Files
UnrealEngine/Engine/Source/Developer/AutomationDriver/Private/IStepExecutor.h
2025-05-18 13:04:45 +08:00

50 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Async/AsyncResult.h"
#include "Delegates/Delegate.h"
#include "Misc/Timespan.h"
struct FStepResult
{
public:
enum class EState : uint8
{
DONE,
FAILED,
REPEAT,
};
FStepResult(EState InState, FTimespan InNextWait)
: NextWait(MoveTemp(InNextWait))
, State(InState)
{ }
// How long the executor should wait before either executing this same step, the next step or before declaring all steps complete
FTimespan NextWait;
// Whether the step that just completed is completely finished or should be rescheduled again for execution
EState State;
};
class IStepExecutor
{
public:
DECLARE_DELEGATE_RetVal_OneParam(FStepResult, FExecuteStepDelegate, const FTimespan& /*TotalProcessTime*/);
virtual void Add(const TSharedRef<FExecuteStepDelegate>& Step) = 0;
virtual void Add(const TFunction<FStepResult(const FTimespan&)>& StepFunction) = 0;
virtual void InsertNext(const TSharedRef<FExecuteStepDelegate>& Step) = 0;
virtual void InsertNext(const TFunction<FStepResult(const FTimespan&)>& StepFunction) = 0;
virtual TAsyncResult<bool> Execute() = 0;
virtual bool IsExecuting() const = 0;
virtual void OnCompleted(TFunction<void()> Callback) = 0;
};