Changeset - b0180c74a54c
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Nathan Brink (binki) - 16 years ago 2009-07-09 00:08:39
ohnobinki@ohnopublishing.net
syntax: missing semicolon
1 file changed with 1 insertions and 1 deletions:
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src/server/distrend.c
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@@ -26,49 +26,49 @@
 
 * Upload while rendering
 
 */
 

	
 

	
 
#include <stdio.h>
 
#include "execio.h"
 
#include "options.h"
 
#include <confuse.h>
 

	
 
#define MAX_BLENDJOBS 100 // maximum number of stored jobs in memory, per job type (lux/blend). Eventually we can dump this data to disk, or atleast the remainder not in memory...
 

	
 
// Global Vars, try to cut down on these
 
int jobnum = 0; // The next job number to create in the queue
 
int hcfjob; // Highest consecutively finished job
 
int highest_jobnum; // The job number of the most recently created job, this is used when creating new jobs
 

	
 
/* ******************* Structs ************************ */
 

	
 
// Stores config info? editmycomment
 
struct distrend_config
 
{
 
  cfg_t *mycfg;
 
  struct options_common *options;
 
  struct distrend_listen **listens; /*< Null terminated array of structs */
 
}
 
};
 

	
 
// Stores Blender Job Info
 
struct {
 
  char *name;
 
  char *submitter;
 
  char *email;
 
  int priority;  // 1 is lowest, 10 is highest, 0 is done
 
  int percent_done;
 
  int completed_frames; // number of completed frames for stats/etc
 
  int assigned_frames; // number of assigned frames (that are not yet completed) for stats/etc
 
  int total_frames; // how many frames are in the animation for stats/etc
 
  struct frameset **frameset;
 
} blendjob[MAX_BLENDJOBS];
 

	
 

	
 
// Matt's code for framesets? I think that the int frame_num is obselete because it will be frameset[framenum]
 
// struct for storing information on each frame for a particular blender job
 
struct {
 
	int frame_num; // frame number to render
 
	char slave_name; // user that frame is assigned to
 
	int frame_status; // status of frame, 0= unassigned, 1= taken, 2= done
 
} frameset[]; // Frameset array is generated by status_report_generator function
 
                         // Using this method to save memory, because if animation starts on a high frame number, it would waste a lot of RAM on empty structures
 

	
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