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42 lines
1.3 KiB
42 lines
1.3 KiB
//====== 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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