Files
open62541/examples/server_inheritance.c
Andreas Ebner 918f2cfd4b fix(docs): typos in comments, docs and messages
Fix misspellings found with codespell across headers, sources, examples,
tests and the documentation, including "propably" in the nodeset
compiler docs. Identifiers, companion spec names and generated code are
left untouched.
2026-09-28 16:20:44 +02:00

235 lines
11 KiB
C

/* This work is licensed under a Creative Commons CCZero 1.0 Universal License.
* See http://creativecommons.org/publicdomain/zero/1.0/ for more information. */
#include <open62541/plugin/log_stdout.h>
#include <open62541/server.h>
/**
* This will create a type structure and some instances of the types:
*
* Create a rudimentary objectType
*
* Type:
* + MammalType
* v- Class = "mamalia"
* v- Species
* o- Abilities
* v- MakeSound
* v- Breathe = True
* + DogType
* v- Species = "Canis"
* v- Name
* o- Abilities
* v- MakeSound = "Wuff"
* v- FetchNewPaper
*/
static void
createMammals(UA_Server *server) {
UA_ObjectTypeAttributes otAttr = UA_ObjectTypeAttributes_default;
otAttr.description = UA_LOCALIZEDTEXT("en-US", "A mammal");
otAttr.displayName = UA_LOCALIZEDTEXT("en-US", "MammalType");
UA_Server_addObjectTypeNode(server, UA_NODEID_NUMERIC(1, 10000),
UA_NS0ID(BASEOBJECTTYPE), UA_NS0ID(HASSUBTYPE),
UA_QUALIFIEDNAME(1, "MammalType"), otAttr, NULL, NULL);
UA_VariableAttributes vAttr = UA_VariableAttributes_default;
vAttr.description = UA_LOCALIZEDTEXT("en-US", "This mammals class");
vAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Class");
UA_String classVar = UA_STRING("mamalia");
UA_Variant_setScalar(&vAttr.value, &classVar, &UA_TYPES[UA_TYPES_STRING]);
UA_Server_addVariableNode(server, UA_NODEID_NUMERIC(1, 10001),
UA_NODEID_NUMERIC(1, 10000), UA_NS0ID(HASPROPERTY),
UA_QUALIFIEDNAME(1, "Class"), UA_NS0ID(BASEDATAVARIABLETYPE),
vAttr, NULL, NULL);
vAttr = UA_VariableAttributes_default;
vAttr.description = UA_LOCALIZEDTEXT("en-US", "This mammals species");
vAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Species");
UA_Server_addVariableNode(server, UA_NODEID_NUMERIC(1, 10002),
UA_NODEID_NUMERIC(1, 10000), UA_NS0ID(HASPROPERTY),
UA_QUALIFIEDNAME(1, "Species"), UA_NS0ID(BASEDATAVARIABLETYPE),
vAttr, NULL, NULL);
otAttr = UA_ObjectTypeAttributes_default;
otAttr.description = UA_LOCALIZEDTEXT("en-US", "A dog, subtype of mammal");
otAttr.displayName = UA_LOCALIZEDTEXT("en-US", "DogType");
UA_Server_addObjectTypeNode(server, UA_NODEID_NUMERIC(1, 20000),
UA_NODEID_NUMERIC(1, 10000), UA_NS0ID(HASSUBTYPE),
UA_QUALIFIEDNAME(1, "DogType"), otAttr, NULL, NULL);
vAttr = UA_VariableAttributes_default;
vAttr.description = UA_LOCALIZEDTEXT("en-US", "This dogs species");
vAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Species");
UA_String defaultSpecies = UA_STRING("Canis");
UA_Variant_setScalar(&vAttr.value, &defaultSpecies, &UA_TYPES[UA_TYPES_STRING]);
UA_Server_addVariableNode(server, UA_NODEID_NUMERIC(1, 20001),
UA_NODEID_NUMERIC(1, 20000), UA_NS0ID(HASPROPERTY),
UA_QUALIFIEDNAME(1, "Species"), UA_NS0ID(BASEDATAVARIABLETYPE),
vAttr, NULL, NULL);
vAttr = UA_VariableAttributes_default;
vAttr.description = UA_LOCALIZEDTEXT("en-US", "This dogs name");
vAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Name");
UA_String defaultName = UA_STRING("unnamed dog");
UA_Variant_setScalar(&vAttr.value, &defaultName, &UA_TYPES[UA_TYPES_STRING]);
UA_Server_addVariableNode(server, UA_NODEID_NUMERIC(1, 20002),
UA_NODEID_NUMERIC(1, 20000), UA_NS0ID(HASPROPERTY),
UA_QUALIFIEDNAME(1, "Name"), UA_NS0ID(BASEDATAVARIABLETYPE),
vAttr, NULL, NULL);
/* Instantiate a dog named bello:
* (O) Objects
* + O Bello <DogType>
* + Age
* + Name
*/
UA_ObjectAttributes oAttr = UA_ObjectAttributes_default;
oAttr.description = UA_LOCALIZEDTEXT("en-US", "A dog named Bello");
oAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Bello");
UA_Server_addObjectNode(server, UA_NODEID_NUMERIC(1, 0),
UA_NS0ID(OBJECTSFOLDER), UA_NS0ID(HASCOMPONENT),
UA_QUALIFIEDNAME(1, "Bello"), UA_NODEID_NUMERIC(1, 20000),
oAttr, NULL, NULL);
oAttr = UA_ObjectAttributes_default;
oAttr.description = UA_LOCALIZEDTEXT("en-US", "Another dog");
oAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Dog2");
UA_Server_addObjectNode(server, UA_NODEID_NUMERIC(1, 0),
UA_NS0ID(OBJECTSFOLDER), UA_NS0ID(HASCOMPONENT),
UA_QUALIFIEDNAME(1, "Dog2"), UA_NODEID_NUMERIC(1, 20000),
oAttr, NULL, NULL);
oAttr = UA_ObjectAttributes_default;
oAttr.description = UA_LOCALIZEDTEXT("en-US", "A mmamal");
oAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Mmamal1");
UA_Server_addObjectNode(server, UA_NODEID_NUMERIC(1, 0),
UA_NS0ID(OBJECTSFOLDER), UA_NS0ID(HASCOMPONENT),
UA_QUALIFIEDNAME(1, "Mammal1"), UA_NODEID_NUMERIC(1, 10000),
oAttr, NULL, NULL);
}
/**
* This method shows the usage of _begin and _finish methods.
* Normally, if you create an instance of an object type, all its
* mandatory children are inherited and created.
* It could be the case that you first need to create a node,
* add some children with specific IDs and then all the remaining
* inherited children should be created.
* For this use-case you can use first the _begin method,
* which creates the node, including its parent references.
* Then you can add any children, and then you should
* call _finish on that node, which then adds all the inherited children.
*
* For further details check the example below or the corresponding
* method documentation.
*
* To demonstrate this, we use the following example:
*
* + ObjectType
* + LampType (Object)
* + IsOn (Variable, Boolean, Mandatory)
* + Brightness (Variable, UInt16, Mandatory)
* + Objects
* + LampGreen
* Should inherit the mandatory IsOn and Brightness with a generated node ID
* + LampRed
* IsOn should have the node ID 30101, Brightness will be inherited with a generated node ID
*
*/
static void
createCustomInheritance(UA_Server *server) {
/* Add LampType object type node */
UA_ObjectTypeAttributes otAttr = UA_ObjectTypeAttributes_default;
otAttr.description = UA_LOCALIZEDTEXT("en-US", "A Lamp");
otAttr.displayName = UA_LOCALIZEDTEXT("en-US", "LampType");
UA_Server_addObjectTypeNode(server, UA_NODEID_NUMERIC(1, 30000),
UA_NS0ID(BASEOBJECTTYPE), UA_NS0ID(HASSUBTYPE),
UA_QUALIFIEDNAME(1, "LampType"), otAttr, NULL, NULL);
/* Add the two mandatory children, IsOn and Brightness */
UA_VariableAttributes vAttr = UA_VariableAttributes_default;
vAttr.description = UA_LOCALIZEDTEXT("en-US", "Switch lamp on/off");
vAttr.displayName = UA_LOCALIZEDTEXT("en-US", "IsOn");
UA_Boolean isOn = UA_FALSE;
UA_Variant_setScalar(&vAttr.value, &isOn, &UA_TYPES[UA_TYPES_BOOLEAN]);
UA_Server_addVariableNode(server, UA_NODEID_NUMERIC(1, 30001),
UA_NODEID_NUMERIC(1, 30000), UA_NS0ID(HASPROPERTY),
UA_QUALIFIEDNAME(1, "IsOn"), UA_NS0ID(BASEDATAVARIABLETYPE),
vAttr, NULL, NULL);
UA_Server_addReference(server, UA_NODEID_NUMERIC(1, 30001), UA_NS0ID(HASMODELLINGRULE),
UA_NS0EXID(MODELLINGRULE_MANDATORY), true);
vAttr = UA_VariableAttributes_default;
vAttr.description = UA_LOCALIZEDTEXT("en-US", "Lamp brightness");
vAttr.displayName = UA_LOCALIZEDTEXT("en-US", "Brightness");
UA_UInt16 brightness = 142;
UA_Variant_setScalar(&vAttr.value, &brightness, &UA_TYPES[UA_TYPES_UINT16]);
UA_Server_addVariableNode(server, UA_NODEID_NUMERIC(1, 30002),
UA_NODEID_NUMERIC(1, 30000), UA_NS0ID(HASPROPERTY),
UA_QUALIFIEDNAME(1, "Brightness"),
UA_NS0ID(BASEDATAVARIABLETYPE), vAttr, NULL, NULL);
UA_Server_addReference(server, UA_NODEID_NUMERIC(1, 30002),
UA_NS0ID(HASMODELLINGRULE),
UA_NS0EXID(MODELLINGRULE_MANDATORY), true);
/* Now we want to inherit all the mandatory children for LampGreen and don't
* care about the node ids. These will be automatically generated. This will
* internally call the _begin and _finish methods */
UA_ObjectAttributes oAttr = UA_ObjectAttributes_default;
oAttr.description = UA_LOCALIZEDTEXT("en-US", "A green lamp");
oAttr.displayName = UA_LOCALIZEDTEXT("en-US", "LampGreen");
UA_Server_addObjectNode(server, UA_NODEID_NUMERIC(1, 0),
UA_NS0ID(OBJECTSFOLDER), UA_NS0ID(HASCOMPONENT),
UA_QUALIFIEDNAME(1, "LampGreen"), UA_NODEID_NUMERIC(1, 30000),
oAttr, NULL, NULL);
/* For the red lamp we want to set the node ID of the IsOn child manually,
* thus we need to use the _begin method, add the child and then _finish: */
/* The call to UA_Server_addNode_begin will create the node and its parent
* references, but it will not instantiate the mandatory children */
oAttr = UA_ObjectAttributes_default;
oAttr.description = UA_LOCALIZEDTEXT("en-US", "A red lamp");
oAttr.displayName = UA_LOCALIZEDTEXT("en-US", "LampRed");
UA_Server_addNode_begin(server, UA_NODECLASS_OBJECT,
UA_NODEID_NUMERIC(1, 30100),
UA_NS0ID(OBJECTSFOLDER), UA_NS0ID(HASCOMPONENT),
UA_QUALIFIEDNAME(1, "LampRed"),
UA_NODEID_NUMERIC(1, 30000),
(const UA_NodeAttributes*)&oAttr,
&UA_TYPES[UA_TYPES_OBJECTATTRIBUTES], NULL, NULL);
/* Now we can add the IsOn with our own node ID */
vAttr = UA_VariableAttributes_default;
vAttr.description = UA_LOCALIZEDTEXT("en-US", "Switch lamp on/off");
vAttr.displayName = UA_LOCALIZEDTEXT("en-US", "IsOn");
isOn = UA_FALSE;
UA_Variant_setScalar(&vAttr.value, &isOn, &UA_TYPES[UA_TYPES_BOOLEAN]);
UA_Server_addVariableNode(server, UA_NODEID_NUMERIC(1, 30101),
UA_NODEID_NUMERIC(1, 30100), UA_NS0ID(HASPROPERTY),
UA_QUALIFIEDNAME(1, "IsOn"), UA_NS0ID(BASEDATAVARIABLETYPE),
vAttr, NULL, NULL);
/* And then we need to call the UA_Server_addNode_finish which adds all the
* remaining children and does some further initialization. It will not add
* the IsNode child, since a child with the same browse name already
* exists */
UA_Server_addNode_finish(server, UA_NODEID_NUMERIC(1, 30100));
}
int main(void) {
UA_Server *server = UA_Server_new();
createMammals(server);
createCustomInheritance(server);
UA_Server_runUntilInterrupt(server);
UA_Server_delete(server);
return 0;
}