void Job::UpdateStatusAttribute(const char* status) { BNode node(&fEntry); if (node.InitCheck() == B_OK) { node.WriteAttr(PSRV_SPOOL_ATTR_STATUS, B_STRING_TYPE, 0, status, strlen(status)+1); } } bool Job::HasAttribute(BNode* n, const char* name) { attr_info info; return n->GetAttrInfo(name, &info) == B_OK; } bool Job::IsValidJobFile() { BNode node(&fEntry); if (node.InitCheck() != B_OK) return false; BNodeInfo info(&node); char mimeType[256]; // Is job a spool file? return (info.InitCheck() == B_OK && info.GetType(mimeType) == B_OK && strcmp(mimeType, PSRV_SPOOL_FILETYPE) == 0) && HasAttribute(&node, PSRV_SPOOL_ATTR_MIMETYPE) && HasAttribute(&node, PSRV_SPOOL_ATTR_PAGECOUNT) && HasAttribute(&node, PSRV_SPOOL_ATTR_DESCRIPTION) && HasAttribute(&node, PSRV_SPOOL_ATTR_PRINTER) && HasAttribute(&node, PSRV_SPOOL_ATTR_STATUS); } // Set status of object and optionally write to attribute of node void Job::SetStatus(JobStatus s, bool writeToNode) { fStatus = s; if (!writeToNode) return; switch (s) { case kWaiting: UpdateStatusAttribute(PSRV_JOB_STATUS_WAITING); break; case kProcessing: UpdateStatusAttribute(PSRV_JOB_STATUS_PROCESSING); break; case kFailed: UpdateStatusAttribute(PSRV_JOB_STATUS_FAILED); break; case kCompleted: UpdateStatusAttribute(PSRV_JOB_STATUS_COMPLETED); break; default: break; } } // Synchronize file attribute with member variable void Job::UpdateAttribute() { fValid = fValid || IsValidJobFile(); BNode node(&fEntry); BString status; if (node.InitCheck() == B_OK && node.ReadAttrString(PSRV_SPOOL_ATTR_STATUS, &status) == B_OK) { UpdateStatus(status.String()); } } void Job::Remove() { BEntry entry(&fEntry); if (entry.InitCheck() == B_OK) entry.Remove(); } // Implementation of Folder // BObjectList CompareFunction int Folder::AscendingByTime(const Job* a, const Job* b) { return a->Time() - b->Time(); } bool Folder::AddJob(BEntry& entry, bool notify) { Job* job = new Job(entry, this); if (job->InitCheck() == B_OK) { fJobs.AddItem(job); if (notify) Notify(job, kJobAdded); return true; } else { job->Release(); return false; } } // simplified assumption that ino_t identifies job file // will probabely not work in all cases with link to a file on another volume??? Job* Folder::Find(node_ref* node) { for (int i = 0; i < fJobs.CountItems(); i ++) { Job* job = fJobs.ItemAt(i); if (job->NodeRef() == *node) return job; } return NULL; } void Folder::EntryCreated(node_ref* node, entry_ref* entry) { BEntry job(entry); if (job.InitCheck() == B_OK && Lock()) { if (AddJob(job)) { fJobs.SortItems(AscendingByTime); } Unlock(); } } void Folder::EntryRemoved(node_ref* node) { Job* job = Find(node); if (job && Lock()) { fJobs.RemoveItem(job); Notify(job, kJobRemoved); job->Release(); Unlock(); } } void Folder::AttributeChanged(node_ref* node) { Job* job = Find(node); if (job && Lock()) { job->UpdateAttribute(); Notify(job, kJobAttrChanged); Unlock(); } } // initial setup of job list void Folder::SetupJobList() { if (inherited::Folder()->InitCheck() == B_OK) { inherited::Folder()->Rewind(); BEntry entry; while (inherited::Folder()->GetNextEntry(&entry) == B_OK) { AddJob(entry, false); } fJobs.SortItems(AscendingByTime); } } Folder::Folder(BLocker* locker, BLooper* looper, const BDirectory& spoolDir) : FolderWatcher(looper, spoolDir, true) , fLocker(locker) , fJobs() { SetListener(this); if (Lock()) { SetupJobList(); Unlock(); } } Folder::~Folder() { if (!Lock()) return; // release jobs for (int i = 0; i < fJobs.CountItems(); i ++) { Job* job = fJobs.ItemAt(i); job->Release(); } Unlock(); } Job* Folder::GetNextJob() { for (int i = 0; i < fJobs.CountItems(); i ++) { Job* job = fJobs.ItemAt(i); if (job->IsValid() && job->IsWaiting()) { job->Acquire(); return job; } } return NULL; }