// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #if (defined(__AUTORTFM) && __AUTORTFM) #include "AutoRTFM.h" #include "Utils.h" namespace AutoRTFM { inline const char* GetContextStatusName(EContextStatus Status) { switch (Status) { default: InternalUnreachable(); return nullptr; case EContextStatus::Idle: return "Idle"; case EContextStatus::OnTrack: return "OnTrack"; case EContextStatus::AbortedByFailedLockAcquisition: return "AbortedByFailedLockAcquisition"; case EContextStatus::AbortedByLanguage: return "AbortedByLanguage"; case EContextStatus::AbortedByRequest: return "AbortedByRequest"; case EContextStatus::Committing: return "Committing"; case EContextStatus::AbortedByCascadingAbort: return "AbortedByCascadingAbort"; case EContextStatus::AbortedByCascadingRetry: return "AbortedByCascadingRetry"; case EContextStatus::InStaticLocalInitializer: return "InStaticLocalInitializer"; case EContextStatus::InPostAbort: return "InPostAbort"; } } } // namespace AutoRTFM #endif // (defined(__AUTORTFM) && __AUTORTFM)