Files
UnrealEngine/Engine/Source/Runtime/AutoRTFM/Private/ContextStatus.h
2025-05-18 13:04:45 +08:00

45 lines
1.2 KiB
C++

// 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)