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#include "runqueue.h"
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#include "flib.h"
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extern "C" {
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extern RunEngine_t* flibRunEngine;
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extern ipcToEngineRaw_t* flibIpcToEngineRaw;
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extern ipcSetEngineBarrier_t* flibIpcSetEngineBarrier;
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extern ipcRemoveBarrierFromEngineQueue_t* flibIpcRemoveBarrierFromEngineQueue;
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}
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RunQueue::RunQueue(QObject* parent)
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: QObject(parent)
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{
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}
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void RunQueue::queue(const GameConfig& config)
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{
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m_runQueue.prepend(config);
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flibIpcSetEngineBarrier();
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for (const QByteArray& b : m_runQueue.last().config()) {
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flibIpcToEngineRaw(b.data(), b.size());
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}
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if (m_runQueue.size() == 1)
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nextRun();
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}
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void RunQueue::onGameFinished()
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{
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m_runQueue.pop_front();
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nextRun();
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}
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void RunQueue::nextRun()
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{
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if (!m_runQueue.isEmpty()) {
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if (m_runQueue[0].isPreview())
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emit previewIsRendering();
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flibIpcRemoveBarrierFromEngineQueue();
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flibRunEngine(m_runQueue[0].argc(), m_runQueue[0].argv());
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}
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}
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