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-rw-r--r--src/engine/QueuedEngineInterface.hpp14
1 files changed, 2 insertions, 12 deletions
diff --git a/src/engine/QueuedEngineInterface.hpp b/src/engine/QueuedEngineInterface.hpp
index 73c790c8..89810434 100644
--- a/src/engine/QueuedEngineInterface.hpp
+++ b/src/engine/QueuedEngineInterface.hpp
@@ -41,20 +41,10 @@ class Engine;
* This is the bridge between the EngineInterface presented to the client, and
* the EventSource that needs to be presented to the AudioDriver.
*
- * This is sort of a state machine, \ref set_responder sets the Responder that
- * will be used to send the response from all future function calls. Stateless
- * protocols like UDP/OSC can use this to set a different response address for
- * each event (eg incoming UDP port), but engine/client interfaces that don't
- * need to change an 'address' constantly can just set it once on initialisation.
- * Blocking control interfaces can be made by setting a Responder which signals
- * the caller when the 'response' is 'sent'.
- *
+ * Responses occur through the event mechanism (which notified clients in
+ * event post_process methods) and are related to an event by an integer ID.
* If you do not register a responder, you have no way of knowing if your calls
* are successful.
- *
- * FIXME: this isn't really "queued" entirely, since some events aren't queued
- * events and get pushed directly into the realtime event queue. Should that
- * be separated into a different interface/client?
*/
class QueuedEngineInterface : public QueuedEventSource, public EngineInterface
{