1 #ifndef CscSequencesProcessor_H_
2 #define CscSequencesProcessor_H_
23 bool isSequenceProcessed();
25 void deleteFirstSequenceFromBuffer();
26 void deleteLastSequenceFromBuffer();
27 int getSequenceProcessingIndex();
33 optional<vector<const CscPoint3d *>> getCurrentPositionsOfSequence(
unsigned long long **outSequenceId =
nullptr);
34 void setSequenceProcessingIndex(
int index);
39 void resumeSequence();
40 void terminateSequence();
46 void clearSequences(
size_t keepLastCount = 0);
51 void checkAndUpdateSequenceBuffer();
53 void selectStrategyBySequenceType();
57 const string worldEntityId;
59 const bool entitySimulated;
60 vector<CscSequence *> sequenceBuffer;
65 int currentSequenceIndex = 0;
66 unsigned long long currentSequenceId = 0;
71 inline void safeStrategyAction(
function<
void()> action);