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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/gcsdk/gcparalleljobfarm.h
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+//====== Copyright (c), Valve Corporation, All rights reserved. =======
+//
+// Purpose: Implements singleton datacache with support for yielding updates
+//
+//=============================================================================
+
+#ifndef GCPARALLELJOBFARM_H
+#define GCPARALLELJOBFARM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+namespace GCSDK
+{
+
+class IYieldingParallelFarmJobHandler
+{
+ //
+ // Derived class instances implementing farm job workload processing must
+ // be allocated on the heap as the calling job will yield for processing.
+ //
+protected:
+ //
+ // BYieldingRunWorkload is called on different newly created farm jobs
+ // Param passed iJobSequenceCounter starts at 0 (zero) for the first framed job
+ // and is incremented by one for each subsequently farmed job.
+ // When the parallel processing should end job must set pbWorkloadCompleted to true
+ // and return true as success.
+ // Any farmed job returning false will abort further farmed processing and
+ // will result in BYieldingExecuteParallel returning false to the caller job.
+ //
+ virtual bool BYieldingRunWorkload( int iJobSequenceCounter, bool *pbWorkloadCompleted ) = 0;
+
+public:
+ bool BYieldingExecuteParallel( int numJobsParallel, char const *pchJobName = NULL, uint nTimeoutSec = 0 );
+};
+
+
+} // namespace GCSDK
+
+#endif // GCPARALLELJOBFARM_H