/* Restore one item from the serialization */
int (*deserialize_item)(Unit *u, const char *key, const char *data, FDSet *fds);
+ /* Try to match up fds with what we need for this unit */
+ int (*distribute_fds)(Unit *u, FDSet *fds);
+
/* Boils down the more complex internal state of this unit to
* a simpler one that the engine can understand */
UnitActiveState (*active_state)(Unit *u);
/* Return the set of units that are following each other */
int (*following_set)(Unit *u, Set **s);
+ /* Called whenever CLOCK_REALTIME made a jump */
+ void (*time_change)(Unit *u);
+
/* This is called for each unit type and should be used to
* enumerate existing devices and load them. However,
* everything that is loaded here should still stay in