Difference between revisions of "Creating Multithreaded Skyrim Mods Part 3 - Callbacks"
Creating Multithreaded Skyrim Mods Part 3 - Callbacks (edit)
Revision as of 17:12, 22 January 2015
, 17:12, 22 January 2015no edit summary
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Here, instead of doing the work in our script, registered for a callback Mod Event and delegated the work to the Thread Manager. We then called the Thread Manager's <code>wait_all() function to make sure every thread has completed before continuing. Our return values are handed to us when the GuardPlacementCallback() event is raised. | Here, instead of doing the work in our script, registered for a callback Mod Event and delegated the work to the Thread Manager. We then called the Thread Manager's <code>wait_all()</code> function to make sure every thread has completed before continuing. Our return values are handed to us when the <code>GuardPlacementCallback()</code> event is raised. | ||
You'll notice that our callback event employs a spin lock. This is very important, since it is possible for two callback events to accidentally write to the same variable using this pattern. | You'll notice that our callback event employs a spin lock. This is very important, since it is possible for two callback events to accidentally write to the same variable using this pattern. |