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