Remove const declaration from non-const function.
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1 <chapter id="ole">
2 <title>COM in Wine</title>
4 <sect1 id="com-writing">
5 <title>Writing COM Components for Wine</title>
7 <para>
8 This section describes how to create your own natively
9 compiled COM components.
10 </para>
12 <sect2>
13 <title>Macros to define a COM interface</title>
15 <para>
16 The goal of the following set of definitions is to provide a
17 way to use the same header file definitions to provide both
18 a C interface and a C++ object oriented interface to COM
19 interfaces. The type of interface is selected automatically
20 depending on the language but it is always possible to get
21 the C interface in C++ by defining CINTERFACE.
22 </para>
23 <para>
24 It is based on the following assumptions:
25 </para>
26 <itemizedlist>
27 <listitem>
28 <para>
29 all COM interfaces derive from IUnknown, this should not
30 be a problem.
31 </para>
32 </listitem>
33 <listitem>
34 <para>
35 the header file only defines the interface, the actual
36 fields are defined separately in the C file implementing
37 the interface.
38 </para>
39 </listitem>
40 </itemizedlist>
41 <para>
42 The natural approach to this problem would be to make sure
43 we get a C++ class and virtual methods in C++ and a
44 structure with a table of pointer to functions in C.
45 Unfortunately the layout of the virtual table is compiler
46 specific, the layout of g++ virtual tables is not the same
47 as that of an egcs virtual table which is not the same as
48 that generated by Visual C++. There are work arounds to make
49 the virtual tables compatible via padding but unfortunately
50 the one which is imposed to the Wine emulator by the Windows
51 binaries, i.e. the Visual C++ one, is the most compact of
52 all.
53 </para>
54 <para>
55 So the solution I finally adopted does not use virtual
56 tables. Instead I use in-line non virtual methods that
57 dereference the method pointer themselves and perform the
58 call.
59 </para>
60 <para>
61 Let's take Direct3D as an example:
62 </para>
63 <programlisting>#define ICOM_INTERFACE IDirect3D
64 #define IDirect3D_METHODS \
65 ICOM_METHOD1(HRESULT,Initialize, REFIID,) \
66 ICOM_METHOD2(HRESULT,EnumDevices, LPD3DENUMDEVICESCALLBACK,, LPVOID,) \
67 ICOM_METHOD2(HRESULT,CreateLight, LPDIRECT3DLIGHT*,, IUnknown*,) \
68 ICOM_METHOD2(HRESULT,CreateMaterial,LPDIRECT3DMATERIAL*,, IUnknown*,) \
69 ICOM_METHOD2(HRESULT,CreateViewport,LPDIRECT3DVIEWPORT*,, IUnknown*,) \
70 ICOM_METHOD2(HRESULT,FindDevice, LPD3DFINDDEVICESEARCH,, LPD3DFINDDEVICERESULT,)
71 #define IDirect3D_IMETHODS \
72 IUnknown_IMETHODS \
73 IDirect3D_METHODS
74 ICOM_DEFINE(IDirect3D,IUnknown)
75 #undef ICOM_INTERFACE
77 #ifdef ICOM_CINTERFACE
78 // *** IUnknown methods *** //
79 #define IDirect3D_QueryInterface(p,a,b) ICOM_CALL2(QueryInterface,p,a,b)
80 #define IDirect3D_AddRef(p) ICOM_CALL (AddRef,p)
81 #define IDirect3D_Release(p) ICOM_CALL (Release,p)
82 // *** IDirect3D methods *** //
83 #define IDirect3D_Initialize(p,a) ICOM_CALL1(Initialize,p,a)
84 #define IDirect3D_EnumDevices(p,a,b) ICOM_CALL2(EnumDevice,p,a,b)
85 #define IDirect3D_CreateLight(p,a,b) ICOM_CALL2(CreateLight,p,a,b)
86 #define IDirect3D_CreateMaterial(p,a,b) ICOM_CALL2(CreateMaterial,p,a,b)
87 #define IDirect3D_CreateViewport(p,a,b) ICOM_CALL2(CreateViewport,p,a,b)
88 #define IDirect3D_FindDevice(p,a,b) ICOM_CALL2(FindDevice,p,a,b)
89 #endif</programlisting>
90 <para>
91 Comments:
92 </para>
93 <para>
94 The ICOM_INTERFACE macro is used in the ICOM_METHOD macros
95 to define the type of the 'this' pointer. Defining this
96 macro here saves us the trouble of having to repeat the
97 interface name everywhere. Note however that because of the
98 way macros work, a macro like ICOM_METHOD1 cannot use
99 'ICOM_INTERFACE##_VTABLE' because this would give
100 'ICOM_INTERFACE_VTABLE' and not 'IDirect3D_VTABLE'.
101 </para>
102 <para>
103 ICOM_METHODS defines the methods specific to this
104 interface. It is then aggregated with the inherited methods
105 to form ICOM_IMETHODS.
106 </para>
107 <para>
108 ICOM_IMETHODS defines the list of methods that are
109 inheritable from this interface. It must be written manually
110 (rather than using a macro to generate the equivalent code)
111 to avoid macro recursion (which compilers don't like).
112 </para>
113 <para>
114 The ICOM_DEFINE finally declares all the structures
115 necessary for the interface. We have to explicitly use the
116 interface name for macro expansion reasons again. Inherited
117 methods are inherited in C by using the IDirect3D_METHODS
118 macro and the parent's Xxx_IMETHODS macro. In C++ we need
119 only use the IDirect3D_METHODS since method inheritance is
120 taken care of by the language.
121 </para>
122 <para>
123 In C++ the ICOM_METHOD macros generate a function prototype
124 and a call to a function pointer method. This means using
125 once 't1 p1, t2 p2, ...' and once 'p1, p2' without the
126 types. The only way I found to handle this is to have one
127 ICOM_METHOD macro per number of parameters and to have it
128 take only the type information (with const if necessary) as
129 parameters. The 'undef ICOM_INTERFACE' is here to remind
130 you that using ICOM_INTERFACE in the following macros will
131 not work. This time it's because the ICOM_CALL macro
132 expansion is done only once the 'IDirect3D_Xxx' macro is
133 expanded. And by that time ICOM_INTERFACE will be long gone
134 anyway.
135 </para>
136 <para>
137 You may have noticed the double commas after each parameter
138 type. This allows you to put the name of that parameter
139 which I think is good for documentation. It is not required
140 and since I did not know what to put there for this example
141 (I could only find doc about IDirect3D2), I left them blank.
142 </para>
143 <para>
144 Finally the set of 'IDirect3D_Xxx' macros is a standard set
145 of macros defined to ease access to the interface methods in
146 C. Unfortunately I don't see any way to avoid having to
147 duplicate the inherited method definitions there. This time
148 I could have used a trick to use only one macro whatever the
149 number of parameters but I preferred to have it work the same
150 way as above.
151 </para>
152 <para>
153 You probably have noticed that we don't define the fields we
154 need to actually implement this interface: reference count,
155 pointer to other resources and miscellaneous fields. That's
156 because these interfaces are just that: interfaces. They may
157 be implemented more than once, in different contexts and
158 sometimes not even in Wine. Thus it would not make sense to
159 impose that the interface contains some specific fields.
160 </para>
161 </sect2>
163 <sect2>
164 <title>Bindings in C</title>
166 <para>
167 In C this gives:
168 </para>
169 <programlisting>typedef struct IDirect3DVtbl IDirect3DVtbl;
170 struct IDirect3D {
171 IDirect3DVtbl* lpVtbl;
173 struct IDirect3DVtbl {
174 HRESULT (*fnQueryInterface)(IDirect3D* me, REFIID riid, LPVOID* ppvObj);
175 ULONG (*fnAddRef)(IDirect3D* me);
176 ULONG (*fnRelease)(IDirect3D* me);
177 HRESULT (*fnInitialize)(IDirect3D* me, REFIID a);
178 HRESULT (*fnEnumDevices)(IDirect3D* me, LPD3DENUMDEVICESCALLBACK a, LPVOID b);
179 HRESULT (*fnCreateLight)(IDirect3D* me, LPDIRECT3DLIGHT* a, IUnknown* b);
180 HRESULT (*fnCreateMaterial)(IDirect3D* me, LPDIRECT3DMATERIAL* a, IUnknown* b);
181 HRESULT (*fnCreateViewport)(IDirect3D* me, LPDIRECT3DVIEWPORT* a, IUnknown* b);
182 HRESULT (*fnFindDevice)(IDirect3D* me, LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b);
185 #ifdef ICOM_CINTERFACE
186 // *** IUnknown methods *** //
187 #define IDirect3D_QueryInterface(p,a,b) (p)->lpVtbl->fnQueryInterface(p,a,b)
188 #define IDirect3D_AddRef(p) (p)->lpVtbl->fnAddRef(p)
189 #define IDirect3D_Release(p) (p)->lpVtbl->fnRelease(p)
190 // *** IDirect3D methods *** //
191 #define IDirect3D_Initialize(p,a) (p)->lpVtbl->fnInitialize(p,a)
192 #define IDirect3D_EnumDevices(p,a,b) (p)->lpVtbl->fnEnumDevice(p,a,b)
193 #define IDirect3D_CreateLight(p,a,b) (p)->lpVtbl->fnCreateLight(p,a,b)
194 #define IDirect3D_CreateMaterial(p,a,b) (p)->lpVtbl->fnCreateMaterial(p,a,b)
195 #define IDirect3D_CreateViewport(p,a,b) (p)->lpVtbl->fnCreateViewport(p,a,b)
196 #define IDirect3D_FindDevice(p,a,b) (p)->lpVtbl->fnFindDevice(p,a,b)
197 #endif</programlisting>
198 <para>
199 Comments:
200 </para>
201 <para>
202 IDirect3D only contains a pointer to the IDirect3D
203 virtual/jump table. This is the only thing the user needs to
204 know to use the interface. Of course the structure we will
205 define to implement this interface will have more fields but
206 the first one will match this pointer.
207 </para>
208 <para>
209 The code generated by ICOM_DEFINE defines both the structure
210 representing the interface and the structure for the jump
211 table. ICOM_DEFINE uses the parent's Xxx_IMETHODS macro to
212 automatically repeat the prototypes of all the inherited
213 methods and then uses IDirect3D_METHODS to define the
214 IDirect3D methods.
215 </para>
216 <para>
217 Each method is declared as a pointer to function field in
218 the jump table. The implementation will fill this jump table
219 with appropriate values, probably using a static variable,
220 and initialize the lpVtbl field to point to this variable.
221 </para>
222 <para>
223 The IDirect3D_Xxx macros then just dereference the lpVtbl
224 pointer and use the function pointer corresponding to the
225 macro name. This emulates the behavior of a virtual table
226 and should be just as fast.
227 </para>
228 <para>
229 This C code should be quite compatible with the Windows
230 headers both for code that uses COM interfaces and for code
231 implementing a COM interface.
232 </para>
233 </sect2>
235 <sect2>
236 <title>Bindings in C++</title>
237 <para>
238 And in C++ (with gcc's g++):
239 </para>
240 <programlisting>typedef struct IDirect3D: public IUnknown {
241 private: HRESULT (*fnInitialize)(IDirect3D* me, REFIID a);
242 public: inline HRESULT Initialize(REFIID a) { return ((IDirect3D*)t.lpVtbl)->fnInitialize(this,a); };
243 private: HRESULT (*fnEnumDevices)(IDirect3D* me, LPD3DENUMDEVICESCALLBACK a, LPVOID b);
244 public: inline HRESULT EnumDevices(LPD3DENUMDEVICESCALLBACK a, LPVOID b)
245 { return ((IDirect3D*)t.lpVtbl)->fnEnumDevices(this,a,b); };
246 private: HRESULT (*fnCreateLight)(IDirect3D* me, LPDIRECT3DLIGHT* a, IUnknown* b);
247 public: inline HRESULT CreateLight(LPDIRECT3DLIGHT* a, IUnknown* b)
248 { return ((IDirect3D*)t.lpVtbl)->fnCreateLight(this,a,b); };
249 private: HRESULT (*fnCreateMaterial)(IDirect3D* me, LPDIRECT3DMATERIAL* a, IUnknown* b);
250 public: inline HRESULT CreateMaterial(LPDIRECT3DMATERIAL* a, IUnknown* b)
251 { return ((IDirect3D*)t.lpVtbl)->fnCreateMaterial(this,a,b); };
252 private: HRESULT (*fnCreateViewport)(IDirect3D* me, LPDIRECT3DVIEWPORT* a, IUnknown* b);
253 public: inline HRESULT CreateViewport(LPDIRECT3DVIEWPORT* a, IUnknown* b)
254 { return ((IDirect3D*)t.lpVtbl)->fnCreateViewport(this,a,b); };
255 private: HRESULT (*fnFindDevice)(IDirect3D* me, LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b);
256 public: inline HRESULT FindDevice(LPD3DFINDDEVICESEARCH a, LPD3DFINDDEVICERESULT b)
257 { return ((IDirect3D*)t.lpVtbl)->fnFindDevice(this,a,b); };
258 };</programlisting>
259 <para>
260 Comments:
261 </para>
262 <para>
263 In C++ IDirect3D does double duty as both the virtual/jump
264 table and as the interface definition. The reason for this
265 is to avoid having to duplicate the method definitions: once
266 to have the function pointers in the jump table and once to
267 have the methods in the interface class. Here one macro can
268 generate both. This means though that the first pointer,
269 t.lpVtbl defined in IUnknown, must be interpreted as the
270 jump table pointer if we interpret the structure as the
271 interface class, and as the function pointer to the
272 QueryInterface method, t.fnQueryInterface, if we interpret
273 the structure as the jump table. Fortunately this gymnastic
274 is entirely taken care of in the header of IUnknown.
275 </para>
276 <para>
277 Of course in C++ we use inheritance so that we don't have to
278 duplicate the method definitions.
279 </para>
280 <para>
281 Since IDirect3D does double duty, each ICOM_METHOD macro
282 defines both a function pointer and a non-virtual inline
283 method which dereferences it and calls it. This way this
284 method behaves just like a virtual method but does not
285 create a true C++ virtual table which would break the
286 structure layout. If you look at the implementation of these
287 methods you'll notice that they would not work for void
288 functions. We have to return something and fortunately this
289 seems to be what all the COM methods do (otherwise we would
290 need another set of macros).
291 </para>
292 <para>
293 Note how the ICOM_METHOD generates both function prototypes
294 mixing types and formal parameter names and the method
295 invocation using only the formal parameter name. This is the
296 reason why we need different macros to handle different
297 numbers of parameters.
298 </para>
299 <para>
300 Finally there is no IDirect3D_Xxx macro. These are not
301 needed in C++ unless the CINTERFACE macro is defined in
302 which case we would not be here.
303 </para>
304 <para>
305 This C++ code works well for code that just uses COM
306 interfaces. But it will not work with C++ code implement a
307 COM interface. That's because such code assumes the
308 interface methods are declared as virtual C++ methods which
309 is not the case here.
310 </para>
311 </sect2>
313 <sect2>
314 <title>Implementing a COM interface.</title>
316 <para>
317 This continues the above example. This example assumes that
318 the implementation is in C.
319 </para>
320 <programlisting>typedef struct _IDirect3D {
321 void* lpVtbl;
322 // ...
323 } _IDirect3D;
325 static ICOM_VTABLE(IDirect3D) d3dvt;
327 // implement the IDirect3D methods here
329 int IDirect3D_fnQueryInterface(IDirect3D* me)
331 ICOM_THIS(IDirect3D,me);
332 // ...
335 // ...
337 static ICOM_VTABLE(IDirect3D) d3dvt = {
338 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
339 IDirect3D_fnQueryInterface,
340 IDirect3D_fnAdd,
341 IDirect3D_fnAdd2,
342 IDirect3D_fnInitialize,
343 IDirect3D_fnSetWidth
344 };</programlisting>
345 <para>
346 Comments:
347 </para>
348 <para>
349 We first define what the interface really contains. This is
350 the _IDirect3D structure. The first field must of course be
351 the virtual table pointer. Everything else is free.
352 </para>
353 <para>
354 Then we predeclare our static virtual table variable, we
355 will need its address in some methods to initialize the
356 virtual table pointer of the returned interface objects.
357 </para>
358 <para>
359 Then we implement the interface methods. To match what has
360 been declared in the header file they must take a pointer to
361 a IDirect3D structure and we must cast it to an _IDirect3D
362 so that we can manipulate the fields. This is performed by
363 the ICOM_THIS macro.
364 </para>
365 <para>
366 Finally we initialize the virtual table.
367 </para>
368 </sect2>
369 </sect1>
371 <sect1 id="dcom-1">
372 <title>A brief introduction to DCOM in Wine</title>
374 <para>
375 This section explains the basic principles behind DCOM remoting as used by InstallShield and others.
376 </para>
378 <sect2>
379 <title>BASICS</title>
381 <para>
382 The basic idea behind DCOM is to take a COM object and make it location
383 transparent. That means you can use it from other threads, processes and
384 machines without having to worry about the fact that you can't just
385 dereference the interface vtable pointer to call methods on it.
386 </para>
388 <para>
389 You might be wondering about putting threads next to processes and
390 machines in that last paragraph. You can access thread safe objects from
391 multiple threads without DCOM normally, right? Why would you need RPC
392 magic to do that?
393 </para>
395 <para>
396 The answer is of course that COM doesn't assume that objects actually
397 are thread-safe. Most real-world objects aren't, in fact, for various
398 reasons. What these reasons are isn't too important here, though; it's
399 just important to realize that the problem of thread-unsafe objects is
400 what COM tries hard to solve with its apartment model. There are also
401 ways to tell COM that your object is truly thread-safe (namely the
402 free-threaded marshaller). In general, no object is truly thread-safe if
403 it could potentially use another not so thread-safe object, though, so
404 the free-threaded marshaller is less used than you'd think.
405 </para>
407 <para>
408 For now, suffice it to say that COM lets you "marshal" interfaces into
409 other "apartments". An apartment (you may see it referred to as a
410 context in modern versions of COM) can be thought of as a location, and
411 contains objects.
412 </para>
414 <para>
415 Every thread in a program that uses COM exists in an apartment. If a
416 thread wishes to use an object from another apartment, marshalling and
417 the whole DCOM infrastructure gets involved to make that happen behind
418 the scenes.
419 </para>
421 <para>
422 So. Each COM object resides in an apartment, and each apartment
423 resides in a process, and each process resides in a machine, and each
424 machine resides in a network. Allowing those objects to be used
425 from <emphasis>any</emphasis> of these different places is what DCOM
426 is all about.
427 </para>
429 <para>
430 The process of marshalling refers to taking a function call in an
431 apartment and actually performing it in another apartment. Let's say you
432 have two machines, A and B, and on machine B there is an object sitting
433 in a DLL on the hard disk. You want to create an instance of that object
434 (activate it) and use it as if you had compiled it into your own
435 program. This is hard, because the remote object is expecting to be
436 called by code in its own address space - it may do things like accept
437 pointers to linked lists and even return other objects.
438 </para>
440 <para>
441 Very basic marshalling is easy enough to understand. You take a method
442 on a remote interface (that is a COM interface that is
443 implemented on the remote computer), copy each of its
444 parameters into a buffer, and
445 send it to the remote computer. On the other end, the remote server
446 reads each parameter from the buffer, calls the method, writes the
447 result into another buffer and sends it back.
448 </para>
450 <para>
451 The tricky part is exactly how to encode those parameters in the buffer,
452 and how to convert standard stdcall/cdecl method calls to network
453 packets and back again. This is the job of the RPCRT4.DLL file - or the
454 Remote Procedure Call Runtime.
455 </para>
457 <para>
458 The backbone of DCOM is this RPC runtime, which is an implementation
459 of <ulink
460 url="http://www.opengroup.org/onlinepubs/009629399/toc.htm">DCE
461 RPC</ulink>. DCE RPC is not naturally object oriented, so this
462 protocol is extended with some new constructs and by assigning new
463 meanings to some of the packet fields, to produce ORPC or Object
464 RPC. You might see it called MS-RPC as well.
465 </para>
467 <para>
468 RPC packets contain a buffer containing marshalled data in NDR format.
469 NDR is short for "Network Data Representation" and is similar
470 to the XDR
471 format used in SunRPC (the closest native equivalent on Linux to DCE
472 RPC). NDR/XDR are all based on the idea of graph serialization and were
473 worked out during the 80s, meaning they are very powerful and can do
474 things like marshal doubly linked lists and other rather tricky
475 structures.
476 </para>
478 <para>
479 In Wine, our DCOM implementation is <emphasis>not</emphasis>
480 currently based on the
481 RPC runtime, as while few programs use DCOM even fewer use
482 RPC directly so it was developed some time after
483 OLE32/OLEAUT32 were. Eventually this will have to be fixed,
484 otherwise our DCOM will never be compatible with
485 Microsoft's. Bear this in mind as you read through the code
486 however.
487 </para>
488 </sect2>
490 <sect2>
491 <title>PROXIES AND STUBS</title>
493 <para>
494 Manually marshalling and unmarshalling each method call using the NDR
495 APIs (NdrConformantArrayMarshall etc) is very tedious work, so the
496 Platform SDK ships with a tool called "midl" which is an IDL compiler.
497 IDL or the "Interface Definition Language" is a tool designed
498 specifically for describing interfaces in a reasonably language neutral
499 fashion, though in reality it bears a close resemblence to C++.
500 </para>
502 <para>
503 By describing the functions you want to expose via RPC in IDL therefore,
504 it becomes possible to pass this file to MIDL which spits out a huge
505 amount of C source code. That code defines functions which have the same
506 prototype as the functions described in your IDL but which internally
507 take each argument, marshal it using Ndr, send the packet, and unmarshal
508 the return.
509 </para>
511 <para>
512 Because this code proxies the code from the client to the server, the
513 functions are called proxies. Easy, right?
514 </para>
516 <para>
517 Of course, in the RPC server process at the other end, you need some way
518 to unmarshal the RPCs, so you have functions also generated by MIDL
519 which are the inverse of the proxies; they accept an NDR buffer, extract
520 the parameters, call the real function and then marshal the result back.
521 They are called stubs, and stand in for the real calling code in the
522 client process.
523 </para>
525 <para>
526 The sort of marshalling/unmarshalling code that MIDL spits out can be
527 seen in dlls/oleaut32/oaidl_p.c - it's not exactly what it would look
528 like as that file contains DCOM proxies/stubs which are different, but
529 you get the idea. Proxy functions take the arguments and feed them to
530 the NDR marshallers (or picklers), invoke an NdrProxySendReceive and
531 then convert the out parameters and return code. There's a ton of goop
532 in there for dealing with buffer allocation, exceptions and so on - it's
533 really ugly code. But, this is the basic concept behind DCE RPC.
534 </para>
535 </sect2>
537 <sect2>
538 <title>INTERFACE MARSHALLING</title>
540 <para>
541 Standard NDR only knows about C style function calls - they
542 can accept and even return structures, but it has no concept
543 of COM interfaces. Confusingly DCE RPC <emphasis>does</emphasis> have a
544 concept of RPC interfaces which are just convenient ways to
545 bundle function calls together into namespaces, but let's
546 ignore that for now as it just muddies the water. The
547 primary extension made by Microsoft to NDR then was the
548 ability to take a COM interface pointer and marshal that
549 into the NDR stream.
550 </para>
552 <para>
553 The basic theory of proxies and stubs and IDL is still here, but it's
554 been modified slightly. Whereas before you could define a bunch of
555 functions in IDL, now a new "object" keyword has appeared. This tells
556 MIDL that you're describing a COM interface, and as a result the
557 proxies/stubs it generates are also COM objects.
558 </para>
560 <para>
561 That's a very important distinction. When you make a call to a remote
562 COM object you do it via a proxy object that COM has constructed on the
563 fly. Likewise, a stub object on the remote end unpacks the RPC packet
564 and makes the call.
565 </para>
567 <para>
568 Because this is object-oriented RPC, there are a few complications: for
569 instance, a call that goes via the same proxies/stubs may end up at a
570 different object instance, so the RPC runtime keeps track of "this" and
571 "that" in the RPC packets.
572 </para>
574 <para>
575 This leads naturally onto the question of how we got those proxy/stub
576 objects in the first place, and where they came from. You can use the
577 CoCreateInstanceEx API to activate COM objects on a remote machine, this
578 works like CoCreateInstance API. Behind the scenes, a lot of stuff is
579 involved to do this (like IRemoteActivation, IOXIDResolver and so on)
580 but let's gloss over that for now.
581 </para>
583 <para>
584 When DCOM creates an object on a remote machine, the DCOM runtime on
585 that machine activates the object in the usual way (by looking it up in
586 the registry etc) and then marshals the requested interface back to the
587 client. Marshalling an interface takes a pointer, and produces a buffer
588 containing all the information DCOM needs to construct a proxy object in
589 the client, a stub object in the server and link the two together.
590 </para>
592 <para>
593 The structure of a marshalled interface pointer is somewhat complex.
594 Let's ignore that too. The important thing is how COM proxies/stubs are
595 loaded.
596 </para>
597 </sect2>
599 <sect2>
600 <title>COM PROXY/STUB SYSTEM</title>
602 <para>
603 COM proxies are objects that implement both the interfaces needing to be
604 proxied and also IRpcProxyBuffer. Likewise, COM stubs implement
605 IRpcStubBuffer and understand how to invoke the methods of the requested
606 interface.
607 </para>
609 <para>
610 You may be wondering what the word "buffer" is doing in those interface
611 names. I'm not sure either, except that a running theme in DCOM is that
612 interfaces which have nothing to do with buffers have the word Buffer
613 appended to them, seemingly at random. Ignore it and <emphasis>don't let it
614 confuse you</emphasis>
615 :) This stuff is convoluted enough ...
616 </para>
618 <para>
619 The IRpc[Proxy/Stub]Buffer interfaces are used to control the proxy/stub
620 objects and are one of the many semi-public interfaces used in DCOM.
621 </para>
623 <para>
624 DCOM is theoretically an internet RFC <ulink
625 url="http://www.grimes.demon.co.uk/DCOM/DCOMSpec.htm">[2]</ulink> and is
626 specced out, but in reality the only implementation of it apart from
627 ours is Microsoft's, and as a result there are lots of interfaces
628 which <emphasis>can</emphasis> be used if you want to customize or
629 control DCOM but in practice are badly documented or not documented at
630 all, or exist mostly as interfaces between MIDL generated code and COM
631 itself. Don't pay too much attention to the MSDN definitions of these
632 interfaces and APIs.
633 </para>
635 <para>
636 COM proxies and stubs are like any other normal COM object - they are
637 registered in the registry, they can be loaded with CoCreateInstance and
638 so on. They have to be in process (in DLLs) however. They aren't
639 activated directly by COM however, instead the process goes something
640 like this:
642 <itemizedlist>
643 <listitem> <para> COM receives a marshalled interface packet, and retrieves the IID of
644 the marshalled interface from it </para> </listitem>
647 <listitem> <para> COM looks in
648 HKEY_CLASSES_ROOT/Interface/{whatever-iid}/ProxyStubClsId32
649 to retrieve the CLSID of another COM object, which
650 implements IPSFactoryBuffer. </para> </listitem>
652 <listitem> <para> IPSFactoryBuffer has only two methods, CreateProxy and CreateStub. COM
653 calls whichever is appropriate: CreateStub for the server, CreateProxy
654 for the client. MIDL will normally provide an implementation of this
655 object for you in the code it generates. </para></listitem>
656 </itemizedlist>
658 </para>
660 <para>
661 Once CreateProxy has been called, the resultant object is QueryInterfaced to
662 IRpcProxyBuffer, which only has 1 method, IRpcProxyBuffer::Connect.
663 This method only takes one parameter, the IRpcChannelBuffer object which
664 encapsulates the "RPC Channel" between the client and server.
665 </para>
667 <para>
668 On the server side, a similar process is performed - the PSFactoryBuffer
669 is created, CreateStub is called, result is QId to IRpcStubBuffer, and
670 IRpcStubBuffer::Connect is used to link it to the RPC channel.
671 </para>
673 </sect2>
675 <sect2>
676 <title>RPC CHANNELS</title>
678 <para>
679 Remember the RPC runtime? Well, that's not just responsible for
680 marshalling stuff, it also controls the connection and protocols between
681 the client and server. We can ignore the details of this for now,
682 suffice it to say that an RPC Channel is a COM object that implements
683 IRpcChannelBuffer, and it's basically an abstraction of different RPC
684 methods. For instance, in the case of inter-thread marshalling (not
685 covered here) the RPC connection code isn't used, only the NDR
686 marshallers are, so IRpcChannelBuffer in that case isn't actually
687 implemented by RPCRT4 but rather just by the COM/OLE DLLS.
688 </para>
690 <para>
691 On this topic, Ove Kaaven says: It depends on the Windows version, I
692 think. Windows 95 and Windows NT 4 certainly had very different models
693 when I looked. I'm pretty sure the Windows 98 version of RPCRT4 was
694 able to dispatch messages directly to individual apartments. I'd be
695 surprised if some similar functionality was not added to Windows
696 2000. After all, if an object on machine A wanted to use an object on
697 machine B in an apartment C, wouldn't it be most efficient if the RPC
698 system knew about apartments and could dispatch the message directly
699 to it? And if RPC does know how to efficiently dispatch to apartments,
700 why should COM duplicate this functionality? There were, however, no
701 unified way to tell RPC about them across Windows versions, so in that
702 old patch of mine, I let the COM/OLE dlls do the apartment dispatch,
703 but even then, the RPC runtime was always involved. After all, it
704 could be quite tricky to tell whether the call is merely interthread,
705 without involving the RPC runtime...
706 </para>
708 <para>
709 RPC channels are constructed on the fly by DCOM as part of the
710 marshalling process. So, when you make a call on a COM proxy, it goes
711 like this:
712 </para>
714 <para>
715 Your code -&gt; COM proxy object -&gt; RPC Channel -&gt; COM stub object -&gt; Their code
716 </para>
718 </sect2>
720 <sect2>
721 <title>HOW THIS ACTUALLY WORKS IN WINE</title>
723 <para>
724 Right now, Wine does not use the NDR marshallers or RPC to implement its
725 DCOM. When you marshal an interface in Wine, in the server process a
726 _StubMgrThread thread is started. I haven't gone into the stub manager
727 here. The important thing is that eventually a _StubReaderThread is
728 started which accepts marshalled DCOM RPCs, and then passes them to
729 IRpcStubBuffer::Invoke on the correct stub object which in turn
730 demarshals the packet and performs the call. The threads started by our
731 implementation of DCOM are never terminated, they just hang around until
732 the process dies.
733 </para>
735 <para>
736 Remember that I said our DCOM doesn't use RPC? Well, you might be
737 thinking "but we use IRpcStubBuffer like we're supposed to ... isn't
738 that provided by MIDL which generates code that uses the NDR APIs?". If
739 so pat yourself on the back, you're still with me. Go get a cup of
740 coffee.
741 </para>
743 </sect2>
745 <sect2>
746 <title>TYPELIB MARSHALLER</title>
748 <para>
749 In fact, the reason for the PSFactoryBuffer layer of indirection is
750 because not all interfaces are marshalled using MIDL generated code.
751 Why not? Well, to understand <emphasis>that</emphasis>
752 you have to see that one of the
753 driving forces behind OLE and by extension DCOM was the development of
754 Visual Basic. Microsoft wanted VB developers to be first class citizens
755 in the COM world, but things like writing IDL and compiling them with a
756 C compiler into DLLs wasn't easy enough.
757 </para>
759 <para>
760 So, type libraries were invented. Actually they were invented as part of
761 a parallel line of COM development known as "OLE Automation", but let's
762 not get into that here. Type libraries are basically binary IDL files,
763 except that despite there being two type library formats neither of them
764 can fully express everything expressable in IDL. Anyway, with a type
765 library (which can be embedded as a resource into a DLL) you have
766 another option beyond compiling MIDL output - you can set the
767 ProxyStubClsId32 registry entry for your interfaces to the CLSID of the
768 "type library marshaller" or "universal marshaller". Both terms are
769 used, but in the Wine source it's called the typelib marshaller.
770 </para>
772 <para>
773 The type library marshaller constructs proxy and stub objects on the
774 fly. It does so by having generic marshalling glue which reads the
775 information from the type libraries, and takes the parameters directly
776 off the stack. The CreateProxy method actually builds a vtable out of
777 blocks of assembly stitched together which pass control to _xCall, which
778 then does the marshalling. You can see all this magic in
779 dlls/oleaut32/tmarshal.c
780 </para>
782 <para>
783 In the case of InstallShield, it actually comes with typelibs for all
784 the interfaces it needs to marshal (fixme: is this right?), but they
785 actually use a mix of MIDL and typelib marshalling. In order to cover up
786 for the fact that we don't really use RPC they're all forced to go via
787 the typelib marshaller - that's what the 1 || hack is for and what the
788 "Registering non-automation type library!" warning is about (I think).
789 </para>
790 </sect2>
792 <sect2>
793 <title>WRAPUP</title>
795 <para>
796 OK, so there are some (very) basic notes on DCOM. There's a ton of stuff
797 I have not covered:
798 </para>
800 <itemizedlist>
801 <listitem><para> Format strings/MOPs</para></listitem>
803 <listitem><para> Apartments, threading models, inter-thread marshalling</para></listitem>
805 <listitem><para> OXIDs/OIDs, etc, IOXIDResolver</para></listitem>
807 <listitem><para> IRemoteActivation</para></listitem>
809 <listitem><para> Complex/simple pings, distributed garbage collection</para></listitem>
811 <listitem><para> Marshalling IDispatch</para></listitem>
813 <listitem><para> Structure of marshalled interface pointers (STDOBJREFs etc)</para></listitem>
815 <listitem><para> Runtime class object registration (CoRegisterClassObject), ROT</para></listitem>
817 <listitem><para> IRemUnknown</para></listitem>
819 <listitem><para> Exactly how InstallShield uses DCOM</para></listitem>
820 </itemizedlist>
822 <para>
823 Then there's a bunch of stuff I still don't understand, like ICallFrame,
824 interface pointer swizzling, exactly where and how all this stuff is
825 actually implemented and so on.
826 </para>
828 <para>
829 But for now that's enough.
830 </para>
831 </sect2>
833 <sect2>
834 <title>FURTHER READING</title>
836 <para>
837 Most of these documents assume you have knowledge only contained in
838 other documents. You may have to reread them a few times for it all to
839 make sense. Don't feel you need to read these to understand DCOM, you
840 don't, you only need to look at them if you're planning to help
841 implement it.
842 </para>
844 <itemizedlist>
845 <listitem><para>
846 <ulink url="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/com/htm/cmi_n2p_459u.asp">
847 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/com/htm/cmi_n2p_459u.asp</ulink>
849 </para></listitem>
852 <listitem><para>
853 <ulink url="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/com/htm/cmi_q2z_5ygi.asp">
854 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/com/htm/cmi_q2z_5ygi.asp</ulink>
855 </para></listitem>
858 <listitem><para>
859 <ulink url="http://www.microsoft.com/msj/0398/dcom.aspx">
860 http://www.microsoft.com/msj/0398/dcom.aspx</ulink>
861 </para></listitem>
863 <listitem><para>
864 <ulink url="http://www.microsoft.com/ntserver/techresources/appserv/COM/DCOM/4_ConnectionMgmt.asp">
865 http://www.microsoft.com/ntserver/techresources/appserv/COM/DCOM/4_ConnectionMgmt.asp</ulink>
866 </para></listitem>
869 <listitem><para><ulink url="http://www.idevresource.com/com/library/articles/comonlinux.asp">
870 http://www.idevresource.com/com/library/articles/comonlinux.asp</ulink>
872 (unfortunately part 2 of this article does not seem to exist anymore, if it was ever written)</para></listitem>
873 </itemizedlist>
874 </sect2>
875 </sect1>
876 </chapter>
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