Quote:
Originally Posted by Cosmo1337
Hi All,
Is there any fucntions that would allow to process a heavy load seperatly, without blocking the main proccessing thread?
I need to process a file with an avarage of 3 - 10+ Megabytes each second. Data is being prepared but still needs to be processed without blocking.
So is there anything?
Some threaded call backs?
Something backgroud threaded? Task.Create -?.
C++ extensions, is it possible?
Native plugin?
Exposing filedata as a service -> async request?
ty!
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Hi!
This is a limitation within SourcePawn's virtual machine. We cannot call into SP from another thread, so this is not currently possible.
If you can, you could chunk the task on something like a repeating timer and only process N amount of data each game frame. Upon completion, and you have all the data parsed in, you'd be able to do what you need with it.