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<div class="title">Context manager </div> </div>
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<div class="textblock"><p><b>Path:</b> /sdk/add_on/contextmgr/</p>
<p>The <code>CContextMgr</code> is a class designed to aid the management of multiple simultaneous scripts executing in parallel. It supports both <a class="el" href="doc_adv_concurrent.html">concurrent script threads</a> and <a class="el" href="doc_adv_coroutine.html">co-routines</a>.</p>
<p>If the application doesn't need multiple contexts, i.e. all scripts that are executed always complete before the next script is executed, then this class is not necessary.</p>
<p>The context manager uses <a class="el" href="classas_i_script_engine.html#a32391ee83e58083b406ba068ab2ee049">asIScriptEngine::RequestContext</a> to take advantage of any context callbacks registered with the engine, e.g. for debugging or pooling.</p>
<p>Multiple context managers can be used, for example when you have a group of scripts controlling in-game objects, and another group of scripts controlling GUI elements, then each of these groups may be managed by different context managers.</p>
<p>Observe that the context manager class hasn't been designed for multi-threading, so you need to be careful if your application needs to execute scripts from multiple threads.</p>
<dl class="section see"><dt>See also</dt><dd>The samples <a class="el" href="doc_samples_concurrent.html">Concurrent scripts</a> and <a class="el" href="doc_samples_corout.html">Co-routines</a> for uses</dd></dl>
<h1><a class="anchor" id="doc_addon_ctxmgr_1"></a>
Public C++ interface</h1>
<div class="fragment"><div class="line"><span class="keyword">class </span>CContextMgr</div>
<div class="line">{</div>
<div class="line"><span class="keyword">public</span>:</div>
<div class="line"> CContextMgr();</div>
<div class="line"> ~CContextMgr();</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Set the function that the manager will use to obtain the time in milliseconds.</span></div>
<div class="line"> <span class="keywordtype">void</span> SetGetTimeCallback(TIMEFUNC_t func);</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Registers the following:</span></div>
<div class="line"> <span class="comment">//</span></div>
<div class="line"> <span class="comment">// void sleep(uint milliseconds)</span></div>
<div class="line"> <span class="comment">//</span></div>
<div class="line"> <span class="comment">// The application must set the get time callback for this to work</span></div>
<div class="line"> <span class="keywordtype">void</span> RegisterThreadSupport(<a class="code" href="classas_i_script_engine.html">asIScriptEngine</a> *engine);</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Registers the following:</span></div>
<div class="line"> <span class="comment">//</span></div>
<div class="line"> <span class="comment">// funcdef void coroutine(dictionary@)</span></div>
<div class="line"> <span class="comment">// void createCoRoutine(coroutine @func, dictionary @args)</span></div>
<div class="line"> <span class="comment">// void yield()</span></div>
<div class="line"> <span class="keywordtype">void</span> RegisterCoRoutineSupport(<a class="code" href="classas_i_script_engine.html">asIScriptEngine</a> *engine);</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Create a new context, prepare it with the function, then return </span></div>
<div class="line"> <span class="comment">// it so that the application can pass the argument values. The context</span></div>
<div class="line"> <span class="comment">// will be released by the manager after the execution has completed.</span></div>
<div class="line"> <span class="comment">// Set keepCtxAfterExecution to true if the application needs to retrieve</span></div>
<div class="line"> <span class="comment">// information from the context after it the script has finished. </span></div>
<div class="line"> <a class="code" href="classas_i_script_context.html">asIScriptContext</a> *AddContext(<a class="code" href="classas_i_script_engine.html">asIScriptEngine</a> *engine, <a class="code" href="classas_i_script_context.html">asIScriptContext</a> *func, <span class="keywordtype">bool</span> keepCtxAfterExecution = <span class="keyword">false</span>);</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// If the context was kept after the execution, this method must be </span></div>
<div class="line"> <span class="comment">// called when the application is done with the context so it can be</span></div>
<div class="line"> <span class="comment">// returned to the pool for reuse.</span></div>
<div class="line"> <span class="keywordtype">void</span> DoneWithContext(<a class="code" href="classas_i_script_context.html">asIScriptContext</a> *ctx);</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Create a new context, prepare it with the function, then return</span></div>
<div class="line"> <span class="comment">// it so that the application can pass the argument values. The context</span></div>
<div class="line"> <span class="comment">// will be added as a co-routine in the same thread as the currCtx.</span></div>
<div class="line"> <a class="code" href="classas_i_script_context.html">asIScriptContext</a> *AddContextForCoRoutine(<a class="code" href="classas_i_script_context.html">asIScriptContext</a> *currCtx, <a class="code" href="classas_i_script_context.html">asIScriptContext</a> *func);</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Execute each script that is not currently sleeping. The function returns after </span></div>
<div class="line"> <span class="comment">// each script has been executed once. The application should call this function</span></div>
<div class="line"> <span class="comment">// for each iteration of the message pump, or game loop, or whatever.</span></div>
<div class="line"> <span class="comment">// Returns the number of scripts still in execution.</span></div>
<div class="line"> <span class="keywordtype">int</span> ExecuteScripts();</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Put a script to sleep for a while</span></div>
<div class="line"> <span class="keywordtype">void</span> SetSleeping(<a class="code" href="classas_i_script_context.html">asIScriptContext</a> *ctx, <a class="code" href="angelscript_8h.html#ac8186f029686800b7ce36bde4a55c815">asUINT</a> milliSeconds);</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Switch the execution to the next co-routine in the group.</span></div>
<div class="line"> <span class="comment">// Returns true if the switch was successful.</span></div>
<div class="line"> <span class="keywordtype">void</span> NextCoRoutine();</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Abort all scripts</span></div>
<div class="line"> <span class="keywordtype">void</span> AbortAll();</div>
<div class="line">};</div>
</div><!-- fragment --><h1><a class="anchor" id="doc_addon_ctxmgr_2"></a>
Public script interface</h1>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="doc_script_stdlib_coroutine.html">Co-routines</a> </dd></dl>
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<div class="ttc" id="aclassas_i_script_context_html"><div class="ttname"><a href="classas_i_script_context.html">asIScriptContext</a></div><div class="ttdoc">The interface to the virtual machine.</div><div class="ttdef"><b>Definition:</b> angelscript.h:2717</div></div>
<div class="ttc" id="aclassas_i_script_engine_html"><div class="ttname"><a href="classas_i_script_engine.html">asIScriptEngine</a></div><div class="ttdoc">The engine interface.</div><div class="ttdef"><b>Definition:</b> angelscript.h:1092</div></div>
<div class="ttc" id="aangelscript_8h_html_ac8186f029686800b7ce36bde4a55c815"><div class="ttname"><a href="angelscript_8h.html#ac8186f029686800b7ce36bde4a55c815">asUINT</a></div><div class="ttdeci">unsigned int asUINT</div><div class="ttdoc">32 bit unsigned integer</div><div class="ttdef"><b>Definition:</b> angelscript.h:600</div></div>
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