PrismLauncher/launcher/tasks/SequentialTask.h

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// SPDX-License-Identifier: GPL-3.0-only
/*
* Prism Launcher - Minecraft Launcher
* Copyright (c) 2022 flowln <flowlnlnln@gmail.com>
* Copyright (c) 2023 Rachel Powers <508861+Ryex@users.noreply.github.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* This file incorporates work covered by the following copyright and
* permission notice:
*
* Copyright 2013-2021 MultiMC Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "ConcurrentTask.h"
/** A concurrent task that only allows one concurrent task :)
*
* This should be used when there's a need to maintain a strict ordering of task executions, and
* the starting of a task is contingent on the success of the previous one.
*
* See MultipleOptionsTask if that's not the case.
*/
class SequentialTask : public ConcurrentTask {
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Q_OBJECT
public:
explicit SequentialTask(QObject* parent = nullptr, QString task_name = "");
~SequentialTask() override = default;
protected:
void startNext() override;
void updateState() override;
};