Reece
99c5e1fa65
[*] Split up Aurora Async [*] Split Async app into seperate ThreadPool concept [*] Fix various OSThread bugs and tls transfer issues [*] Set default affinity to 0xFFFFFFFF [*] Update Build script [+] Add AuTuplePopFront [+] New Network Interface (unimplemented) [*] Stub out the interfaces required for a better logger [*] Fix Win32 ShellExecute bug; windows 11 struggles without explicit com init per the docs - now deferring to thread pool [*] Update gitignore [*] Follow XDG home standard [*] Refactor some namespaces to use the shorthand aliases [*] Various stability fixes
54 lines
2.4 KiB
C++
54 lines
2.4 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> &workItem) = 0;
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virtual AuSPtr<IWorkItem> WaitFor(const AuList<AuSPtr<IWorkItem>> &workItem) = 0;
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// ms = time relative to the current time
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virtual AuSPtr<IWorkItem> SetSchedTime(AuUInt32 ms) = 0;
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// ns = Aurora::Time::CurrentClockMS() + relativeMs
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virtual AuSPtr<IWorkItem> SetSchedTimeAbs(AuUInt32 ms) = 0;
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// ns = time relative to the current time
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virtual AuSPtr<IWorkItem> SetSchedTimeNs(AuUInt64 ns) = 0;
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// ns = Aurora::Time::CurrentClockNS() + relativeNs
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virtual AuSPtr<IWorkItem> SetSchedTimeNsAbs(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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virtual AuSPtr<IWorkItem> Then(const AuSPtr<IWorkItem> &next) = 0;
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virtual AuSPtr<IWorkItem> Dispatch() = 0;
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// per work frame, available work is dequed and sorted.
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// work is sorted by prio and then by initial submission index.
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//
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// prios under .25 will yield for new work at time of possible dispatch
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// only if there are work entries of > .5 in the pending work queue.
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virtual void SetPrio(float val = 0.5f) = 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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virtual AuOptional<void *> ToWorkResultT() = 0;
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};
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} |