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#include "HandlerManager.h"
#include "IdentityManager.h"
#include "LifecycleManager.h"
#include "NamespaceReferenceManager.h"
#include "PermissionsManager.h"
namespace nt
{
void HandlerManager::DeallocateHandle(struct handle* handle)
{
delete handle;
}
HandlerManager::HandlerManager(ObjectManager& objects,
PermissionsManager& permissions,
IdentityManager& identities,
LifecycleManager& lifecycles,
NamespaceReferenceManager& references)
: objects_(objects)
, permissions_(permissions)
, identities_(identities)
, lifecycles_(lifecycles)
, references_(references)
{}
struct HandlerManager::handle* HandlerManager::Open(std::vector<std::string> object_path, void* connection_context)
{
const auto resolved = references_.Resolve(std::move(object_path));
ObjectManager::registry* retrieved_object = objects_.Find(resolved);
if (permissions_.Access(retrieved_object, (const void*)connection_context)
&& identities_.CanOpen(retrieved_object)
&& lifecycles_.Contention(retrieved_object)) {
// Starts monitoring this guy
lifecycles_.Monitor(retrieved_object);
return new handle{ retrieved_object, connection_context }; // Return a successful handle
}
else {
// Return something more algebraic instead of null or an int
return nullptr;
};
}
bool HandlerManager::Close(struct handle* handle)
{
if (handle == nullptr) {
return false;
}
// Somehow grab the object pointer and connection (maybe drop it...) from the handle
ObjectManager::registry* object = handle->object;
void* connection_context = handle->connection_context;
// Checking for permissions here may be relevant.
// What if we have a handle but no permission? Spooky
if (permissions_.Access(object, connection_context)
&& identities_.CanClose(object)
// TODO: I think that in this case we do not need to worry about contention.
// But be careful to evaluate this scenario later.
//&& lifecycles_.Contention(object)
) {
// Stops monitoring this guy
lifecycles_.Unmonitor(object);
DeallocateHandle(handle);
return true; // Return a successful handle
}
else {
// Return something more algebraic instead of null or an int.
// It's kinda bad to not even report what went wrong.
return false;
};
}
}
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