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o3de/Code/Sandbox/Editor/Include/IBackgroundScheduleManager.h

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
//
// IBackgroundScheduleManager manages schedule of group of larger operations that should be run in sequence
//
// Schedules are derived from IBackgroundSchedule and consist of a list of IBackgroundScheduleItems.
// Each schedule item is executed IN ORDER for the previous item to complete first.
// Each IBackgroundScheduleItems consists of list of user defined work via IBackgroundScheduleItemsWork classes.
// Each schedule item work is executed IN PARALEL (they are all started when the item starts).
//
// Whenever a work item fails to complete the other work items are stopped, the schedule item is marked as "failed"
// and so is the whole schedule.
//
// All logic is performed on the main thread although schedule items are free to use threads.
// It is recommended to use IBackgroundTaskManager for dispatching a task list for every schedule work item.
//
// All objects in the schedule system are reference counted.
//
// State of the whole schedule
#ifndef CRYINCLUDE_EDITOR_INCLUDE_IBACKGROUNDSCHEDULEMANAGER_H
#define CRYINCLUDE_EDITOR_INCLUDE_IBACKGROUNDSCHEDULEMANAGER_H
#pragma once
enum EScheduleState
{
// Item has not started yet but is on the list
eScheduleState_Pending,
// We are processing this item
eScheduleState_Processing,
// We are stopping the schedule
eSccheduleState_Stopping,
// Schedule item has failed
eScheduleState_Failed,
// Schedule item was canceled
eScheduleState_Canceled,
// Schedule item has completed it's work
eScheduleState_Completed,
};
// State of the single schedule item
enum EScheduleItemState
{
// Item has not started yet but is on the list
eScheduleItemState_Pending,
// We are processing this item
eScheduleItemState_Processing,
// We are stopping this item
eScheduleItemState_Stopping,
// Schedule item has failed
eScheduleItemState_Failed,
// Schedule item has completed it's work
eScheduleItemState_Completed,
};
// Work item status
enum EScheduleWorkItemStatus
{
// Work is still not finished
eScheduleWorkItemStatus_NotFinished,
// Work has failed
eScheduleWorkItemStatus_Failed,
// Work has finished
eScheduleWorkItemStatus_Finished,
};
struct IBackgroundScheduleItemWork
{
// Get human readable description
virtual const char* GetDescription() const = 0;
// Get work item progress
virtual float GetProgress() const = 0;
// Called when the schedule item containing this work piece has started
// If the work cannot be started for any reason return false.
virtual bool OnStart() = 0;
// Called when the schedule item containing this work piece has been canceled or failed externally
// Not called when schedule item completed without errors.
// If the work cannot be stopped this frame return false.
virtual bool OnStop() = 0;
// Called every frame to advance and check the work state
// Should return one of the EBackgroundScheduleWorkItemStatus value
virtual EScheduleWorkItemStatus OnUpdate() = 0;
// Reference counting
virtual void AddRef() = 0;
virtual void Release() = 0;
protected:
virtual ~IBackgroundScheduleItemWork() {};
};
struct IBackgroundScheduleItem
{
// Get name of the schedule (debug & display)
virtual const char* GetDescription() const = 0;
// Get interal state
virtual EScheduleItemState GetState() const = 0;
// Get overall progress of this schedule item
virtual const float GetProgress() const = 0;
// Get number of work items in this schedule item
virtual const uint32 GetNumWorkItems() const = 0;
// Get n-th work item from the schedule item
virtual IBackgroundScheduleItemWork* GetWorkItem(const uint32 index) const = 0;
// Add work item to the schedule item
virtual void AddWorkItem(IBackgroundScheduleItemWork* pWork) = 0;
// Reference counting
virtual void AddRef() = 0;
virtual void Release() = 0;
protected:
virtual ~IBackgroundScheduleItem() {};
};
struct IBackgroundSchedule
{
// Get name of the schedule (debug & display)
virtual const char* GetDescription() const = 0;
// Get overall progress of the whole schedule
virtual float GetProgress() const = 0;
// Get item being currently processed
virtual IBackgroundScheduleItem* GetProcessedItem() const = 0;
// Get number of items in the schedule
virtual const uint32 GetNumItems() const = 0;
// Get single schedule item
virtual IBackgroundScheduleItem* GetItem(const uint32 index) const = 0;
// Get schedule item
virtual EScheduleState GetState() const = 0;
// Cancel the whole schedule
virtual void Cancel() = 0;
// Is the schedule canceled ?
virtual bool IsCanceled() const = 0;
// Add schedule item at the end of the list
virtual void AddItem(IBackgroundScheduleItem* pItem) = 0;
// Reference counting
virtual void AddRef() = 0;
virtual void Release() = 0;
protected:
virtual ~IBackgroundSchedule() {};
};
struct IBackgroundScheduleManager
{
virtual ~IBackgroundScheduleManager() {};
// Create empty schedule
virtual IBackgroundSchedule* CreateSchedule(const char* szName) = 0;
// Create empty schedule item
virtual IBackgroundScheduleItem* CreateScheduleItem(const char* szName) = 0;
// Issue a schedule to the list (will start processing it)
virtual void SubmitSchedule(IBackgroundSchedule* pSchedule) = 0;
// Get number of schedules on the list
virtual const uint32 GetNumSchedules() const = 0;
// Get n-th schedule
virtual IBackgroundSchedule* GetSchedule(const uint32 index) const = 0;
// Advance work on the schedules
virtual void Update() = 0;
};
#endif // CRYINCLUDE_EDITOR_INCLUDE_IBACKGROUNDSCHEDULEMANAGER_H