gecko-dev/testing/marionette/dispatcher.js
Andreas Tolfsen 3421774080 Bug 1211489: Provide message sequencing in Marionette
Message sequencing allows Marionette to provide an asynchronous,
parallel pipelining user-facing interface, limit chances of payload
race conditions, and remove stylistic inconsistencies in how commands
and responses are dispatched internally.

Clients that deliver a blocking WebDriver interface are still be expected
to not send further command requests before the response from the last
command has come back, but if they still happen to do so because of
programming error or otherwise, no harm will be done.  This will guard
against bugs such as bug 1207125.

This patch formalises the command and response concepts, and applies
these concepts to emulator callbacks. Through the new message format,
Marionette is able to provide two-way parallel communication.  In other
words, the server will be able to instruct the client to perform a
command in a non ad-hoc way.

runEmulatorCmd and runEmulatorShell are both turned into command
instructions originating from the server.  This resolves a lot of
technical debt in the server code because they are no longer special-cased
to circumvent the dispatching technique used for all other commands;
commands may originate from either the client or the server providing
parallel pipelining enforced through message sequencing:

             client      server
               |            |
    msgid=1    |----------->|
               |  command   |
               |            |
    msgid=2    |<-----------|
               |  command   |
               |            |
    msgid=2    |----------->|
               |  response  |
               |            |
    msgid=1    |<-----------|
               |  response  |
               |            |

The protocol now consists of a "Command" message and the corresponding
"Response" message.  A "Response" message must always be sent in reply
to a "Command" message.

This bumps the Marionette protocol level to 3.

r=dburns
r=jgriffin

--HG--
extra : commitid : 1kz4Oa2q3Un
2015-09-26 17:12:01 +01:00

245 lines
6.9 KiB
JavaScript

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const {interfaces: Ci, utils: Cu} = Components;
Cu.import("resource://gre/modules/Log.jsm");
Cu.import("resource://gre/modules/Task.jsm");
Cu.import("chrome://marionette/content/driver.js");
Cu.import("chrome://marionette/content/emulator.js");
Cu.import("chrome://marionette/content/error.js");
Cu.import("chrome://marionette/content/message.js");
this.EXPORTED_SYMBOLS = ["Dispatcher"];
const PROTOCOL_VERSION = 3;
const logger = Log.repository.getLogger("Marionette");
/**
* Manages a Marionette connection, and dispatches packets received to
* their correct destinations.
*
* @param {number} connId
* Unique identifier of the connection this dispatcher should handle.
* @param {DebuggerTransport} transport
* Debugger transport connection to the client.
* @param {function(Emulator): GeckoDriver} driverFactory
* A factory function that takes an Emulator as argument and produces
* a GeckoDriver.
*/
this.Dispatcher = function(connId, transport, driverFactory) {
this.connId = connId;
this.conn = transport;
// transport hooks are Dispatcher#onPacket
// and Dispatcher#onClosed
this.conn.hooks = this;
// callback for when connection is closed
this.onclose = null;
// last received/sent message ID
this.lastId = 0;
this.emulator = new Emulator(this.sendEmulator.bind(this));
this.driver = driverFactory(this.emulator);
// lookup of commands sent by server to client by message ID
this.commands_ = new Map();
};
/**
* Debugger transport callback that cleans up
* after a connection is closed.
*/
Dispatcher.prototype.onClosed = function(reason) {
this.driver.sessionTearDown();
if (this.onclose) {
this.onclose(this);
}
};
/**
* Callback that receives data packets from the client.
*
* If the message is a Response, we look up the command previously issued
* to the client and run its callback, if any. In case of a Command,
* the corresponding is executed.
*
* @param {Array.<number, number, ?, ?>} data
* A four element array where the elements, in sequence, signifies
* message type, message ID, method name or error, and parameters
* or result.
*/
Dispatcher.prototype.onPacket = function(data) {
let msg = Message.fromMsg(data);
msg.origin = MessageOrigin.Client;
this.log_(msg);
if (msg instanceof Response) {
let cmd = this.commands_.get(msg.id);
this.commands_.delete(msg.id);
cmd.onresponse(msg);
} else if (msg instanceof Command) {
this.lastId = msg.id;
this.execute(msg);
}
};
/**
* Executes a WebDriver command and sends back a response when it has
* finished executing.
*
* Commands implemented in GeckoDriver and registered in its
* {@code GeckoDriver.commands} attribute. The return values from
* commands are expected to be Promises. If the resolved value of said
* promise is not an object, the response body will be wrapped in an object
* under a "value" field.
*
* If the command implementation sends the response itself by calling
* {@code resp.send()}, the response is guaranteed to not be sent twice.
*
* Errors thrown in commands are marshaled and sent back, and if they
* are not WebDriverError instances, they are additionally propagated and
* reported to {@code Components.utils.reportError}.
*
* @param {Command} cmd
* The requested command to execute.
*/
Dispatcher.prototype.execute = function(cmd) {
let resp = new Response(cmd.id, this.send.bind(this));
let sendResponse = () => resp.sendConditionally(resp => !resp.sent);
let sendError = resp.sendError.bind(resp);
let req = Task.spawn(function*() {
let fn = this.driver.commands[cmd.name];
if (typeof fn == "undefined") {
throw new UnknownCommandError(cmd.name);
}
let rv = yield fn.bind(this.driver)(cmd, resp);
if (typeof rv != "undefined") {
if (typeof rv != "object") {
resp.body = {value: rv};
} else {
resp.body = rv;
}
}
}.bind(this));
req.then(sendResponse, sendError).catch(error.report);
};
Dispatcher.prototype.sendError = function(err, cmdId) {
let resp = new Response(cmdId, this.send.bind(this));
resp.sendError(err);
};
// Convenience methods:
/**
* When a client connects we send across a JSON Object defining the
* protocol level.
*
* This is the only message sent by Marionette that does not follow
* the regular message format.
*/
Dispatcher.prototype.sayHello = function() {
let whatHo = {
applicationType: "gecko",
marionetteProtocol: PROTOCOL_VERSION,
};
this.sendRaw(whatHo);
};
Dispatcher.prototype.sendEmulator = function(name, params, resCb, errCb) {
let cmd = new Command(++this.lastId, name, params);
cmd.onresult = resCb;
cmd.onerror = errCb;
this.send(cmd);
};
/**
* Delegates message to client or emulator based on the provided
* {@code cmdId}. The message is sent over the debugger transport socket.
*
* The command ID is a unique identifier assigned to the client's request
* that is used to distinguish the asynchronous responses.
*
* Whilst responses to commands are synchronous and must be sent in the
* correct order, emulator callbacks are more transparent and can be sent
* at any time. These callbacks won't change the current command state.
*
* @param {Command,Response} msg
* The command or response to send.
*/
Dispatcher.prototype.send = function(msg) {
msg.origin = MessageOrigin.Server;
if (msg instanceof Command) {
this.commands_.set(msg.id, msg);
this.sendToEmulator(msg);
} else if (msg instanceof Response) {
this.sendToClient(msg);
}
};
// Low-level methods:
/**
* Send command to emulator over the debugger transport socket.
*
* @param {Command} cmd
* The command to issue to the emulator.
*/
Dispatcher.prototype.sendToEmulator = function(cmd) {
this.sendMessage(cmd);
};
/**
* Send given response to the client over the debugger transport socket.
*
* @param {Response} resp
* The response to send back to the client.
*/
Dispatcher.prototype.sendToClient = function(resp) {
this.driver.responseCompleted();
this.sendMessage(resp);
};
/**
* Marshal message to the Marionette message format and send it.
*
* @param {Command,Response} msg
* The message to send.
*/
Dispatcher.prototype.sendMessage = function(msg) {
this.log_(msg);
let payload = msg.toMsg();
this.sendRaw(payload);
};
/**
* Send the given payload over the debugger transport socket to the
* connected client.
*
* @param {Object} payload
* The payload to ship.
*/
Dispatcher.prototype.sendRaw = function(payload) {
this.conn.send(payload);
};
Dispatcher.prototype.log_ = function(msg) {
if (logger.level > Log.Level.Debug) {
return;
}
let a = (msg.origin == MessageOrigin.Client ? " -> " : " <- ");
logger.debug(this.connId + a + msg);
};