*
* Once assigned (here or at constructor), this method SHALL NOT be used anymore.
* Also, the associated dictionary SHOULD NOT BE CHANGED through the engine,
- * unless you know what are you doing. If you want to reconfigure the engine,
- * first #clear the message and then you could reuse the same object with
- * different configurations (execution contexts).
- *
+ * unless you know what are you doing.
* Setting a new different engine with different stack, even same engine where the
* stack has been dynamically changed, could cause a bad behaviour depending on the
* changes: in general, if the dictionary grows, nothing bad will happen, but if
* you remove or modified some elements which were processed with a certain format,
* will be interpreted as 'unknown' with the new dictionary, and then some problems
* may occur. If you add elements (vendors, avps, messages) is not a problem.
+ *
+ * IMPORTANT NOTES:
+ * 1) if you want to reuse the message, as a recommendation, you should set engine to
+ * NULL or use #clear. In that way, next operation will adjust automatically the needed
+ * engine because it would not be configured in such stage.
+ * 2) if you want to pre-configure the engine you will need to set the engine to NULL
+ * previously and then you could change to the new one without warning/ignoring.
+ * 3) if you have dedicated message objects for each interface (application id), then
+ * you could set the corresponding engine on constructor (or setEngine), and forget
+ * about #clear. The needed cleanup will be done automatically from decoding and xml
+ * loading procedures, and initialized engine will be kept along message operations.
*/
void setEngine(Engine *engine) throw();
* Application must clear auxiliary message objects before adding Avps in a new context if the same object is reused.
* Application don't need to clear a message object before decode operation (decode invokes #clear before any other task).
* Any reimplementation must first invoke base class method.
+ *
+ * @param resetEngine Sets to NULL the codec engine (true, default) or respect its current value (false). If you are going
+ * to reuse the message instance it is better to clear all the information (default) to manage different stacks, because if
+ * you don't initialize the engine to NULL, the second use of the message will keep the same engine deduced from the first
+ * decoding/loading operation, which could be wrong if the second message belongs to a different application identifier.
*/
- virtual void clear() throw(anna::RuntimeException);
+ virtual void clear(bool resetEngine = true) throw(anna::RuntimeException);
/**
Decodes buffer provided over class content. If an error ocurred, decoding will stop launching exception (fatal error) or a warning trace (perhaps the achieved
//------------------------------------------------------------------------------
//------------------------------------------------------------- Message::clear()
//------------------------------------------------------------------------------
-void Message::clear() throw(anna::RuntimeException) {
+void Message::clear(bool resetEngine) throw(anna::RuntimeException) {
for(avp_iterator it = avp_begin(); it != avp_end(); it++) { /*avp(it)->clear(); */getEngine()->releaseAvp(Avp::avp(it)); }
a_avps.clear();
a_finds.clear();
// Initialize:
initialize();
+ if (resetEngine) a_engine = NULL;
}
// Codec engine manager (a multithreaded application, normally does not achieve this point, because
// messages are prepared for each interface with the corresponding codec engine)
anna::diameter::codec::EngineManager &em = anna::diameter::codec::EngineManager::instantiate();
+ if (em.size() == 0) return;
if (em.selectFromApplicationId()) {
Engine *monostackEngine = em.getMonoStackCodecEngine();
if (monostackEngine) { a_engine = monostackEngine; return; }
trace += db.asString();
anna::Logger::debug(trace, ANNA_FILE_LOCATION);
);
- clear();
+ clear(false /* respect engine */);
// EXCEPTION MANAGEMENT IN THIS METHOD
// ===================================
// DECODE PHASE
unsigned int u_aux;
// Clear the message
- clear();
+ clear(false /* respect engine */);
if(version) {
i_aux = version->getIntegerValue();