Mercurial > projects > mde
view mde/scheduler/InitFunctions.d @ 26:611f7b9063c6
Changed the licensing and removed a few dead files.
Changed licensing to "GPL version 2 or later" to avoid future compatibility issues.
Also a unittest fix to the previous commit.
committer: Diggory Hardy <diggory.hardy@gmail.com>
author | Diggory Hardy <diggory.hardy@gmail.com> |
---|---|
date | Thu, 03 Apr 2008 18:15:02 +0100 |
parents | 2c28ee04a4ed |
children | 0aa621b3e070 |
line wrap: on
line source
/* LICENSE BLOCK Part of mde: a Modular D game-oriented Engine Copyright © 2007-2008 Diggory Hardy This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ /** This module is responsible for calling all init functions. * * It is also responsible for setting up all scheduled functions for now. */ module mde.scheduler.InitFunctions; static import mde.gl; import tango.util.log.Log : Log, Logger; static this() { logger = Log.getLogger ("mde.scheduler.InitFunctions"); } /** Should be called by an init function when a failure occurs. */ void setInitFailure () { initFailure = true; } package: /** Represents all functions to be called for a particular init stage. */ struct InitStage { alias void function() InitFunction; /// Alias /** Add a function to be called during this init stage. * * Called in order added when not threaded (reverse order for cleanup). * * Exceptions should never be thrown, since each function may run as a thread, and catching * thread exceptions is not guaranteed to work. Log a message, call setFailure() and return * instead. */ void addFunc (InitFunction f) { funcs ~= f; } InitFunction[] funcs = []; } InitStage init; // all functions called during init (all should be thread-safe) InitStage cleanup; // all functions called during cleanup (all should be thread-safe) bool initFailure = false; // set on failure (throwing through threads isn't a good idea) private: Logger logger; const FAIL_MSG = "Init function failed: "; // Template to call function, catching exceptions: void initInput(alias Func) () { try { Func(); } catch (Exception e) { logger.fatal (FAIL_MSG ~ e.msg); initFailure = true; } }