CallbackServer
class CallbackServer;
inline void SetCBServer(CallbackServer* server);
inline CallbackServer* CBServer();
CallbackServer* fCBServer;
Callback::SetCBServer(CallbackServer* server)
inline CallbackServer*
CallbackServer::UnregisterCallback(Callback* callback)
CallbackServer::StartServer()
fThread = spawn_kernel_thread(&CallbackServer::ListenerThreadLauncher,
CallbackServer::StopServer()
CallbackServer::NewConnection(Connection* connection)
CallbackServer* gRPCCallbackServer = NULL;
CallbackServer* gRPCCallbackServer6 = NULL;
thread = spawn_kernel_thread(&CallbackServer::ConnectionThreadLauncher,
CallbackServer::ReleaseConnection(ConnectionEntry* entry)
CallbackServer::CallbackServer(int networkFamily)
CallbackServer::ConnectionThreadLauncher(void* object)
CallbackServer* server = reinterpret_cast<CallbackServer*>(objects[0]);
CallbackServer::ConnectionThread(ConnectionEntry* entry)
CallbackServer::ListenerThreadLauncher(void* object)
CallbackServer* server = reinterpret_cast<CallbackServer*>(object);
CallbackServer::ListenerThread()
CallbackServer::~CallbackServer()
CallbackServer*
CallbackServer::Get(Server* server)
fServers[idx] = new CallbackServer(family);
CallbackServer::ShutdownAll()
mutex CallbackServer::fServerCreationLock = MUTEX_INITIALIZER(NULL);
CallbackServer* CallbackServer::fServers[2] = { NULL, NULL };
CallbackServer::RegisterCallback(Callback* callback)
class CallbackServer {
CallbackServer(int networkFamily);
~CallbackServer();
static CallbackServer* Get(Server* server);
static CallbackServer* fServers[2];
CallbackServer::LocalID()
CallbackServer::GetCallback(int32 id)
CallbackServer* server = CallbackServer::Get(this);
RPC::CallbackServer::ShutdownAll();