Introduction
The Proxy pattern provides a surrogate or placeholder for another object to control access to it. In distributed systems, this pattern is often implemented using a Proxy-Skeleton architecture, where:
- Proxy: Acts as a local representative for an object in a different address space
- Skeleton: Sits on the server side and forwards requests to the actual object
Basic Proxy-Skeleton Architecture
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#include <iostream>
#include <string>
#include <memory>
// Common interface
class IService {
public:
virtual void process(const std::string& data) = 0;
virtual std::string getData() = 0;
virtual ~IService() = default;
};
// Real service implementation
class RealService : public IService {
private:
std::string data;
public:
void process(const std::string& input) override {
std::cout << "RealService processing: " << input << std::endl;
data = "Processed: " + input;
}
std::string getData() override {
return data;
}
};
// Skeleton (Server side)
class ServiceSkeleton : public IService {
private:
std::unique_ptr<RealService> realService;
public:
ServiceSkeleton() : realService(std::make_unique<RealService>()) {}
void process(const std::string& data) override {
std::cout << "Skeleton received request" << std::endl;
realService->process(data);
}
std::string getData() override {
std::cout << "Skeleton forwarding getData request" << std::endl;
return realService->getData();
}
};
// Proxy (Client side)
class ServiceProxy : public IService {
private:
// In real implementation, this would be a network connection
ServiceSkeleton* remoteSkeleton;
void logCall(const std::string& method) {
std::cout << "Proxy: Calling " << method << std::endl;
}
public:
ServiceProxy(ServiceSkeleton* skeleton) : remoteSkeleton(skeleton) {}
void process(const std::string& data) override {
logCall("process");
// In real implementation, this would serialize the call
remoteSkeleton->process(data);
}
std::string getData() override {
logCall("getData");
// In real implementation, this would serialize the call
return remoteSkeleton->getData();
}
};
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Remote Service Example
Here’s a more realistic example showing remote service communication:
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// Message structure for network communication
struct Message {
enum Type { PROCESS, GET_DATA } type;
std::string data;
};
// Network simulation
class NetworkChannel {
public:
static void sendMessage(const Message& msg) {
std::cout << "Network: Sending message type "
<< (msg.type == Message::PROCESS ? "PROCESS" : "GET_DATA")
<< std::endl;
}
static Message receiveMessage() {
std::cout << "Network: Receiving response" << std::endl;
return Message{Message::GET_DATA, "response data"};
}
};
// Enhanced Proxy with network communication
class RemoteServiceProxy : public IService {
private:
void sendRequest(const Message& msg) {
NetworkChannel::sendMessage(msg);
}
public:
void process(const std::string& data) override {
Message msg{Message::PROCESS, data};
sendRequest(msg);
}
std::string getData() override {
Message msg{Message::GET_DATA, ""};
sendRequest(msg);
Message response = NetworkChannel::receiveMessage();
return response.data;
}
};
// Enhanced Skeleton with request handling
class RemoteServiceSkeleton {
private:
RealService service;
public:
void handleRequest(const Message& msg) {
switch (msg.type) {
case Message::PROCESS:
service.process(msg.data);
break;
case Message::GET_DATA:
service.getData();
break;
}
}
};
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Usage Example
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int main() {
// Local proxy-skeleton example
ServiceSkeleton skeleton;
ServiceProxy proxy(&skeleton);
std::cout << "\n=== Local Proxy-Skeleton Test ===\n";
proxy.process("test data");
std::cout << "Result: " << proxy.getData() << std::endl;
// Remote proxy example
std::cout << "\n=== Remote Proxy Test ===\n";
RemoteServiceProxy remoteProxy;
remoteProxy.process("remote test");
std::cout << "Remote result: " << remoteProxy.getData() << std::endl;
return 0;
}
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Output:
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=== Local Proxy-Skeleton Test ===
Proxy: Calling process
Skeleton received request
RealService processing: test data
Proxy: Calling getData
Skeleton forwarding getData request
Result: Processed: test data
=== Remote Proxy Test ===
Network: Sending message type PROCESS
Network: Sending message type GET_DATA
Network: Receiving response
Remote result: response data
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Key Components
- IService: Common interface for both proxy and real service
- RealService: Actual service implementation
- ServiceSkeleton: Server-side component that forwards requests
- ServiceProxy: Client-side component that represents the remote service
- NetworkChannel: Simulates network communication (in real implementation, this would use actual networking)
Best Practices
-
Interface Design:
- Keep interfaces simple and cohesive
- Use clear method names that reflect remote nature
-
Error Handling:
- Add proper error handling for network failures
- Consider timeout mechanisms
-
Performance:
- Implement caching where appropriate
- Consider batch operations for multiple calls
-
Security:
- Add authentication/authorization checks
- Validate input data
Conclusion
The Proxy-Skeleton pattern is particularly useful in distributed systems where objects need to communicate across different address spaces. It provides a clean separation between interface and implementation while handling the complexities of remote communication.