74 lines
2.1 KiB
C++
74 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "HAL/CriticalSection.h"
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#include "HAL/Thread.h"
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#include "InterchangeDispatcherTask.h"
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#include "InterchangeWorkerHandler.h"
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#define UE_API INTERCHANGEDISPATCHER_API
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namespace UE
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{
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namespace Interchange
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{
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// Handle a list of tasks, and a set of external workers to consume them.
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class FInterchangeDispatcher
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{
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public:
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UE_API FInterchangeDispatcher(const FString& InResultFolder);
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~FInterchangeDispatcher() { TerminateProcess(); }
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UE_API int32 AddTask(const FString& JsonDescription);
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UE_API int32 AddTask(const FString& JsonDescription, FInterchangeDispatcherTaskCompleted TaskCompledDelegate);
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UE_API TOptional<FTask> GetNextTask();
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UE_API void SetTaskState(int32 TaskIndex, ETaskState TaskState, const FString& JsonResult, const TArray<FString>& JSonMessages);
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UE_API void GetTaskState(int32 TaskIndex, ETaskState& TaskState, double& TaskRunningStateStartTime);
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UE_API void GetTaskState(int32 TaskIndex, ETaskState& TaskState, FString& JsonResult, TArray<FString>& JSonMessages);
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UE_API void StartProcess();
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UE_API void StopProcess(bool bBlockUntilTerminated);
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UE_API void TerminateProcess();
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UE_API void WaitAllTaskToCompleteExecution();
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UE_API bool IsOver();
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void SetInterchangeWorkerFatalError(FString& ErrorMessage)
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{
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InterchangeWorkerFatalError = MoveTemp(ErrorMessage);
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}
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FString GetInterchangeWorkerFatalError()
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{
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return InterchangeWorkerFatalError;
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}
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UE_API bool IsInterchangeWorkerRunning();
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static UE_API bool IsInterchangeWorkerAvailable();
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private:
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void SpawnHandler();
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bool IsHandlerAlive();
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void CloseHandler();
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void EmptyQueueTasks();
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// Tasks
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FCriticalSection TaskPoolCriticalSection;
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TArray<FTask> TaskPool;
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int32 NextTaskIndex;
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int32 CompletedTaskCount;
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/** Path where the result files are dump */
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FString ResultFolder;
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FString InterchangeWorkerFatalError;
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// Workers
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TUniquePtr<FInterchangeWorkerHandler> WorkerHandler = nullptr;
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};
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} //ns Interchange
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}//ns UE
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#undef UE_API
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