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43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
//====== Copyright (c), Valve Corporation, All rights reserved. =======
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//
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// Purpose: Implements singleton datacache with support for yielding updates
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//
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//=============================================================================
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#ifndef GCPARALLELJOBFARM_H
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#define GCPARALLELJOBFARM_H
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#ifdef _WIN32
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#pragma once
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#endif
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namespace GCSDK
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{
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class IYieldingParallelFarmJobHandler
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{
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//
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// Derived class instances implementing farm job workload processing must
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// be allocated on the heap as the calling job will yield for processing.
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//
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protected:
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//
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// BYieldingRunWorkload is called on different newly created farm jobs
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// Param passed iJobSequenceCounter starts at 0 (zero) for the first framed job
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// and is incremented by one for each subsequently farmed job.
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// When the parallel processing should end job must set pbWorkloadCompleted to true
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// and return true as success.
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// Any farmed job returning false will abort further farmed processing and
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// will result in BYieldingExecuteParallel returning false to the caller job.
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//
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virtual bool BYieldingRunWorkload( int iJobSequenceCounter, bool *pbWorkloadCompleted ) = 0;
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public:
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bool BYieldingExecuteParallel( int numJobsParallel, char const *pchJobName = NULL, uint nTimeoutSec = 0 );
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};
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} // namespace GCSDK
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#endif // GCPARALLELJOBFARM_H
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