When subclassing QTcpServer, how can I delay emitting the newConnection() signal? - c++

I want to create an SSL server, so I subclass QTcpServer and I override incomingConnection(), where I create a QSslSocket, set its descriptor, and call QSslSocket::startServerEncryption. At this point I need to wait for QSslSocket::encrypted() signal to be emitted, and only after that should my server emit the newConnection() signal. The client code would then think it's using a QTcpSocket, but will in fact be using a secure socket.
But QTcpServer always emits newConnection() after calling incomingConnection() (I looked in the source of QTcpServer):
void QTcpServerPrivate::readNotification()
{
// .........
q->incomingConnection(descriptor);
QPointer<QTcpServer> that = q;
emit q->newConnection();
// .........
}
So my question is, is there a way I can prevent QTcpServer from emitting newConnection(), until I'm ready to emit it myself?
The reason I want this is that I want my class to be able to be used as a drop-in replacement of QTcpServer, by code that is unaware it's using it, so it must behave exactly as a QTcpServer:
QTcpServer* getServer(bool ssl)
{
return ssl ? new SslServer : new QTcpServer;
}
My code for the SslServer class is currently this:
void SslServer::ready()
{
QSslSocket *socket = (QSslSocket *) sender();
addPendingConnection(socket);
emit newConnection();
}
void SslServer::incomingConnection(int socketDescriptor)
{
QSslSocket *serverSocket = new QSslSocket;
if (serverSocket->setSocketDescriptor(socketDescriptor)) {
connect(serverSocket, SIGNAL(encrypted()), this, SLOT(ready()));
serverSocket->startServerEncryption();
} else {
delete serverSocket;
}
}

Here's an idea that could work in this case: redefine the newConnection signal in your QTcpServer subclass.
If you do that, objects that connected with an instance of your server won't receive QTcpServer's "version" of the signal, only the one you emit directly from your sub-class.
Here's a proof of concept: class A is the QTcpServer, foo is the signal you're trying to "hijack", bar is just another (hypothetical) of QTcpServer's signals you don't need to touch.
class A: public QObject
{
Q_OBJECT
public:
A() {};
virtual void doit() {
qDebug() << "A::doit";
emit foo(1);
emit bar(1);
}
signals:
void foo(int);
void bar(int);
};
Class B is your subclass. Notice that it redefines signal foo, but doesn't do anything to bar.
class B: public A
{
Q_OBJECT
public:
B() {};
virtual void doit() {
qDebug() << "B::doit";
emit foo(2);
emit bar(2);
}
signals:
void foo(int);
};
Class C is a potential client, connects the signals/slots from a B instance exactly like it would for an A instance.
class C: public QObject
{
Q_OBJECT
public:
C() {
B *b = new B;
connect(b, SIGNAL(foo(int)), this, SLOT(foo(int)));
connect(b, SIGNAL(bar(int)), this, SLOT(bar(int)));
/* 1 */
b->doit();
/* 2 */
b->A::doit(); // call parent class's function
};
public slots:
void foo(int i) {
qDebug() << "foo: " << i;
}
void bar(int i) {
qDebug() << "bar: " << i;
}
};
Here's the output from constructing a C:
B::doit // this is /* 1 */
foo: 2
bar: 2
A::doit // this is /* 2 */
bar: 1
... and nothing else. A's emit foo(1) isn't connected to C's foo slot, it will never arrive to C. A's emit bar(1) worked as expected, that signal is untouched.
With that setup, you can emit newConnection when your class is ready, QTcpServer's version of the signal will not be received by your user's objects.

To be a true drop in replacement, you probably will need to edit the actual source of Qt, because you normally can't reimplement any Private class calls.
If you are the only one using the replacement one, and you control the classes that connect to the newConnection signal...
Just connect newConnection to your own slot handleNewConnection. When the secure connection is ready emit myNewConnection and connect that to the elements that would have been connected to newConnection.
EDIT:
After a bit of digging, I found an option of to reconnect a signal:
http://qt-project.org/forums/viewthread/6820
Basically, you reimplement QObject::connect, and then you keep track of the connections and process them the way you need to. So in this case, you would keep a list of all the connections of the signal newConnection and keep it in a list so when you disconnect it you could reconnect it. Be sure to call QObject::connect at the end of the reimplementation.
Another option when going this route would be to go and just reroute the connections there. When a connection is requested from newConnection, move it there to myNewConnection.
Hope that helps.

A dirty hack would be to very briefly block the signals from QTcpServer. Since you know that newConnection() will be emitted right after you return from SslServer::incomingConnection(), call this->blockSignals(true); just before you return. That will prevent newConnection() from invoking any slots it is connected to.
To make sure you receive subsequent signals, unblock signals as soon as you can. I suppose the earliest time available would be right when control goes back to the event loop, so a QTimer::singleShot could do it.
void SslServer::incomingConnection(int socketDescriptor)
{
QSslSocket *serverSocket = new QSslSocket;
if (serverSocket->setSocketDescriptor(socketDescriptor)) {
connect(serverSocket, SIGNAL(encrypted()), this, SLOT(ready()));
serverSocket->startServerEncryption();
} else {
delete serverSocket;
}
this -> blockSignals(true);
QTimer::singleShot(0, this, SLOT(unblockSignals());
}
void SslServer::unblockSignals()
{
this->blockSignals(false);
}
The downside of that is that you will lose every signal that could legitimately be emited between incomingConnection() and unblockSignals(). Like I said, it's a dirty hack.

Related

Qt6 Connect Signal to Lambda Function

I'm using a DataRouter class to handle communication with a QSerialPort (and then communicate the results elsewhere). The connected device sends a status package every second or so, and I would like to read it without polling the device. I tried directly using QSerialPort's waitForReadyRead function, but no matter how long I set the wait time, it always timed out. Looking here and here I saw signals can be connected to Lambda functions. Now I'm trying to connect QSerialPort's readyRead signal to a Lambda which calls my on_dataRecieved function but I get the error C2665:"QObject::connect: none of the 3 overloads could convert all of the argument types. Below is an example of what I have:
DataRouter.h
template<class SerialPort>
class DataRouter
{
public:
DataRouter ();
private slots:
on_dataRecieved();
private:
shared_ptr<SerialPort> m_port;
};
DataRouter.cpp
template<class SerialPort>
DataRouter<SerialPort>::DataRouter()
{
m_port = std::make_shared<SerialPort>()
QObject::connect(m_port, &QSerialPort::readyRead, this, [=](){this->on_dataRecieved();})
}
template<class SerialPort>
void DataRouter<SerialPort>::on_dataRecieved()
{
//Do stuff
}
If your "target" is not QObject you need to use the following overload of connect. The problem is that, you are trying to use non-QObject as "context" to determine the lifetime of the connection and that's not possible. To mitigate it you will need to release the connection somehow on DataRouter's destruction; one way is to store what connect() will have returned and call disconnect on it later on.
As for the signal coming from a smart pointer, have you tried this:
connect(m_port->get(), &QSerialPort::readyRead, &DataRouter::on_dataRecieved);
Your m_port is not entity of QSerialPort class, that's why you don't have QSerialPort::readyRead that can be emitted from it. template<class SerialPort> doesn't do what you what, it is just name of templated parameter.
You probably wanted something like this:
DataRouter.h
class DataRouter : QObject
{
public:
DataRouter ();
private slots:
on_dataRecieved();
private:
QSerialPort* m_port;
};
DataRouter.cpp
DataRouter::DataRouter()
{
m_port = new QSerialPort(this);
connect(m_port, &QSerialPort::readyRead, this, &DataRouter::on_dataRecieved);
// or connect(m_port, &QSerialPort::readyRead, this, [this](){this->on_dataRecieved();});
}
void DataRouter::on_dataRecieved()
{
//Do stuff
}
You don't have to wrap Qt classes in smart pointers as long, as you provide parent class for them. Memory freed when parent is destructed.

Reading and writing QTcpSockets through different threads throws QSocketNotifier warning

Basically I want to achive a simple and basic design. I have a client socket which sends and reads settings to a socket server. To avoid blocking in the main thread, the whole socket handling should be done in a diffrent thread. So I created the class MySocket:
MySocket.h (only important parts)
class MySocket : public QThread {
Q_OBJECT
public:
int port;
QHostAddress address;
bool running;
MySocket(QHostAddress addr, int port);
public slots:
void sendMessage(QByteArray data);
protected:
QTcpSocket* socket;
virtual void run();
signals:
void onDataReady(const QByteArray &data);
private slots:
void onReadyRead();
void newConnection();
void disconnected();
};
MySocket.cpp (only important parts)
#include "MySocket.h"
MySocket::MySocket(QHostAddress addr, int port) : port(port), address(addr), running(true)
{
}
void MySocket::onReadyRead()
{
QByteArray datas = socket->readAll();
//Send data to mainThread or somewhere else
emit onDataReady(datas);
}
void MySocket::run()
{
socket = new QTcpSocket();
QObject::connect(socket, SIGNAL(readyRead()), this, SLOT(onReadyRead()));
QObject::connect(socket,SIGNAL(connected()),this,SLOT(newConnection()));
QObject::connect(socket,SIGNAL(disconnected()),this,SLOT(disconnected()));
socket->connectToHost(address, port);
while(running)
{
QApplication::processEvents();
QThread::msleep(10);
}
}
void MySocket::sendMessage(QByteArray data){
qDebug()<< "writing Data ...";
if(socket->state() == QAbstractSocket::ConnectedState)
{
std::string message(data.constData(), data.length());
qDebug() << "SendingData: " << QString::fromStdString(message);
socket->write(data);
}
else{
qDebug() << "Socket not ready for writing";
}
}
The main thread (mainwindow.cpp) just creates and starts the new thread.
mySocket = new MySocket(QHostAddress("127.0.0.1"), 3333);
controlSocket->start();
It also connects the slot and signal for writing.
connect(this, SIGNAL(write(QByteArray)), mySocket, SLOT(sendMessage(QByteArray)));
Whenever I emit the signal using emit(write("some message")); I receive the following error/notifiaciton:
QSocketNotifier: Socket notifiers cannot be enabled or disabled from another thread
So first of all, how can I solve this problem? I have created a new thread and I am also using slots/signals as mentioned in many other topics facing similar problems. Is the socket still sending those messages anyway?
The object of class MySocket is a QThread, but the instance of this object itself lives in the main thread.
Only objects created in the run() function live in the other thread. So you should avoid accessing "socket" from the main thread (i.e. from the MySocket class).
2 solutions:
The easiest is to not use threads.
With threads, my advice is to create a wrapper class which encapsulate the socket (which would look very much like MySocket), with signals for dataReceived(QByteArray) and slots for sendData(QByteArray). Then, you create another class extending QThread, also with the same signal and slot and in the run() you create the wrapping class locally and connect its signals and slots to those of the class extending QThread, and then run an event loop forever (QEventLoop::exec()). Or, you can use a standard QThread class (no need to extend) and the method moveToThread() on your wrapper class. This avoids the need to create a class extending QThread.

( QNativeSocketEngine) QObject: Cannot create children for a parent that is in a different thread

I'm having a problem which was ask here for a similar situation a couple of times, however I couldn't find the solution in those topics.
I'm having a main class where I'd like to extend it with a qt-network support, and this by an additional class. Let me break the source code down for you to the relevant parts:
main class
.h
class MainClass: public QObject{
Q_OBJECT
public:
[...]
private:
NetworkSupport * netSupport;
};
.cpp
MainClass::MainClass()
{
[...]
netSupport
netSupport = new NetworkSupport(this->thread());
netSupport->start();
[...]
}
network class
.h
class NetworkSupport : public QThread
{
Q_OBJECT
public:
NetworkSupport(QThread *mainThread);
~NetworkSupport();
QByteArray readData();
void sendData(QByteArray *msg);
public slots:
void acceptConnection();
void receive();
void run();
private:
QByteArray curMessage;
QThread* libThread;
QEventLoop initWlan;
protected:
QTcpServer server;
QTcpSocket* client;
};
.cpp
NetworkSupport::NetworkSupport(QThread* mainThread)
{
libThread = mainThread;
server.moveToThreaD(libThread);
server.listen(QHostAddress::Any, 5200);
QMetaObject::invokeMethode(&initWlan, "quit", Qt:QueuedConnection);
initWlan.exec();
}
void NetworkSupport::run(){
connect(&server, SIGNAL(newConnection()), this, SLOT(acceptConnection()));
}
void NetworkSupport::acceptConnection()
{
client = server.nextPendingConnection();
client->moveToThread(libThread);
if (client->state() == QAbstractSocket::ConnectedState)
connect(client, SIGNAL(readyRead()), this, SLOT(receive()));
}
void NetworkSupport::receive()
{
curMessage = client->readAll();
}
void NetworkSupport::sendData(QByteArray* msg)
{
if(client->state() == QAbstractSocket::ConnectedState)
{
client->moveToThread(libThread);
printf("Sending a message %s\n",msg->data());
client->write(*msg);
client->waitForBytesWritten();
}
}
I know I usually don't need to specifiy the moveToThread() this much, but it doesn't change a thing in the end, if all of them are there or removed.
However when executing I get the error message at client->write(*msg) in sendData(), that is:
[...]
Sending a message ?r
QObject: Cannot create children for a parent that is in a different thread.
(Parent is QnativeSocketEngine(0x2afc660), parent's thread is QThread(0x1b59210), current thread is QThread(0x7f6a70026b60)
QSocketNotifier: Can only be used with threads started with QThread
[...]
It does look like a warning, since the the program is still in execution afterwards, but I don't receive any messages from the client (i.e. receive() gets never executed), which is I guess because of the last line from the error message.
Could it be that this error message is just misleading and if so what's it actual meaning, or did I do something completely wrong?
You are doing so many things wrong in this code that I'm not sure what to start with.
NetworkSupport::NetworkSupport(QThread* mainThread)
{
libThread = mainThread;
server.moveToThreaD(libThread);
This will do nothing. server is already in same thread as MainClass instance
server.listen(QHostAddress::Any, 5200);
Server will start to listen on same thread as MainClass
QMetaObject::invokeMethode(&initWlan, "quit", Qt:QueuedConnection);
initWlan.exec();
This mocks me a lot. This will simply start event loop and quit it almost immedietly.
}
void NetworkSupport::run(){
connect(&server, SIGNAL(newConnection()), this, SLOT(acceptConnection()));
}
This will simply run in new thread, call connect and quit thread right after connect statement - your thread will not be running anymore after connect. Also slot acceptConnection will be probably called in same thread as MainClass. I wonder when and where is MainClass created.
Seems for me like you're struggling with to many things at same time. You probably read somwhere, that you should use separate thread for network communicaton, so you won't block other threads. Try single thread approach first. When you get that working, then you should think how to utilize other thread for what you need.
Bonus question: Is this code some kind of plugin for application that may not have Qt eventloop at all? Or is it part of the full-stack Qt application?
There are a few misunderstandings in your code how Qt networking and multi threading works.
First, in Qt docs they say on QTcpServer::nextPendingConnection():
The returned QTcpSocket object cannot be used from another thread. If
you want to use an incoming connection from another thread, you need
to override incomingConnection().
So, you must create your own Server class, that inherits from the QTcpServer, and override incomingConnection() there. In that overriden method you have to post the socket descriptor to other thread where your TCP client will live processing that connection. In this simple example we just emit a signal.
signals:
void myNewConnectionSignal(DescriptorType);
protected:
void incomingConnection(DescriptorType descriptor)
{
emit myNewConnectionSignal(descriptor);
}
Second, what is NetworkSupport thread for? I guess, you want your server object to live and work there? If so then you must rewrite it in other way. Below is the server part only. Note, that QThread already has a QEventLoop and you can use it via exec() in your run().
...
protected:
MyServer *server;
...
NetworkSupport::NetworkSupport()
{
// this is called in the main thread, so "this" lives in main thread
server=0;
client=0;
// say thread to start, but it will be actually started within run()
start();
// sometimes it is recommended to wait here for the thread started
}
NetworkSupport::~NetworkSupport()
{
// this is called in the main thread, say this thread to stop running
quit();
// wait for completion
wait();
}
void NetworkSupport::run()
{
// this is called in server thread
server=new MyServer();
if (server->listen(QHostAddress::Any, 5200))
{
// connect our new signal to slot where we create and init the TCP client, note that Qt::QueuedConnection is used because we want acceptConnection to run in the main thread
connect(server, SIGNAL(myNewConnectionSignal(DescriptorType)), MyClientsPool, SLOT(acceptConnection(DescriptorType)), Qt::QueuedConnection);
// go for infinite event loop
exec();
}
else
{
// do you always ignore errors?
}
// the thread is stopped, let's destroy the server in the thread where it was born
delete server;
server=0;
}
Client is living and working in your main thread. You must not call its methods directly from other threads. NetworkSupport lives in the main thread as well: yes, it incapsulates and manages some other thread but as an QObject itself it lives in the thread we created it in. The methods below are always executed in the main thread because we connected server's signal to NetworkSupport::acceptConnection() using Qt::QueuedConnection which says to Qt that we want the slot to be invoked in the thread where its QObject lives.
private slots:
void socketDisconnected();
...
void NetworkSupport::socketDisconnected()
{
if (client)
{
client->deleteLater();
client=0;
}
}
void NetworkSupport::acceptConnection(DescriptorType descriptor)
{
QTcpSocket* client=new QTcpSocket(this);
client->setSocketDescriptor(descriptor);
connect(client,SIGNAL(disconnected(),this,SLOT(socketDisconnected());
connect(client,SIGNAL(readyRead(),this,SLOT(receive());
}
void NetworkSupport::receive()
{
if (client)
curMessage = client->readAll();
}
void NetworkSupport::sendData(QByteArray* msg)
{
if (client)
{
client->write(*msg);
client->waitForBytesWritten();
}
}
UPDATE
If we just want to hide all network works inside the thread. Note, in the example below there is little error handling and a lot of messages data copies. You might want to optimize it for production.
// private container class incapsulated and working in the thread
class NetworkThreadContainer : public QObject
{
Q_OBJECT
public:
NetworkThreadContainer(QObject* parent=0):QObject(parent),client(0)
{
if (server.listen(QHostAddress::Any, 5200))
{
connect(&server, SIGNAL(newConnection()), this, acceptConnection());
}
else
{
// don't you want to throw exception here?
}
}
public slots:
void sendDataToClient(const QByteArray& barr)
{
if (client)
{
client->write(msg);
client->waitForBytesWritten();
}
}
void acceptConnection()
{
if (!client)
{
client = server.nextPendingConnection();
connect(client, SIGNAL(readyRead()), this, SLOT(receive()));
}
else
{
// what will you do with more than one client connections or reconnections?
}
}
void NetworkSupport::receive()
{
if (client)
{
QByteArray curMessage = client->readAll();
emit messageReceived(curMessage);
}
}
signals:
void messageReceived(const QByteArray&);
public:
QTcpClient* client;
QTcpServer server;
};
// thread class visible to outer program
class NetworkThread : public QThread
{
Q_OBJECT
public:
NetworkThread(QObject* parent=0):QObject(parent)
{
start();
}
~NetworkThread()
{
quit();
wait();
}
bool sendDataToClient(QByteArray* barr)
{
bool ok=false;
// async send data to container's thread
mutex.lock();
if (container)
{
ok=true;
QMetaObject::invokeMethod(
container,
"sendDataToClient",
Qt::QueuedConnection,
Q_ARG(QByteArray, *barr)
);
}
else
{
// container either is not ready yet or already destroyed
}
mutex.unlock();
return ok;
}
signals:
void messageReceived(const QByteArray&);
protected:
void run()
{
mutex.lock();
// I would suggest to catch exception here and assign the error result to some variable for further processing
container=new NetworkThreadContainer();
mutex.unlock();
connect(container,SIGNAL(messageReceived(QByteArray),this,SIGNAL(messageReceived(QByteArray)),Qt::QueuedConnection);
exec();
mutex.lock();
delete container;
mutex.unlock();
}
private:
QMutex mutex;
QPointer<NetworkThreadContainer> container;
};

QThread with slots and signals does not seem to create a new thread

I'm having some issues with Qt threading to allow the threaded part to update the GUI of my program. Seems like it's a known "problem" with Qt, so I found multiple tutorials, but I don't understand why my example here is not working.
I inherited from QThread as follow:
class CaptureThread: public QThread {
Q_OBJECT
public:
CaptureThread(const QObject *handler, QPushButton *start) {
CaptureThread::connect(start, SIGNAL(clicked()), this, SLOT(capture_loop()));
CaptureThread::connect(this, SIGNAL(sendPacket(Packet*)),
this, SLOT(receivePacket(Packet*)));
}
signals:
void sendPacket(Packet*);
public slots:
void capture_loop() {
Packet *packet;
while (my_condition) {
packet = Somewhere::getPacket();
//getPacket is define somewhere and is working fine
emit(sendPacket(packet));
std::cout << "Sending packet!" << std::endl;
}
}
};
And here is the CaptureHandler:
class CaptureHandler: public QWidget {
Q_OBJECT
public:
CaptureHandler() {
start = new QPushButton("Capture", this);
thread = new CaptureThread(this, start);
thread->start();
}
public slots:
void receivePacket(Packet *packet) {
std::cout << "Packet received!" << std::endl;
/*
Here playing with layout etc...
*/
}
private:
QPushButton *start;
CaptureThread *thread;
};
I think the signals and slots are ok, because it displays on the terminal
Sending packet!
Packet received!
Sending packet!
Packet received!
Sending packet!
Packet received!
But in the receivePacket slot, i'm trying to modify my GUI, and it does not work. The GUI just freeze, and all I can do is CTRL+C on terminal.
So i think my capture_loop, which is an infinite loop for the moment, is blocking the program, which means my thread has not started.
But I called thread->start().
I even tried to start the thread in CaptureThread constructor, by calling this->start(), but the result is the same.
Any idea?
Your using QThread wrong. By just creating the thread, it will not execute on the thread. you will need to do it inside the QThread::run function (by overriding it), since thats the only one that will run on the new thread. Please notice, that as soon as you return from this function, the thread will exit.
If you want to use your own loop inside the QThread::run function (instead using Qts default event loop), the thread won't be able to receive signals inside the run-function!
Here an example on how to use QThread:
class CaptureThread: public QThread {
Q_OBJECT
public:
CaptureThread(const QObject *handler, QPushButton *start) {
//calling "start" will automatically run the `run` function on the new thread
CaptureThread::connect(start, SIGNAL(clicked()), this, SLOT(start()));
//use queued connection, this way the slot will be executed on the handlers thread
CaptureThread::connect(this, SIGNAL(sendPacket(Packet*)),
handler, SLOT(receivePacket(Packet*)), Qt::QueuedConnection);
}
signals:
void sendPacket(Packet*);
protected:
void run() {
Packet *packet;
while (my_condition) {
packet = Somewhere::getPacket();
//getPacket is define somewhere and is working fine
emit sendPacket(packet) ;//emit is not a function
qDebug() << "Sending packet!";//you can use qDebug
}
}
};

Maintaining signal connections over instance swap Qt5

In my Qt5 program I have an interface with some signals.
An implementation of this interface is instanciated at start up and the signals are connected to from different parts of the program (many places).
Now I want to delete that instance and create a new instance, possibly from another implementation, and somehow maintain the signal connections so that all the places that receive the signals does not need to care that the implementation changed.
Is there any way to do this elegantly or do I have to change the architecture of program to keep control over all signal connections in one location (a lot of work)?
Example:
//PS: To be regarded as pseudocode at best, as lots of Qt boilerplate
// and error handling code has been left out, and lots of bugs are left in :-)
struct MyInterface{
virtual void doStuff()=0;
signals:
void someSignal();
}
struct MyImpX:public MyInterface{
void doStuff(){
qDebug()<<"MyImpX";
if((random()%100)<5){
emit someSignal();
}
}
}
struct MyImpY:public MyInterface{
void doStuff(){
qDebug()<<"MyImpY";
if((random()%100)<10){
emit someSignal();
}
}
}
struct MyWorker{
QTimer t;
MyInterface *inst=0;
MyWorker(MyInterface *inst):
inst(inst)
{
connect(&t,SIGNAL(timeout()),this,SLOT(doStuff()));
t.start(100);
}
void setNewInstance(MyInterface *inst){
this->inst=inst;
}
void doStuff(){
if(0!=inst){
inst->doStuff();
}
}
}
struct MyConsumer{
public slots:
void handleIt(){
qDebug()<<"Handling signal";
}
}
void main(){
QApplication app;
MyInterface *inst=new MyImpX();
MyWorker con(inst);
MyConsumer i,j,k,l;
//In this example all the connects are in one place, but
//in reality they are called from several locations that
//Are hard to control.
connect(inst,SIGNAL(someSignal()),&i,SLOT(handleIt()));
connect(inst,SIGNAL(someSignal()),&j,SLOT(handleIt()));
connect(inst,SIGNAL(someSignal()),&k,SLOT(handleIt()));
connect(inst,SIGNAL(someSignal()),&l,SLOT(handleIt()));
//[ ... At this point some time passes where the signal is working ]
//Now the instance changes, so the old connections are lost.
con.setNewInstance(new MyImpY());
delete inst;
inst=0;
//[ ... At this point some time passes where the signal is NOT working ]
app.exec();
}
You could try to implement something based on this question, but I think that'll be hacky at best.
So, instead, you could have a proxy object, which does not get changed, and which can change its connections when the actual object changes. For this, you should probably use signal-signal connections, though you could also write slots which emit signals. Question has pseudocode, so here's some pseudocode as well, to demonstrate the principle.
class MyInterfaceSignalProxy : public MyInterface {
//...
public:
void reconnect(MyInterface *newObj, MyInterface *oldObj=0) {
if(oldObj) disconnect(oldObj, 0, this, 0); // disconnect old connections
connect(newObj, SIGNAL(someSignal()), this, SIGNAL(someSignal()));
}
signals:
void someSignal();
}
Of course you could remove the oldObj parameter, and for example store the currently connected object as private variable, or just not care about disconnection earlier connectios (for example if oldObj will be deleted or otherwise disconnected elsewhere).
And then your main would start something like:
void main(){
QApplication app;
MyInterfaceSignalProxy proxy;
MyConsumer i,j,k,l;
connect(&proxy,SIGNAL(someSignal()),&i,SLOT(handleIt()));
connect(&proxy,SIGNAL(someSignal()),&j,SLOT(handleIt()));
connect(&proxy,SIGNAL(someSignal()),&k,SLOT(handleIt()));
connect(&proxy,SIGNAL(someSignal()),&l,SLOT(handleIt()));
MyInterface *inst=new MyImpX();
proxy.reconnect(inst);
//....
MyInterface *inst2=new MyImpY();
proxy.reconnect(inst2, inst);
delete inst; // whatever