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//! SDL offers a way to perform I/O asynchronously. This allows an app to read
//! or write files without waiting for data to actually transfer; the functions
//! that request I/O never block while the request is fulfilled.
//!
//! Instead, the data moves in the background and the app can check for results
//! at their leisure.
//!
//! This is more complicated than just reading and writing files in a
//! synchronous way, but it can allow for more efficiency, and never having
//! framerate drops as the hard drive catches up, etc.
//!
//! The general usage pattern for async I/O is:
//!
//! - Create one or more [`SDL_AsyncIOQueue`] objects.
//! - Open files with [`SDL_AsyncIOFromFile`].
//! - Start I/O tasks to the files with [`SDL_ReadAsyncIO`] or [`SDL_WriteAsyncIO`],
//! putting those tasks into one of the queues.
//! - Later on, use [`SDL_GetAsyncIOResult`] on a queue to see if any task is
//! finished without blocking. Tasks might finish in any order with success
//! or failure.
//! - When all your tasks are done, close the file with [`SDL_CloseAsyncIO`]. This
//! also generates a task, since it might flush data to disk!
//!
//! This all works, without blocking, in a single thread, but one can also wait
//! on a queue in a background thread, sleeping until new results have arrived:
//!
//! - Call [`SDL_WaitAsyncIOResult`] from one or more threads to efficiently block
//! until new tasks complete.
//! - When shutting down, call [`SDL_SignalAsyncIOQueue`] to unblock any sleeping
//! threads despite there being no new tasks completed.
//!
//! And, of course, to match the synchronous [`SDL_LoadFile`], we offer
//! [`SDL_LoadFileAsync`] as a convenience function. This will handle allocating a
//! buffer, slurping in the file data, and null-terminating it; you still check
//! for results later.
//!
//! Behind the scenes, SDL will use newer, efficient APIs on platforms that
//! support them: Linux's io_uring and Windows 11's IoRing, for example. If
//! those technologies aren't available, SDL will offload the work to a thread
//! pool that will manage otherwise-synchronous loads without blocking the app.
//!
//! ## Best Practices
//!
//! Simple non-blocking I/O--for an app that just wants to pick up data
//! whenever it's ready without losing framerate waiting on disks to spin--can
//! use whatever pattern works well for the program. In this case, simply call
//! [`SDL_ReadAsyncIO`], or maybe [`SDL_LoadFileAsync`], as needed. Once a frame, call
//! [`SDL_GetAsyncIOResult`] to check for any completed tasks and deal with the
//! data as it arrives.
//!
//! If two separate pieces of the same program need their own I/O, it is legal
//! for each to create their own queue. This will prevent either piece from
//! accidentally consuming the other's completed tasks. Each queue does require
//! some amount of resources, but it is not an overwhelming cost. Do not make a
//! queue for each task, however. It is better to put many tasks into a single
//! queue. They will be reported in order of completion, not in the order they
//! were submitted, so it doesn't generally matter what order tasks are
//! started.
//!
//! One async I/O queue can be shared by multiple threads, or one thread can
//! have more than one queue, but the most efficient way--if ruthless
//! efficiency is the goal--is to have one queue per thread, with multiple
//! threads working in parallel, and attempt to keep each queue loaded with
//! tasks that are both started by and consumed by the same thread. On modern
//! platforms that can use newer interfaces, this can keep data flowing as
//! efficiently as possible all the way from storage hardware to the app, with
//! no contention between threads for access to the same queue.
//!
//! Written data is not guaranteed to make it to physical media by the time a
//! closing task is completed, unless [`SDL_CloseAsyncIO`] is called with its
//! `flush` parameter set to true, which is to say that a successful result
//! here can still result in lost data during an unfortunately-timed power
//! outage if not flushed. However, flushing will take longer and may be
//! unnecessary, depending on the app's needs.
use *;
/// Types of asynchronous I/O tasks.
///
/// ### Availability
/// This enum is available since SDL 3.2.0.
///
/// ### Known values (`sdl3-sys`)
/// | Associated constant | Global constant | Description |
/// | ------------------- | --------------- | ----------- |
/// | [`READ`](SDL_AsyncIOTaskType::READ) | [`SDL_ASYNCIO_TASK_READ`] | A read operation. |
/// | [`WRITE`](SDL_AsyncIOTaskType::WRITE) | [`SDL_ASYNCIO_TASK_WRITE`] | A write operation. |
/// | [`CLOSE`](SDL_AsyncIOTaskType::CLOSE) | [`SDL_ASYNCIO_TASK_CLOSE`] | A close operation. |
;
/// A read operation.
pub const SDL_ASYNCIO_TASK_READ: SDL_AsyncIOTaskType = READ;
/// A write operation.
pub const SDL_ASYNCIO_TASK_WRITE: SDL_AsyncIOTaskType = WRITE;
/// A close operation.
pub const SDL_ASYNCIO_TASK_CLOSE: SDL_AsyncIOTaskType = CLOSE;
/// Possible outcomes of an asynchronous I/O task.
///
/// ### Availability
/// This enum is available since SDL 3.2.0.
///
/// ### Known values (`sdl3-sys`)
/// | Associated constant | Global constant | Description |
/// | ------------------- | --------------- | ----------- |
/// | [`COMPLETE`](SDL_AsyncIOResult::COMPLETE) | [`SDL_ASYNCIO_COMPLETE`] | request was completed without error |
/// | [`FAILURE`](SDL_AsyncIOResult::FAILURE) | [`SDL_ASYNCIO_FAILURE`] | request failed for some reason; check [`SDL_GetError()`]! |
/// | [`CANCELED`](SDL_AsyncIOResult::CANCELED) | [`SDL_ASYNCIO_CANCELED`] | request was canceled before completing. |
;
/// request was completed without error
pub const SDL_ASYNCIO_COMPLETE: SDL_AsyncIOResult = COMPLETE;
/// request failed for some reason; check [`SDL_GetError()`]!
pub const SDL_ASYNCIO_FAILURE: SDL_AsyncIOResult = FAILURE;
/// request was canceled before completing.
pub const SDL_ASYNCIO_CANCELED: SDL_AsyncIOResult = CANCELED;
/// Information about a completed asynchronous I/O request.
///
/// ### Availability
/// This struct is available since SDL 3.2.0.
extern "C"
extern "C"
extern "C"
extern "C"
extern "C"
extern "C"
extern "C"
extern "C"
extern "C"
extern "C"
extern "C"
/// The asynchronous I/O operation structure.
///
/// This operates as an opaque handle. One can then request read or write
/// operations on it.
///
/// ### Availability
/// This struct is available since SDL 3.2.0.
///
/// ### See also
/// - [`SDL_AsyncIOFromFile`]
/// A queue of completed asynchronous I/O tasks.
///
/// When starting an asynchronous operation, you specify a queue for the new
/// task. A queue can be asked later if any tasks in it have completed,
/// allowing an app to manage multiple pending tasks in one place, in whatever
/// order they complete.
///
/// ### Availability
/// This struct is available since SDL 3.2.0.
///
/// ### See also
/// - [`SDL_CreateAsyncIOQueue`]
/// - [`SDL_ReadAsyncIO`]
/// - [`SDL_WriteAsyncIO`]
/// - [`SDL_GetAsyncIOResult`]
/// - [`SDL_WaitAsyncIOResult`]
use crate*;