Team Fortress 2 Source Code as on 22/4/2020
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// Copyright 2013 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef V8_V8_PLATFORM_H_
#define V8_V8_PLATFORM_H_
namespace v8 {
class Isolate;
/**
* A Task represents a unit of work.
*/
class Task {
public:
virtual ~Task() {}
virtual void Run() = 0;
};
/**
* V8 Platform abstraction layer.
*
* The embedder has to provide an implementation of this interface before
* initializing the rest of V8.
*/
class Platform {
public:
/**
* This enum is used to indicate whether a task is potentially long running,
* or causes a long wait. The embedder might want to use this hint to decide
* whether to execute the task on a dedicated thread.
*/
enum ExpectedRuntime {
kShortRunningTask,
kLongRunningTask
};
virtual ~Platform() {}
/**
* Schedules a task to be invoked on a background thread. |expected_runtime|
* indicates that the task will run a long time. The Platform implementation
* takes ownership of |task|. There is no guarantee about order of execution
* of tasks wrt order of scheduling, nor is there a guarantee about the
* thread the task will be run on.
*/
virtual void CallOnBackgroundThread(Task* task,
ExpectedRuntime expected_runtime) = 0;
/**
* Schedules a task to be invoked on a foreground thread wrt a specific
* |isolate|. Tasks posted for the same isolate should be execute in order of
* scheduling. The definition of "foreground" is opaque to V8.
*/
virtual void CallOnForegroundThread(Isolate* isolate, Task* task) = 0;
/**
* Monotonically increasing time in seconds from an arbitrary fixed point in
* the past. This function is expected to return at least
* millisecond-precision values. For this reason,
* it is recommended that the fixed point be no further in the past than
* the epoch.
**/
virtual double MonotonicallyIncreasingTime() = 0;
};
} // namespace v8
#endif // V8_V8_PLATFORM_H_