I changed the c++ HelloWorld example to use Bidi Async server. The modified 
proto is as follows.

// The greeting service definition.
service Greeter {
  // Sends a greeting
  rpc SayHello (stream HelloMessage) returns (stream HelloMessage) {}
}

// The response message containing the greetings
message HelloMessage {
  string message = 1;
}

The sync server works fine. However, the async server does not work. It 
does not receive anything after calling stream.read(). Eventually I got the 
error below.

Server listening on 0.0.0.0:50051
Greeter server received: 
Greeter server replied: Hello 
pure virtual method called
terminate called without an active exception
Aborted

I made the async server code based on the original greeter_async_server.cc 
with slight changes. I paste my code code below for your reference. Can you 
please take a look which part is wrong? How can I make it work? Thanks.


class ServerImpl final {
 public:
  ~ServerImpl() {
    server_->Shutdown();
    // Always shutdown the completion queue after the server.
    cq_->Shutdown();
  }

  // There is no shutdown handling in this code.
  void Run() {
    std::string server_address("0.0.0.0:50051");

    ServerBuilder builder;
    // Listen on the given address without any authentication mechanism.
    builder.AddListeningPort(server_address, 
grpc::InsecureServerCredentials());
    // Register "service_" as the instance through which we'll communicate 
with
    // clients. In this case it corresponds to an *asynchronous* service.
    builder.RegisterService(&service_);
    // Get hold of the completion queue used for the asynchronous 
communication
    // with the gRPC runtime.
    cq_ = builder.AddCompletionQueue();
    // Finally assemble the server.
    server_ = builder.BuildAndStart();
    std::cout << "Server listening on " << server_address << std::endl;

    // Proceed to the server's main loop.
    HandleRpcs();
  }

 private:
  // Class encompasing the state and logic needed to serve a request.
  class CallData {
   public:
    // Take in the "service" instance (in this case representing an 
asynchronous
    // server) and the completion queue "cq" used for asynchronous 
communication
    // with the gRPC runtime.
    CallData(Greeter::AsyncService* service, ServerCompletionQueue* cq)
        : service_(service), cq_(cq), stream_(&ctx_), status_(CREATE) {
      // Invoke the serving logic right away.
      Proceed();
    }

    void Proceed() {
      if (status_ == CREATE) {
        // Make this instance progress to the PROCESS state.
        status_ = PROCESS;

        // As part of the initial CREATE state, we *request* that the system
        // start processing SayHello requests. In this request, "this" acts 
are
        // the tag uniquely identifying the request (so that different 
CallData
        // instances can serve different requests concurrently), in this 
case
        // the memory address of this CallData instance.
        service_->RequestSayHello(&ctx_, &stream_, cq_, cq_, this);
      } else if (status_ == PROCESS) {
        // Spawn a new CallData instance to serve new clients while we 
process
        // the one for this CallData. The instance will deallocate itself as
        // part of its FINISH state.
        new CallData(service_, cq_);

        // The actual processing.
        std::string prefix("Hello ");
        stream_.Read(&request_, this);
        std::cout << "Greeter server received: " << request_.message() << 
std::endl;
        reply_.set_message(prefix + request_.message());
        std::cout << "Greeter server replied: " << reply_.message() << 
std::endl;
        stream_.Write(reply_, this);

        // And we are done! Let the gRPC runtime know we've finished, using 
the
        // memory address of this instance as the uniquely identifying tag 
for
        // the event.
        status_ = FINISH;
        stream_.Finish(Status::OK, this);
      } else {
        GPR_ASSERT(status_ == FINISH);
        // Once in the FINISH state, deallocate ourselves (CallData).
        delete this;
      }
    }

   private:
    // The means of communication with the gRPC runtime for an asynchronous
    // server.
    Greeter::AsyncService* service_;
    // The producer-consumer queue where for asynchronous server 
notifications.
    ServerCompletionQueue* cq_;
    // Context for the rpc, allowing to tweak aspects of it such as the use
    // of compression, authentication, as well as to send metadata back to 
the
    // client.
    ServerContext ctx_;

    // What we get from the client.
    HelloMessage request_;
    // What we send back to the client.
    HelloMessage reply_;

    // The means to get back to the client.
    ServerAsyncReaderWriter<HelloMessage, HelloMessage> stream_;

    // Let's implement a tiny state machine with the following states.
    enum CallStatus { CREATE, PROCESS, FINISH };
    CallStatus status_;  // The current serving state.
  };

  // This can be run in multiple threads if needed.
  void HandleRpcs() {
    // Spawn a new CallData instance to serve new clients.
    new CallData(&service_, cq_.get());
    void* tag;  // uniquely identifies a request.
    bool ok;
    while (true) {
      // Block waiting to read the next event from the completion queue. The
      // event is uniquely identified by its tag, which in this case is the
      // memory address of a CallData instance.
      // The return value of Next should always be checked. This return 
value
      // tells us whether there is any kind of event or cq_ is shutting 
down.
      GPR_ASSERT(cq_->Next(&tag, &ok));
      GPR_ASSERT(ok);
      static_cast<CallData*>(tag)->Proceed();
    }
  }

  std::unique_ptr<ServerCompletionQueue> cq_;
  Greeter::AsyncService service_;
  std::unique_ptr<Server> server_;
};

int main(int argc, char** argv) {
  ServerImpl server;
  server.Run();

  return 0;
}

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