void main_loop();
-
-
-
// After a socket times out, kill the render node.
void kill_client();
-// RenderFarmClientThread *thread;
-
int port;
char *deamon_path;
// PID to be returned to background render object
// The plugin paths must be known before any threads are started
BC_Hash *boot_defaults;
Preferences *boot_preferences;
- ArrayList<PluginServer*> *plugindb;
};
class RenderFarmClientThread : public Thread
// Lock access to the socket during complete transactions
void lock(const char *location);
void unlock();
-
-
+ static void trap_hook(FILE *fp, void *vp);
void do_tuner(int socket_fd);
void do_packages(int socket_fd);
-
void get_command(int socket_fd, int *command);
void read_preferences(int socket_fd,
Preferences *preferences);
void read_asset(int socket_fd, Asset *asset);
- void read_edl(int socket_fd,
- EDL *edl,
- Preferences *preferences);
+ void read_edl(int socket_fd, EDL *edl, Preferences *preferences);
int read_package(int socket_fd, RenderPackage *package);
int send_completion(int socket_fd);
void ping_server();
void main_loop(int socket_fd);
void run();
+ EDL *edl;
// Everything must be contained in run()
int socket_fd;
// Read only