You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Deprecated FProcHandle::Close() in favor of existing FPlatformProcess::CloseProc() (symmetric to FPlatformProcess::CreateProc()).
- Linux: made FProcHandle instances safe to pass by value.
- Linux: added support for "fire and forget" children, which will not leave zombies (at the expense of extra threads and a leaked thread handle).
- Extended TestPAL with tests for most of the above functionality.
#codereview Michael.Trepka, Josh.Adams, Robert.Manuszewski, Jaroslaw.Surowiec
[CL 2476050 by Dmitry Rekman in Main branch]
28 lines
561 B
C++
28 lines
561 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
DECLARE_LOG_CATEGORY_EXTERN(LogTestPAL, Verbose, All);
|
|
|
|
class FParent
|
|
{
|
|
/** Children to be controlled */
|
|
TArray< FProcHandle > Children;
|
|
|
|
/** Total children to spawn */
|
|
int NumTotalChildren;
|
|
|
|
/** Max children at once */
|
|
int MaxChildrenAtOnce;
|
|
|
|
/** Launches the child, returns the launched process handle. */
|
|
FProcHandle Launch(bool bDetached = false);
|
|
|
|
public:
|
|
|
|
/** Spawns the children one by one */
|
|
void Run();
|
|
|
|
FParent(int InNumTotalChildren, int InMaxChildrenAtOnce);
|
|
};
|