//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef VMPI_FILESYSTEM_H #define VMPI_FILESYSTEM_H #ifdef _WIN32 #pragma once #endif #include "interface.h" class IFileSystem; class MessageBuffer; // Use this to read virtual files. #define VMPI_VIRTUAL_FILES_PATH_ID "VMPI_VIRTUAL_FILES_PATH_ID" // When you hook the file system with VMPI and are a worker, it blocks on file reads // and uses MPI to communicate with the master to transfer files it needs over. // // The filesystem, by default (and it maxFileSystemMemoryUsage is left at zero), // keeps the contents of the files that get opened in memory. You can pass in a // value here to put a cap on it, in which case it'll unload the least-recently-used // files when it hits the limit. IFileSystem* VMPI_FileSystem_Init( int maxFileSystemMemoryUsage, IFileSystem *pPassThru ); // On the master machine, this really should be called before the app shuts down and // global destructors are called. If it isn't, it might lock up waiting for a thread to exit. // // This returns the original filesystem you passed into VMPI_FileSystem_Init so you can uninitialize it. IFileSystem* VMPI_FileSystem_Term(); // Causes it to error out on any Open() calls. void VMPI_FileSystem_DisableFileAccess(); // Returns a factory that will hand out BASEFILESYSTEM_INTERFACE_VERSION when asked for it. CreateInterfaceFn VMPI_FileSystem_GetFactory(); // This function creates a virtual file that workers can then open and read out of. // NOTE: when reading from the file, you must use VMPI_VIRTUAL_FILES_PATH_ID as the path ID // or else it won't find the file. void VMPI_FileSystem_CreateVirtualFile( const char *pFilename, const void *pData, unsigned long fileLength ); #endif // VMPI_FILESYSTEM_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |