class SignallingComponent

Abstract signalling component that can be managed by the engine. More...

Full nameTelEngine::SignallingComponent
Definition#include <libs/ysig/yatesig.h>
InheritsTelEngine::DebugEnabler [public ], TelEngine::RefObject [public ]
Inherited byAnalogLineGroup, ISDNIUA, ISDNIUAClient, ISDNLayer2, ISDNLayer3, ISDNQ921, ISDNQ921, ISDNQ921Management, ISDNQ921Management, ISDNQ921Management, ISDNQ921Passive, ISDNQ921Passive, ISDNQ931, ISDNQ931Monitor, SIGAdaptClient, SIGAdaptServer, SIGAdaptation, SIGTransport, SS7ASP, SS7BICC, SS7ISUP, SS7L2User, SS7L3User, SS7Layer2, SS7Layer3, SS7Layer4, SS7M2PA, SS7M2UA, SS7M2UAClient, SS7M3UA, SS7MTP2, SS7MTP2, SS7MTP3, SS7MTP3, SS7Management, SS7Router, SS7Router, SS7SCCP, SS7TCAP, SS7TUP, SS7Testing, SignallingCircuitGroup, SignallingCircuitSpan, SignallingInterface, SignallingReceiver
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Public Methods

Protected Methods


Detailed Description

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:
configOptional 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:
paramsThe list of parameters to query or change

Returns: True if the control operation was executed

NamedList*  controlCreate (const char* oper = 0)

controlCreate

[virtual]

Create a parameter list adequate to control this component

Parameters:
operOptional name of the operation to execute

Returns: A new parameter list or descendant object, NULL if not supported

bool  controlExecute (NamedList* params)

controlExecute

[virtual]

Execute or postpone a control command

Parameters:
paramsParameter list describing the command, will be destroyed

Returns: True if the command was accepted (but not necessarily executed)

void  engine (SignallingEngine* eng)

engine

[virtual]

Set the TelEngine::SignallingEngine that manages this component and any subcomponent of it

Parameters:
engPointer 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:
levelDesired debug level, negative for no change

Returns: Current debug level

Reimplemented from DebugEnabler.

inline const String&  componentType ()

componentType

[const]

Return the type of this component

Returns: A string version of the component type

 SignallingComponent (const char* name = 0, const NamedList* params = 0)

SignallingComponent

[protected]

Constructor with a default empty component name

Parameters:
nameName of this component
paramsOptional 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:
componentPointer 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:
whenTime 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:
nameName of this component

inline void  setCompType (const char* type)

setCompType

[protected]

Change the type of the component after it was constructed

Parameters:
typeType 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:
usecDesired time until next engine's timerTick() call in usec

Returns: Timer sleep in usec after applying the current change


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