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Robert Haschke 2021-11-29 15:04:40 +01:00
parent b2056745a8
commit 442d39ad3e

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@ -243,22 +243,22 @@ PIMPL_FUNCTIONS(ParallelContainerBase)
/* The Fallbacks container needs to implement different behaviour based on its interface. /* The Fallbacks container needs to implement different behaviour based on its interface.
* Thus, we implement 3 different classes: for Generator, Propagator, and Connect-like interfaces. * Thus, we implement 3 different classes: for Generator, Propagator, and Connect-like interfaces.
* FallbacksPrivate is the common base class for all of them, defining the common API to be used * FallbacksPrivate is the common base class for all of them, defining the common API
* by the Fallbacks container. * to be used by the Fallbacks container.
* The actual interface-specific class is instantiated in initializeExternalInterfaces() * The actual interface-specific class is instantiated in initializeExternalInterfaces()
* resp. Fallbacks::replaceImpl() when the actual interface is known. * resp. Fallbacks::replaceImpl() when the actual interface is known.
* The key difference between the 3 variants is how the advance to the next job. */ * The key difference between the 3 variants is how they advance to the next job. */
class FallbacksPrivate : public ParallelContainerBasePrivate class FallbacksPrivate : public ParallelContainerBasePrivate
{ {
public: public:
FallbacksPrivate(Fallbacks* me, const std::string& name); FallbacksPrivate(Fallbacks* me, const std::string& name);
FallbacksPrivate(FallbacksPrivate&& other); FallbacksPrivate(FallbacksPrivate&& other);
// method overrides common to 3 variants // methods common to all variants
void initializeExternalInterfaces() final; void initializeExternalInterfaces() final;
void onNewFailure(const Stage& child, const InterfaceState* from, const InterfaceState* to) override; void onNewFailure(const Stage& child, const InterfaceState* from, const InterfaceState* to) override;
// virtual method specific to each variant // virtual methods specific to each variant
/// Advance to the next job, assuming that the current child is exhausted on the current job. /// Advance to the next job, assuming that the current child is exhausted on the current job.
virtual bool nextJob() { return false; } virtual bool nextJob() { return false; }
/// Reset data structures /// Reset data structures