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https://github.com/rwengine/openrw.git
synced 2024-11-25 11:52:40 +01:00
Merge pull request #179 from darkf/exit
Rework how exiting and cleanup is handled.
This commit is contained in:
commit
4f79258a32
@ -35,6 +35,7 @@ StdOutReciever logPrinter;
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RWGame::RWGame(int argc, char* argv[])
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: config("openrw.ini")
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, state(nullptr), world(nullptr), renderer(nullptr), script(nullptr),
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window(nullptr), work(nullptr),
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debugScript(false), inFocus(true),
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showDebugStats(false), showDebugPaths(false), showDebugPhysics(false),
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accum(0.f), timescale(1.f)
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@ -90,8 +91,11 @@ RWGame::RWGame(int argc, char* argv[])
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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throw std::runtime_error("Failed to initialize SDL2!");
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window.create(w, h, fullscreen);
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window.hideCursor();
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window = new GameWindow();
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window->create(w, h, fullscreen);
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window->hideCursor();
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work = new WorkContext();
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log.addReciever(&logPrinter);
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log.info("Game", "Game directory: " + config.getGameDataPath());
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@ -101,7 +105,7 @@ RWGame::RWGame(int argc, char* argv[])
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throw std::runtime_error("Invalid game directory path: " + config.getGameDataPath());
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}
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data = new GameData(&log, &work, config.getGameDataPath());
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data = new GameData(&log, work, config.getGameDataPath());
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// Initalize all the archives.
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data->loadIMG("/models/gta3");
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@ -168,10 +172,30 @@ RWGame::RWGame(int argc, char* argv[])
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RWGame::~RWGame()
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{
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log.info("Game", "Beginning cleanup");
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log.info("Game", "Stopping work queue");
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work->stop();
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log.info("Game", "Cleaning up scripts");
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delete script;
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log.info("Game", "Cleaning up renderer");
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delete renderer;
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log.info("Game", "Cleaning up world");
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delete world;
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log.info("Game", "Cleaning up state");
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delete state;
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log.info("Game", "Cleaning up window");
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delete window;
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log.info("Game", "Cleaning up work queue");
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delete work;
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log.info("Game", "Done cleaning up");
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}
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void RWGame::newGame()
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@ -183,7 +207,7 @@ void RWGame::newGame()
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}
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state = new GameState();
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world = new GameWorld(&log, &work, data);
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world = new GameWorld(&log, work, data);
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world->dynamicsWorld->setDebugDrawer(debug);
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// Associate the new world with the new state and vice versa
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@ -294,8 +318,8 @@ int RWGame::run()
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{
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last_clock_time = clock.now();
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// Loop until the window is closed or we run out of state.
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while (window.isOpen() && StateManager::get().states.size()) {
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// Loop until we run out of states.
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while (StateManager::get().states.size()) {
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State* state = StateManager::get().states.back();
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RW_PROFILE_FRAME_BOUNDARY();
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@ -305,7 +329,7 @@ int RWGame::run()
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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window.close();
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StateManager::get().clear();
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break;
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case SDL_WINDOWEVENT:
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@ -343,14 +367,14 @@ int RWGame::run()
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RW_PROFILE_BEGIN("Update");
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if ( accum >= GAME_TIMESTEP ) {
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RW_PROFILE_BEGIN("state");
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StateManager::get().tick(GAME_TIMESTEP);
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RW_PROFILE_END();
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if (StateManager::get().states.size() == 0) {
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break;
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}
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RW_PROFILE_BEGIN("state");
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StateManager::get().tick(GAME_TIMESTEP);
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RW_PROFILE_END();
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RW_PROFILE_BEGIN("engine");
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tick(GAME_TIMESTEP);
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RW_PROFILE_END();
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@ -385,7 +409,7 @@ int RWGame::run()
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renderProfile();
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window.swap();
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window->swap();
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}
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if( httpserver_thread )
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@ -483,7 +507,7 @@ void RWGame::render(float alpha, float time)
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getRenderer()->getRenderer()->swap();
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glm::ivec2 windowSize = window.getSize();
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glm::ivec2 windowSize = window->getSize();
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renderer->setViewport(windowSize.x, windowSize.y);
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ViewCamera viewCam;
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@ -28,11 +28,11 @@ class RWGame
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GameRenderer* renderer;
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ScriptMachine* script;
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// Background worker
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WorkContext work;
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WorkContext *work;
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bool debugScript;
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HttpServer* httpserver = nullptr;
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std::thread* httpserver_thread = nullptr;
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GameWindow window;
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GameWindow *window;
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std::chrono::steady_clock clock;
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std::chrono::steady_clock::time_point last_clock_time;
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@ -79,7 +79,7 @@ public:
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GameWindow& getWindow()
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{
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return window;
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return *window;
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}
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ScriptMachine* getScript() const
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@ -81,6 +81,11 @@ struct StateManager
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std::deque<State*> states;
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void clear()
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{
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states.clear();
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}
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void enter(State* state)
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{
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states.push_back(state);
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@ -20,7 +20,7 @@ void MenuState::enterMainMenu()
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m->addEntry(Menu::lambda("Load Game", [=] { enterLoadMenu(); }));
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m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true, "test")); }));
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m->addEntry(Menu::lambda("Options", [] { RW_UNIMPLEMENTED("Options Menu"); }));
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m->addEntry(Menu::lambda("Exit", [=] { getWindow().close(); }));
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m->addEntry(Menu::lambda("Exit", [] { StateManager::get().clear(); }));
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this->enterMenu(m);
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}
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@ -10,7 +10,7 @@ PauseState::PauseState(RWGame* game)
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m->offset = glm::vec2( 200.f, 200.f );
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m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
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m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
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m->addEntry(Menu::lambda("Exit", [&] { getWindow().close(); }));
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m->addEntry(Menu::lambda("Exit", [] { StateManager::get().clear(); }));
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this->enterMenu(m);
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}
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@ -12,20 +12,21 @@ void WorkContext::workNext()
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{
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WorkJob* j = nullptr;
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_inMutex.lock();
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if( ! _workQueue.empty() ) {
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j = _workQueue.front();
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_workQueue.pop();
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{
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std::lock_guard<std::mutex> guard( _inMutex );
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if( ! _workQueue.empty() ) {
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j = _workQueue.front();
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_workQueue.pop();
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}
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}
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_inMutex.unlock();
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if( j == nullptr ) return;
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j->work();
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_outMutex.lock();
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std::lock_guard<std::mutex> guard( _outMutex );
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_completeQueue.push(j);
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_outMutex.unlock();
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}
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void WorkContext::update()
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@ -5,8 +5,11 @@
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#include <queue>
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#include <thread>
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#include <mutex>
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#include <atomic>
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#include <memory>
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#include <functional>
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#include <fstream>
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#include <iostream>
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class WorkContext;
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@ -16,7 +19,7 @@ class LoadWorker
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public:
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bool _running;
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std::atomic<bool> _running;
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std::thread _thread;
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void start();
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@ -66,26 +69,32 @@ class GameWorld;
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*/
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class WorkContext
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{
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std::unique_ptr<LoadWorker> _worker;
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std::queue<WorkJob*> _workQueue;
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std::queue<WorkJob*> _completeQueue;
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LoadWorker _worker;
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std::mutex _inMutex;
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std::mutex _outMutex;
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public:
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WorkContext()
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: _worker(this) { }
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: _worker(new LoadWorker(this)) { }
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void queueJob( WorkJob* job )
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{
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std::lock_guard<std::mutex> guard(_inMutex);
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std::lock_guard<std::mutex> guard( _inMutex );
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_workQueue.push( job );
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}
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// Called by the worker thread - don't touch;
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void stop()
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{
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// Stop serving the queue.
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_worker.reset(nullptr);
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}
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// Called by the worker thread - don't touch
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void workNext();
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const std::queue<WorkJob*> getWorkQueue() const { return _workQueue; }
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