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