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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
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