10 k_async_op_clientloading
,
11 k_async_op_world_preloading
,
12 k_async_op_world_loading
,
13 k_async_op_world_scan
,
14 k_async_op_world_load_preview
,
15 k_async_op_board_scan
,
16 k_async_op_board_load
,
17 k_workshop_form_op_loading_model
,
18 k_workshop_form_op_downloading_submission
,
19 k_workshop_form_op_publishing_update
,
23 static skaterift
= { .async_op
= k_async_op_clientloading
};
26 static void skaterift_change_world( const char *world_path
);
27 static int skaterift_change_world_command( int argc
, const char *argv
[] );
30 * Start a new operation or crash if we are already running one. you can avoid
31 * crashing the game by checking the async status yourself before calling.
33 VG_STATIC
void skaterift_begin_op( enum async_operation op
)
35 if( vg_thread_purpose() == k_thread_purpose_loader
){
36 vg_fatal_error( "Can't do that here\n" );
39 if( skaterift
.async_op
!= k_async_op_none
){
40 vg_fatal_error( "Async executing op(%d), tried to start op(%d)\n",
41 skaterift
.async_op
, op
);
44 skaterift
.async_op
= op
;
45 vg_info( "Starting op( %d )\n", op
);
49 * Switch operation for those who have multiple parts
51 VG_STATIC
void skaterift_shift_op( enum async_operation op
)
53 if( skaterift
.async_op
== k_async_op_none
){
54 vg_fatal_error( "No current op, cannot shift operation (%d)\n", op
);
57 skaterift
.async_op
= op
;
58 vg_info( "Shifting to op( %d )\n", op
);
61 VG_STATIC
void skaterift_end_op(void);
62 VG_STATIC
void async_skaterift_end_op( void *data
, u32 size
){
67 * Finished operation, otheres can now run
69 VG_STATIC
void skaterift_end_op(void)
71 if( vg_thread_purpose() == k_thread_purpose_loader
){
72 vg_async_call( async_skaterift_end_op
, NULL
, 0 );
75 vg_info( "Finishing op( %d )\n", skaterift
.async_op
);
76 skaterift
.async_op
= k_async_op_none
;
80 #endif /* SKATERIFT_H */