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Future based Job System

Usage

Create a JobSystem instance

job_system::JobSystem jobSystem;

Create a job with a callback

jobSystem.AddJob([]() {
    // This code will be executed in another thread
}, []() {
    // This callback is executed in the caller thread
});

Create a job with a callback and a result

// Job returns an int
jobSystem.AddJob<int>([]() {
    return 4;
}, [](int result) {

});

Callback is optional. If not provided, user can let current thread wait for the job to be finished.

auto&& job = jobSystem.AddJob([]() {
    // Job code here
});
job.Wait(); // Wait for the job to be finished before continuing

Job can also returns a result

auto&& job = jobSystem.AddJob<int>([]() {
    return 4;
});
job.Wait(); // Wait for the job to be finished before continuing
int result = job.GetResult();

In order for the callbacks to be triggered, user has to call Tick method at some point.

while (jobSystem.HasJobs()) // This can be the game loop
{
    jobSystem.Tick();
}

Example

A working example can be found in Example.cpp.

Here is a possible output:

Waiting for job3 to finish
(1) Start working...
(2) Start working...
(3) Start working...
(1) Work done
(3) Work done
Waiting for job4...
(4) Start working...
(4) Work done
Job4 finished, result: 42
(1) Callback
(5) Start working...
(5) Work done
(5) Callback - pre
(5) Callback - post
(6) Start working...
(6) Work done
(6) Callback
(2) Work done
(2) Callback, result: 4

=== Rest of the application here ===