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| | Connection (const SimulationDatabase &db, const Configuration &config) |
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| virtual | ~Connection () |
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| virtual ConnectionHandle | handle () |
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| virtual bool | isConnected () |
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| virtual void | startProcessingMessages (double maxProcessingTime=0.0) |
| | Tell connection to start processing messages (updates applied to database next state). More...
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| virtual void | stopProcessingMessages () |
| | This tells the connection it should stop processing messages immediately, even if there are messages in the queue to process or time remaining. More...
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| virtual void | waitUntilDoneProcessingMessages () |
| | Wait for message processing to complete. More...
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| virtual UInt32 | clientId () |
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| virtual void | setInterest (const Boundary &boundary) |
| | Set an interest filter. More...
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| virtual void | removeInterest () |
| | Remove the interest filter (interested in everything) More...
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| virtual std::unique_ptr< Boundary > | interest () const |
| | Return the interest filter if it exist; otherwise, NULL. More...
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| virtual void | setIntent (const Boundary &boundary) |
| | Set an intent filter. More...
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| virtual void | removeIntent () |
| | Remove the intent filter (satisfy every interest) More...
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| virtual std::unique_ptr< Boundary > | intent () const |
| | Return the intent filter if it exist; otherwise, NULL. More...
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| virtual OwnershipManager * | ownershipManager () |
| | Return the ownership manager. More...
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| virtual void | setAttributeSetInterest (const UInt32 attrSetType=ALL_ATTRIBUTE_SETS) |
| | Set/Add/Remove single interested AttributeSet By default, attrSetType = ALL_SET, means that all AttributeSet are interested. More...
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| virtual void | addAttributeSetInterest (const UInt32 attrSetType=ALL_ATTRIBUTE_SETS) |
| | Set/Add/Remove single interested AttributeSet By default, attrSetType = ALL_SET, means that all AttributeSet are interested. More...
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| virtual void | removeAttributeSetInterest (const UInt32 attrSetType=ALL_ATTRIBUTE_SETS) |
| | Set/Add/Remove single interested AttributeSet By default, attrSetType = ALL_SET, means that all AttributeSet are interested. More...
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| virtual Legion::Connection::~Connection |
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Set/Add/Remove single interested AttributeSet By default, attrSetType = ALL_SET, means that all AttributeSet are interested.
| virtual UInt32 Legion::Connection::clientId |
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| virtual std::unique_ptr<Boundary> Legion::Connection::intent |
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const |
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Return the intent filter if it exist; otherwise, NULL.
| virtual std::unique_ptr<Boundary> Legion::Connection::interest |
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Return the interest filter if it exist; otherwise, NULL.
| virtual bool Legion::Connection::isConnected |
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Return the ownership manager.
Referenced by main().
Set/Add/Remove single interested AttributeSet By default, attrSetType = ALL_SET, means that all AttributeSet are interested.
| virtual void Legion::Connection::removeIntent |
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Remove the intent filter (satisfy every interest)
| virtual void Legion::Connection::removeInterest |
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Remove the interest filter (interested in everything)
Set/Add/Remove single interested AttributeSet By default, attrSetType = ALL_SET, means that all AttributeSet are interested.
Referenced by main().
| virtual void Legion::Connection::setIntent |
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const Boundary & |
boundary | ) |
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Set an intent filter.
Referenced by main().
| virtual void Legion::Connection::setInterest |
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const Boundary & |
boundary | ) |
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Set an interest filter.
Referenced by main().
| virtual void Legion::Connection::startProcessingMessages |
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double |
maxProcessingTime = 0.0 | ) |
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Tell connection to start processing messages (updates applied to database next state).
This will deliver messages to the database to update entities, and deliver events. If maxProcessingTime is set, the connection will only process messages until the time expires, otherwise the user will need to explicitly call stopProcessingMessages. IMPORTANT: This can only be called after database->beginFrame() has been called and is an error to call outside of a frame
Referenced by main().
| virtual void Legion::Connection::stopProcessingMessages |
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This tells the connection it should stop processing messages immediately, even if there are messages in the queue to process or time remaining.
The user still needs to call waitUntilDoneProcessingMessages to block until any in-flight messages are finished. IMPORTANT: This must be called before the database->endFrame is called. It is an error to all outside of a frame
| virtual void Legion::Connection::waitUntilDoneProcessingMessages |
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Wait for message processing to complete.
This will block until messages are no longer being processed. IMPORTANT: This must be called before the database->endFrame is called. It is an error to all outside of a frame
Referenced by main().
The documentation for this class was generated from the following file: