/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYACTION_NETWORK_NETWORKSTALLTICKER_H #define CRYINCLUDE_CRYACTION_NETWORK_NETWORKSTALLTICKER_H #pragma once //-------------------------------------------------------------------------- // a special ticker thread to run during load and unload of levels #ifdef USE_NETWORK_STALL_TICKER_THREAD #include #include #include "IGameFramework.h" class CNetworkStallTickerThread : public CrySimpleThread<> //in multiplayer mode { public: CNetworkStallTickerThread() { m_threadRunning = true; } virtual void Run(); void FlagStop() { m_threadRunning = false; } void Cancel() { } private: bool m_threadRunning; }; #endif // #ifdef USE_NETWORK_STALL_TICKER_THREAD //-------------------------------------------------------------------------- #endif // CRYINCLUDE_CRYACTION_NETWORK_NETWORKSTALLTICKER_H