AngelScript

Context manager

Path: /sdk/add_on/contextmgr/

The `CContextMgr` is a class designed to aid the management of multiple simultaneous scripts executing in parallel. It supports both concurrent script threads and co-routines.

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.

Multiple context managers can be used, for example when you have a group of scripts controlling ingame objects, and another group of scripts controlling GUI elements, then each of these groups may be managed by different context managers.

Observe, that the context manager class hasn't been designed for multithreading, so you need to be careful if your application needs to execute scripts from multiple threads.

See Also
  The samples Concurrent scripts and Co-routines for uses

# Public C++ interface

class CContextMgr
{
public:
CContextMgr();
~CContextMgr();
// Set the function that the manager will use to obtain the time in milliseconds.
void SetGetTimeCallback(TIMEFUNC_t func);
// Registers the script function
//
// void sleep(uint milliseconds)
//
// The application must set the get time callback for this to work
void RegisterThreadSupport(asIScriptEngine *engine);
// Registers the script functions
//
// void createCoRoutine(const string &in functionName, any @arg)
// void yield()
void RegisterCoRoutineSupport(asIScriptEngine *engine);
// Create a new context, prepare it with the function, then return
// it so that the application can pass the argument values. The context
// will be released by the manager after the execution has completed.
asIScriptContext *AddContext(asIScriptEngine *engine, asIScriptContext *func);
// Create a new context, prepare it with the function, then return
// it so that the application can pass the argument values. The context
// will be added as a co-routine in the same thread as the currCtx.
asIScriptContext *AddContextForCoRoutine(asIScriptContext *currCtx, asIScriptContext *func);
// Execute each script that is not currently sleeping. The function returns after
// each script has been executed once. The application should call this function
// for each iteration of the message pump, or game loop, or whatever.
void ExecuteScripts();
// Put a script to sleep for a while
void SetSleeping(asIScriptContext *ctx, asUINT milliSeconds);
// Switch the execution to the next co-routine in the group.
// Returns true if the switch was successful.
void NextCoRoutine();
// Abort all scripts
void AbortAll();
};