3 #include "NPLMessageQueue.h" 9 class CNPLRuntimeState;
21 bool IsProcessing()
const;
22 void SetProcessing(
bool val);
25 bool PushMessage(NPLMessage_ptr& msg);
30 bool PopMessage(NPLMessage_ptr& msg);
33 bool GetMessage(NPLMessage_ptr& msg);
48 void Tick(
int nFrameMoveId);
53 int GetTick(
int nFrameMoveId);
58 int32 GetMaxQueueSize()
const;
59 void SetMaxQueueSize(int32 val);
67 int32 GetPreemptiveInstructionCount()
const;
68 void SetPreemptiveInstructionCount(int32 val);
72 void ClearMessageImp();
int32 m_nMaxQueueSize
max number of messages in the pending message queue.
Definition: NeuronFileState.h:91
DWORD m_nActionState
action state
Definition: NeuronFileState.h:84
define this to enable debugging of NPL code in visual studio
Definition: INPL.h:9
std::deque< NPLMessage_ptr > m_queue
the pending message queue
Definition: NeuronFileState.h:93
int32 m_nTotalActivations
total number of activations since program starts.
Definition: NeuronFileState.h:80
A runtime state contains the scripting runtime stack and can be run in a single thread.
Definition: NPLRuntimeState.h:35
std::string m_filename
neuron file name
Definition: NeuronFileState.h:95
int32 m_nFrameMoveId
different for each tick
Definition: NeuronFileState.h:78
Check to see if it is a tick.
Definition: Tick.h:5
bool m_isProcessing
whether the message is still being processed in the activation function.
Definition: NeuronFileState.h:87
int32 m_nPreemptiveInstructionCount
if not 0, we will use coroutine and debug hook to simulate preemptive scheduling in user mode...
Definition: NeuronFileState.h:82
int32 m_nActivationThisTick
total number of activation calls in this/last tick.
Definition: NeuronFileState.h:76
each neuron file that is activated will have a CNeuronFileState structure kept.
Definition: NeuronFileState.h:14
const std::string & GetFilename() const
neuron file name
Definition: NeuronFileState.h:62