64 lines
2.9 KiB
C++
64 lines
2.9 KiB
C++
/***
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Copyright (C) 2021 J Reece Wilson (a/k/a "Reece"). All rights reserved.
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File: IWorkItem.hpp
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Date: 2021-11-1
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Author: Reece
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***/
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#pragma once
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namespace Aurora::Async
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{
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struct IWorkItem
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{
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virtual AuSPtr<IWorkItem> WaitFor(const AuSPtr<IWorkItem> &pWorkItem) = 0;
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virtual AuSPtr<IWorkItem> WaitFor(const AuList<AuSPtr<IWorkItem>> &workItems) = 0;
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// do not schedule a loop-source more than once
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// you may ILoopSource::WaitOn arbitrarily; however, you must not attach it to the threads loopqueue more than once.
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virtual AuSPtr<IWorkItem> SetSchedByLoopSourceOnce(const AuSPtr<IO::Loop::ILoopSource> &pLoopSource) = 0;
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virtual AuSPtr<IWorkItem> SetSchedByLoopSourceRepeating(const AuSPtr<IO::Loop::ILoopSource> &pLoopSource) = 0;
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// ms = time relative to the current time in milliseconds
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virtual AuSPtr<IWorkItem> SetSchedTime(AuUInt32 ms) = 0;
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// ns = time relative to the current time in nanoseconds
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virtual AuSPtr<IWorkItem> SetSchedTimeNs(AuUInt64 ns) = 0;
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// ms = wall time (AuTime::CurrentClockMS()) in milliseconds
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virtual AuSPtr<IWorkItem> SetSchedTimeAbs(AuUInt32 ms) = 0;
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// ns = wall time (AuTime::CurrentClockNS()) in nanoseconds
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virtual AuSPtr<IWorkItem> SetSchedTimeNsAbs(AuUInt64 ns) = 0;
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// ns = steady time (AuTime::SteadyClockNS()) in nanoseconds
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virtual AuSPtr<IWorkItem> SetSchedSteadyTimeNsAbs(AuUInt64 ns) = 0;
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// ms = time relative to the time at which the work item would otherwise dispatch
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virtual AuSPtr<IWorkItem> AddDelayTime(AuUInt32 ms) = 0;
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// ns = time relative to the time at which the work item would otherwise dispatch
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virtual AuSPtr<IWorkItem> AddDelayTimeNs(AuUInt64 ns) = 0;
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// ms = time relative to the time at which the work item would otherwise dispatch
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virtual AuSPtr<IWorkItem> AddDelayTimeRepeating(AuUInt32 ms) = 0;
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// ns = time relative to the time at which the work item would otherwise dispatch
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virtual AuSPtr<IWorkItem> AddDelayTimeNsRepeating(AuUInt64 ns) = 0;
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// inverted WaitFor
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virtual AuSPtr<IWorkItem> Then(const AuSPtr<IWorkItem> &next) = 0;
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virtual AuSPtr<IWorkItem> Dispatch() = 0;
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virtual void SetPrio(EWorkPriority prio) = 0;
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virtual bool BlockUntilComplete() = 0;
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virtual bool HasFinished() = 0;
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virtual bool HasFailed() = 0;
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virtual void Cancel() = 0;
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virtual void *GetPrivateData() = 0;
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};
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} |