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190 lines
6.5 KiB
C++
190 lines
6.5 KiB
C++
/******************************************************************************
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*
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* Copyright (c) 2009 Szymon Stefanek <s.stefanek at gmail dot com>
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*
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* This library is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Library General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This library is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public
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* License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to the
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* Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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* MA, 02110-1301, USA.
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*
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*****************************************************************************/
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#ifndef AKONADI_PREPROCESSORBASE_H
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#define AKONADI_PREPROCESSORBASE_H
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#include "akonadi_export.h"
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#include <akonadi/agentbase.h>
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#include <akonadi/collection.h>
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#include <akonadi/item.h>
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namespace Akonadi
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{
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class ItemFetchScope;
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class PreprocessorBasePrivate;
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/**
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* @short The base class for all Akonadi preprocessor agents.
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*
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* This class should be used as a base class by all preprocessor agents
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* since it encapsulates large parts of the protocol between
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* preprocessor agent, agent manager and the Akonadi storage.
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*
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* Preprocessor agents are special agents that are informed about newly
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* added items before any other agents. This allows them to do filtering
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* on the items or any other task that shall be done before the new item
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* is visible in the Akonadi storage system.
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*
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* The method all the preprocessors must implement is processItem().
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*
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* @author Szymon Stefanek <s.stefanek@gmail.com>
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* @since 4.4
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*/
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class AKONADI_EXPORT PreprocessorBase : public AgentBase
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{
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Q_OBJECT
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public:
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/**
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* Describes the possible return values of the processItem() method.
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*/
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enum ProcessingResult {
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/**
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* Processing completed successfully for this item.
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* The Akonadi server will push in a new item when it's available.
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*/
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ProcessingCompleted,
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/**
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* Processing was delayed to a later stage.
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* This must be returned when implementing asynchronous preprocessing.
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*
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* If this value is returned, finishProcessing() has to be called
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* when processing is done.
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*/
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ProcessingDelayed,
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/**
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* Processing for this item failed (and the failure is unrecoverable).
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* The Akonadi server will push in a new item when it's available,
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* after possibly logging the failure.
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*/
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ProcessingFailed,
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/**
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* Processing for this item was refused. This is very
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* similar to ProcessingFailed above but additionally remarks
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* that the item that the Akonadi server pushed in wasn't
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* meant for this Preprocessor.
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* The Akonadi server will push in a new item when it's available,
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* after possibly logging the failure and maybe taking some additional action.
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*/
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ProcessingRefused
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};
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/**
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* This method must be implemented by every preprocessor subclass.
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* @param item the item to process
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* It must realize the preprocessing of the given @p item.
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*
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* The Akonadi server will push in for preprocessing any newly created item:
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* it's your responsibility to decide if you want to process the item or not.
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*
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* The method should return ProcessingCompleted on success, ProcessingDelayed
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* if processing is implemented asynchronously and
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* ProcessingRefused or ProcessingFailed if the processing
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* didn't complete.
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*
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* If your operation is asynchronous then you should also
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* connect to the abortRequested() signal and handle it
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* appropriately (as the server MAY abort your async job
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* if it decides that it's taking too long).
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*/
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virtual ProcessingResult processItem(const Item &item) = 0;
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/**
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* This method must be called if processing is implemented asynchronously.
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* @param result the processing result
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* You should call it when you have completed the processing
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* or if an abortRequest() signal arrives (and in this case you
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* will probably use ProcessingFailed as result).
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*
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* Valid values for @p result are ProcessingCompleted,
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* PocessingRefused and ProcessingFailed. Passing any
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* other value will lead to a runtime assertion.
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*/
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void finishProcessing(ProcessingResult result);
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/**
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* Sets the item fetch scope.
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*
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* The ItemFetchScope controls how much of an item's data is fetched
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* from the server, e.g. whether to fetch the full item payload or
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* only meta data.
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*
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* @param fetchScope The new scope for item fetch operations.
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*
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* @see fetchScope()
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*/
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void setFetchScope(const ItemFetchScope &fetchScope);
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/**
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* Returns the item fetch scope.
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*
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* Since this returns a reference it can be used to conveniently modify the
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* current scope in-place, i.e. by calling a method on the returned reference
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* without storing it in a local variable. See the ItemFetchScope documentation
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* for an example.
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*
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* @return a reference to the current item fetch scope
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*
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* @see setFetchScope() for replacing the current item fetch scope
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*/
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ItemFetchScope &fetchScope();
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protected:
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/**
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* Creates a new preprocessor base agent.
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*
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* @param id The instance id of the preprocessor base agent.
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*/
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PreprocessorBase(const QString &id);
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/**
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* Destroys the preprocessor base agent.
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*/
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virtual ~PreprocessorBase();
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private:
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//@cond PRIVATE
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Q_DECLARE_PRIVATE(PreprocessorBase)
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//@endcond
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}; // class PreprocessorBase
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} // namespace Akonadi
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#ifndef AKONADI_PREPROCESSOR_MAIN
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/**
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* Convenience Macro for the most common main() function for Akonadi preprocessors.
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*/
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#define AKONADI_PREPROCESSOR_MAIN( preProcessorClass ) \
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int main( int argc, char **argv ) \
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{ \
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return Akonadi::PreprocessorBase::init<preProcessorClass>( argc, argv ); \
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}
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#endif //!AKONADI_RESOURCE_MAIN
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#endif //!_PREPROCESSORBASE_H_
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