// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef JOB_MANAGER_H #define JOB_MANAGER_H #include "nel/misc/types_nl.h" #include "nel/misc/debug.h" #include "nel/misc/smart_ptr.h" #include "game_share/singleton_registry.h" class CJobManager: public IServiceSingleton { public: static CJobManager* getInstance(); public: class IJob: public NLMISC::CRefCount { public: // virtual dtor virtual ~IJob() {} // return true if the job is finished -> the job object can be deleted virtual bool finished()=0; // return a status string that can be displayed in an update variable virtual std::string getShortStatus()=0; // get a detailed status string for display in a job list etc virtual std::string getStatus()=0; // display the details of the job... eg the list of files being processed with related info virtual void display(NLMISC::CLog* log=NLMISC::InfoLog)=0; // run the job's update to do a bit of work virtual void update()=0; }; public: // add a job to the job vector and assign it a new id uint32 addJob(NLMISC::CSmartPtr job); // move a job to the front of the queue - treat it as the active job void promoteJob(uint32 idx); // the update method used to call job updates void serviceUpdate(); // do nothing during the service updates until 'resume()' void pause(); // resume after a 'pause()' void resume(); // accessors for the number of job updates per call to serviceUpdate() void setJobUpdatesPerUpdate(uint32 count); uint32 getJobUpdatesPerUpdate(); // get the 'pause'/'resume' state, the number of jobsUpdatesPerUpdate and the status of the active job std::string getStatus(); // list the status of all jobs that are not finished void listJobs(NLMISC::CLog* log=NLMISC::InfoLog); // list the status of all jobs including those that are finished void listJobHistory(NLMISC::CLog* log=NLMISC::InfoLog); // call the currently active job's 'display' method void displayCurrentJob(NLMISC::CLog* log=NLMISC::InfoLog); // call the given job's 'display' method void displayJob(uint32 jobId,NLMISC::CLog* log=NLMISC::InfoLog); private: CJobManager(); typedef std::list TUnfinishedJobs; typedef std::vector > TJobs; bool _Paused; uint32 _JobUpdatesPerUpdate; TJobs _Jobs; TUnfinishedJobs _UnfinishedJobs; }; #endif