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utils/vmpi/vmpi.h
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utils/vmpi/vmpi.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VMPI_H
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#define VMPI_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vmpi_defs.h"
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#include "messbuf.h"
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#include "iphelpers.h"
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// These are called to handle incoming messages.
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// Return true if you handled the message and false otherwise.
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// Note: the first byte in each message is the packet ID.
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typedef bool (*VMPIDispatchFn)( MessageBuffer *pBuf, int iSource, int iPacketID );
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typedef void (*VMPI_Disconnect_Handler)( int procID, const char *pReason );
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// Which machine is the master.
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#define VMPI_MASTER_ID 0
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#define VMPI_SEND_TO_ALL -2
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#define VMPI_PERSISTENT -3 // If this is set as the destination for a packet, it is sent to all
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// workers, and also to new workers that connect.
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#define MAX_VMPI_PACKET_IDS 32
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#define VMPI_TIMEOUT_INFINITE 0xFFFFFFFF
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// Instantiate one of these to register a dispatch.
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class CDispatchReg
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{
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public:
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CDispatchReg( int iPacketID, VMPIDispatchFn fn );
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};
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// Enums for all the command line parameters.
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#define VMPI_PARAM_SDK_HIDDEN 0x0001 // Hidden in SDK mode.
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#define VMPI_PARAM( paramName, paramFlags, helpText ) paramName,
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enum EVMPICmdLineParam
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{
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k_eVMPICmdLineParam_FirstParam=0,
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k_eVMPICmdLineParam_VMPIParam,
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#include "vmpi_parameters.h"
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k_eVMPICmdLineParam_LastParam
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};
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#undef VMPI_PARAM
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// Shared by all the tools.
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extern bool g_bUseMPI;
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extern bool g_bMPIMaster; // Set to true if we're the master in a VMPI session.
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extern int g_iVMPIVerboseLevel; // Higher numbers make it spit out more data.
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extern bool g_bMPI_Stats; // Send stats to the MySQL database?
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extern bool g_bMPI_StatsTextOutput; // Send text output in the stats?
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// These can be watched or modified to check bandwidth statistics.
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extern int g_nBytesSent;
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extern int g_nMessagesSent;
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extern int g_nBytesReceived;
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extern int g_nMessagesReceived;
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extern int g_nMulticastBytesSent;
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extern int g_nMulticastBytesReceived;
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extern int g_nMaxWorkerCount;
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enum VMPIRunMode
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{
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VMPI_RUN_NETWORKED,
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VMPI_RUN_LOCAL // Just make a local process and have it do the work.
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};
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enum VMPIFileSystemMode
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{
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VMPI_FILESYSTEM_MULTICAST, // Multicast out, find workers, have them do work.
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VMPI_FILESYSTEM_BROADCAST, // Broadcast out, find workers, have them do work.
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VMPI_FILESYSTEM_TCP // TCP filesystem.
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};
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// If this precedes the dependency filename, then it will transfer all the files in the specified directory.
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#define VMPI_DEPENDENCY_DIRECTORY_TOKEN '*'
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// It's good to specify a disconnect handler here immediately. If you don't have a handler
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// and the master disconnects, you'll lockup forever inside a dispatch loop because you
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// never handled the master disconnecting.
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//
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// Note: runMode is only relevant for the VMPI master. The worker always connects to the master
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// the same way.
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bool VMPI_Init(
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int &argc,
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char **&argv,
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const char *pDependencyFilename,
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VMPI_Disconnect_Handler handler = NULL,
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VMPIRunMode runMode = VMPI_RUN_NETWORKED, // Networked or local?,
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bool bConnectingAsService = false
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);
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// Used when hosting a patch.
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void VMPI_Init_PatchMaster( int argc, char **argv );
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void VMPI_Finalize();
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VMPIRunMode VMPI_GetRunMode();
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VMPIFileSystemMode VMPI_GetFileSystemMode();
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// Note: this number can change on the master.
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int VMPI_GetCurrentNumberOfConnections();
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// Dispatch messages until it gets one with the specified packet ID.
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// If subPacketID is not set to -1, then the second byte must match that as well.
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//
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// Note: this WILL dispatch packets with matching packet IDs and give them a chance to handle packets first.
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//
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// If bWait is true, then this function either succeeds or Error() is called. If it's false, then if the first available message
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// is handled by a dispatch, this function returns false.
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bool VMPI_DispatchUntil( MessageBuffer *pBuf, int *pSource, int packetID, int subPacketID = -1, bool bWait = true );
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// This waits for the next message and dispatches it.
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// You can specify a timeout in milliseconds. If the timeout expires, the function returns false.
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bool VMPI_DispatchNextMessage( unsigned long timeout=VMPI_TIMEOUT_INFINITE );
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// This should be called periodically in modal loops that don't call other VMPI functions. This will
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// check for disconnected sockets and call disconnect handlers so the app can error out if
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// it loses all of its connections.
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//
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// This can be used in place of a Sleep() call by specifying a timeout value.
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void VMPI_HandleSocketErrors( unsigned long timeout=0 );
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enum VMPISendFlags
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{
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k_eVMPISendFlags_GroupPackets = 0x0001
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};
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// Use these to send data to one of the machines.
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// If iDest is VMPI_SEND_TO_ALL, then the message goes to all the machines.
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// Flags is a combination of the VMPISendFlags enums.
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bool VMPI_SendData( void *pData, int nBytes, int iDest, int fVMPISendFlags=0 );
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bool VMPI_SendChunks( void const * const *pChunks, const int *pChunkLengths, int nChunks, int iDest, int fVMPISendFlags=0 );
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bool VMPI_Send2Chunks( const void *pChunk1, int chunk1Len, const void *pChunk2, int chunk2Len, int iDest, int fVMPISendFlags=0 ); // for convenience..
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bool VMPI_Send3Chunks( const void *pChunk1, int chunk1Len, const void *pChunk2, int chunk2Len, const void *pChunk3, int chunk3Len, int iDest, int fVMPISendFlags=0 );
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// Flush any groups that were queued with k_eVMPISendFlags_GroupPackets.
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// If msInterval is > 0, then it will check a timer and only flush that often (so you can call this a lot, and have it check).
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void VMPI_FlushGroupedPackets( unsigned long msInterval=0 );
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// This registers a function that gets called when a connection is terminated ungracefully.
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void VMPI_AddDisconnectHandler( VMPI_Disconnect_Handler handler );
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// Returns false if the process has disconnected ungracefully (disconnect handlers
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// would have been called for it too).
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bool VMPI_IsProcConnected( int procID );
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// Returns true if the process is just a service (in which case it should only get file IO traffic).
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bool VMPI_IsProcAService( int procID );
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// Simple wrapper for Sleep() so people can avoid including windows.h
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void VMPI_Sleep( unsigned long ms );
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// VMPI sends machine names around first thing.
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const char* VMPI_GetLocalMachineName();
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const char* VMPI_GetMachineName( int iProc );
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bool VMPI_HasMachineNameBeenSet( int iProc );
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// Returns 0xFFFFFFFF if the ID hasn't been set.
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unsigned long VMPI_GetJobWorkerID( int iProc );
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void VMPI_SetJobWorkerID( int iProc, unsigned long jobWorkerID );
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// Search a command line to find arguments. Looks for pName, and if it finds it, returns the
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// argument following it. If pName is the last argument, it returns pDefault. If it doesn't
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// find pName, returns NULL.
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const char* VMPI_FindArg( int argc, char **argv, const char *pName, const char *pDefault = "" );
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// (Threadsafe) get and set the current stage. This info winds up in the VMPI database.
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void VMPI_GetCurrentStage( char *pOut, int strLen );
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void VMPI_SetCurrentStage( const char *pCurStage );
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// VMPI is always broadcasting this job in the background.
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// This changes the password to 'debugworker' and allows more workers in.
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// This can be used if workers are dying on certain work units. Then a programmer
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// can run vmpi_service with -superdebug and debug the whole thing.
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void VMPI_InviteDebugWorkers();
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bool VMPI_IsSDKMode();
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// Lookup a command line parameter string.
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const char* VMPI_GetParamString( EVMPICmdLineParam eParam );
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int VMPI_GetParamFlags( EVMPICmdLineParam eParam );
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const char* VMPI_GetParamHelpString( EVMPICmdLineParam eParam );
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bool VMPI_IsParamUsed( EVMPICmdLineParam eParam ); // Returns true if the specified parameter is on the command line.
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// Can be called from error handlers and if -mpi_Restart is used, it'll automatically restart the process.
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bool VMPI_HandleAutoRestart();
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#endif // VMPI_H
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