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/**
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* One of the two classes that make up a core of event system in Acedia.
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* `Signal`s, along with `Slot`s, are used for communication between
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* objects. Signals can be connected to slots of appropriate class and emitted.
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* When a signal is emitted, all connected slots are notified and their handler
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* is called.
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* This `Signal`-`Slot` system is essentially a wrapper for delegates
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* (`Slot` wraps over a single delegate, allowing us to store them in array),
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* but, unlike them, makes it possible to add several handlers for any event in
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* a convenient to use way, e.g..:
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* `_.unreal.OnTick(self).connect = myTickHandler`
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* To create your own `Signal` you need to:
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* 1. Make a non-abstract child class of `Signal`;
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* 2. Use one of the templates presented in this file below;
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* 3. Create a paired `Slot` class and set it's class to `relatedSlotClass`
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* in `defaultproperties`.
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* 4. (Recommended) Provide a standard interface by defining an event
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* method (similar to `_.unreal.OnTick()`) in an object that will own
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* this signal, example of definition is also listed below.
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* More detailed information can be found in documentation.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class Signal extends AcediaObject
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abstract;
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/**
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* `Signal` essentially has to provide functionality for
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* connecting/disconnecting slots and iterating through them. The main
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* challenge is that slots can also be connected / disconnected during
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* the signal emission. And in such cases we want:
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* 1. To not propagate a signal to `Slot`s that were added during
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* it's emission;
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* 2. To not propagate a signal to any removed `Slot`, even if it was
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* connected to the `Signal` in question when signal started emitting.
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*
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* We store connected `Slot`s in array, so to iterate we will simply use
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* internal index variable `nextSlotIndex`. To account for removal of `Slot`s
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* we will simply have to appropriately correct `nextSlotIndex` variable.
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* To account for adding `Slot`s during signal emission we will first add them
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* to a temporary queue `slotQueueToAdd` and only dump signals stored there
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* into actual connected `Slot`s array before next iteration starts.
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*/
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// Class of the slot that can catch your `Signal` class
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var public const class<Slot> relatedSlotClass;
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// Set to `true` when we are in the process of removing connected `Slot`s.
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// Once `Slot` is deallocated, it notifies it's `Signal` (us) that it
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// should be removed.
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// But if it's deallocated because we are removing it, then we want to
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// ignore that notification and this flag helps us do that.
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var private bool doingSelfCleaning;
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// Used to provide iterating interface (`StartIterating()` / `GetNextSlot()`).
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// Points at the next slot to return.
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var private int nextSlotIndex;
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// This record describes slot-receiver pair to be added, along with it's
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// life versions at the moment of adding a slot. Life versions help us verify
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// that slot/receiver were not re-allocated at some point
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// (thus becoming different objects).
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struct SlotRecord
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{
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var Slot slotInstance;
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var int slotLifeVersion;
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var AcediaObject receiver;
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var int receiverLifeVersion;
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};
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// Slots to be added before the next iteration (signal emission).
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// We ensure that any added record has `slotInstance != none`.
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var array<SlotRecord> slotQueueToAdd;
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// These arrays could be defined as one array of `SlotRecord` structs.
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// We use four different arrays instead for performance reasons.
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// They must have the same length at all times and elements with the
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// same index correspond to the same "record".
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// Reference to registered `Slot`
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var private array<Slot> registeredSlots;
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// Life version of the registered `Slot`, to track unexpected deallocations
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var private array<int> slotLifeVersions;
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// Receiver, associated with the `Slot`: when it's deallocated,
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// corresponding `Slot` should be removed
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var private array<AcediaObject> slotReceivers;
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// Life version of the registered receiver, to track it's deallocation
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var private array<int> slotReceiversLifeVersions;
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/* TEMPLATE for handlers without returned values:
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public final function Emit(<PARAMETERS>)
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{
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local Slot nextSlot;
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StartIterating();
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nextSlot = GetNextSlot();
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while (nextSlot != none)
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{
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<SLOT_CLASS>(nextSlot).connect(<PARAMETERS>);
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nextSlot = GetNextSlot();
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}
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CleanEmptySlots();
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}
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*/
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/* TEMPLATE for handlers with returned values:
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public final function <RETURN_TYPE> Emit(<PARAMETERS>)
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{
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local <RETURN_TYPE> newValue;
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local Slot nextSlot;
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StartIterating();
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nextSlot = GetNextSlot();
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while (nextSlot != none)
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{
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newValue = <SLOT_CLASS>(nextSlot).connect(<PARAMETERS>);
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// This check if necessary before using returned value
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if (!nextSlot.IsEmpty())
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{
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// Now handle `newValue` however you see fit
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}
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nextSlot = GetNextSlot();
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}
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CleanEmptySlots();
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// Return whatever you see fit after handling all the slots
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return <END_RETURN_VALUE>;
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}
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*/
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/* TEMPLATE for the interface method:
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var private <SIGNAL_CLASS> mySignal;
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public final function <SLOT_CLASS> OnMyEvent(AcediaObject receiver)
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|
{
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return <SLOT_CLASS>(mySignal.NewSlot(receiver));
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}
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*/
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protected function Finalizer()
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{
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local int i;
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doingSelfCleaning = true;
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// Free queue for slot addition
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for (i = 0; i < slotQueueToAdd.length; i += 1)
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{
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slotQueueToAdd[i].slotInstance
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.FreeSelf(slotQueueToAdd[i].slotLifeVersion);
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}
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slotQueueToAdd.length = 0;
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// Free actually connected slots
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for (i = 0; i < registeredSlots.length; i += 1) {
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registeredSlots[i].FreeSelf(slotLifeVersions[i]);
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}
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registeredSlots.length = 0;
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doingSelfCleaning = false;
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slotLifeVersions.length = 0;
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slotReceivers.length = 0;
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slotReceiversLifeVersions.length = 0;
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}
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|
/**
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|
* Creates a new slot for `receiver` to catch emitted signals.
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* Supposed to be used inside a special interface method only.
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*
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* @param receiver Receiver to which new `Slot` would be connected.
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|
* Method connected to a `Slot` generated by this method must belong to
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* the `receiver`, otherwise behavior of `Signal`-`Slot` system is
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* undefined.
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|
* Must be a properly allocated `AcediaObject`.
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|
* @return New `Slot` object that will be connected to the caller `Signal` if
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* provided `receiver` is correct. Guaranteed to have class
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|
* `relatedSlotClass`.
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|
*/
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public final function Slot NewSlot(AcediaObject receiver)
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|
{
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|
local Slot newSlot;
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|
newSlot = Slot(_.memory.Allocate(relatedSlotClass));
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|
newSlot.Initialize(self, receiver);
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|
AddSlot(newSlot, receiver);
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|
return newSlot;
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|
}
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|
/**
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|
* Disconnects all of the `receiver`'s `Slot`s from the caller `Signal`.
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*
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* Meant to only be used by the `Slot`s `Disconnect()` method.
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*
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* @param receiver Object to disconnect from the caller `Signal`.
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* If `none` is passed, does nothing.
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*/
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public final function Disconnect(AcediaObject receiver)
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{
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|
local int i;
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if (receiver == none) {
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|
return;
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|
|
}
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|
|
doingSelfCleaning = true;
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|
|
// Clean from the queue for addition
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i = 0;
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while (i < slotQueueToAdd.length)
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|
{
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|
if (slotQueueToAdd[i].receiver == receiver)
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|
{
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|
slotQueueToAdd[i].slotInstance
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|
.FreeSelf(slotQueueToAdd[i].slotLifeVersion);
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slotQueueToAdd.Remove(i, 1);
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|
|
}
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else {
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i += 1;
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|
}
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|
}
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|
// Clean from the active slots
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i = 0;
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|
while (i < slotReceivers.length)
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|
{
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|
if (slotReceivers[i] == receiver) {
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RemoveSlotAtIndex(i);
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|
|
}
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|
else {
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i += 1;
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|
|
}
|
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|
|
}
|
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|
|
doingSelfCleaning = false;
|
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|
|
}
|
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|
|
/**
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|
* Adds new `Slot` (`newSlot`) with receiver `receiver` to the caller `Signal`.
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|
*
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|
* Does nothing if `newSlot` is already added to the caller `Signal`
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|
* (even if it's added with a different receiver).
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*
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* @param newSlot Slot to add. Must be initialize for the caller `Signal`.
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* @param receiver Receiver to which new `Slot` would be connected.
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|
* Method connected to a `Slot` generated by this method must belong to
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|
|
* the `receiver`, otherwise behavior of `Signal`-`Slot` system is
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|
|
* undefined. Must be a properly allocated `AcediaObject`.
|
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|
|
*/
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|
protected final function AddSlot(Slot newSlot, AcediaObject receiver)
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|
|
{
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|
|
local SlotRecord newRecord;
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|
|
if (newSlot == none) {
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|
|
return;
|
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|
|
}
|
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|
|
newRecord.slotInstance = newSlot;
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|
|
newRecord.slotLifeVersion = newSlot.GetLifeVersion();
|
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|
|
newRecord.receiver = receiver;
|
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|
|
if (receiver != none) {
|
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|
|
newRecord.receiverLifeVersion = receiver.GetLifeVersion();
|
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|
|
}
|
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|
|
slotQueueToAdd[slotQueueToAdd.length] = newRecord;
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|
|
}
|
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|
|
// Attempts to add a `Slot` from a `SlotRecord` into array of currently
|
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|
|
// connected `Slot`s.
|
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|
|
// IMPORTANT: Must only be called right before a new iteration
|
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|
|
// (signal emission) through the `Slot`s. Otherwise `Signal`'s behavior
|
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|
|
// should be considered undefined.
|
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|
|
private final function AddSlotRecord(SlotRecord record)
|
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|
|
{
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|
|
local int i;
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|
|
local int newSlotIndex;
|
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|
|
local Slot newSlot;
|
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|
|
local AcediaObject receiver;
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|
|
newSlot = record.slotInstance;
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|
|
receiver = record.receiver;
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|
|
if (newSlot.class != relatedSlotClass) return;
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|
|
if (!newSlot.IsOwnerSignal(self)) return;
|
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|
|
// Slot got outdated while waiting in queue
|
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|
|
if (newSlot.GetLifeVersion() != record.slotLifeVersion) return;
|
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|
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|
|
// Receiver is outright invalid or got outdated
|
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|
|
if ( receiver == none
|
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|
|
|| !receiver.IsAllocated()
|
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|
|
|| receiver.GetLifeVersion() != record.receiverLifeVersion)
|
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|
|
{
|
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|
|
doingSelfCleaning = true;
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|
|
newSlot.FreeSelf();
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|
|
doingSelfCleaning = false;
|
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|
|
return;
|
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|
|
}
|
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|
|
// Check if that slot is already added
|
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|
|
for (i = 0; i < registeredSlots.length; i += 1)
|
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|
|
{
|
|
|
|
if (registeredSlots[i] != newSlot) {
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|
|
continue;
|
|
|
|
}
|
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|
|
// If we have the same instance recorded, but...
|
|
|
|
// 1. it was reallocated: update it's records;
|
|
|
|
// 2. it was not reallocated: leave the records intact.
|
|
|
|
// Neither would case issues with iterating along `Slot`s if this
|
|
|
|
// method is only called right before new iteration.
|
|
|
|
if (slotLifeVersions[i] != record.slotLifeVersion)
|
|
|
|
{
|
|
|
|
slotLifeVersions[i] = record.slotLifeVersion;
|
|
|
|
slotReceivers[i] = receiver;
|
|
|
|
if (receiver != none) {
|
|
|
|
slotReceiversLifeVersions[i] = record.receiverLifeVersion;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
newSlotIndex = registeredSlots.length;
|
|
|
|
registeredSlots[newSlotIndex] = newSlot;
|
|
|
|
slotLifeVersions[newSlotIndex] = record.slotLifeVersion;
|
|
|
|
slotReceivers[newSlotIndex] = receiver;
|
|
|
|
slotReceiversLifeVersions[newSlotIndex] = record.receiverLifeVersion;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes given `slotToRemove` if it was connected to the caller `Signal`.
|
|
|
|
*
|
|
|
|
* Cannot fail.
|
|
|
|
*
|
|
|
|
* @param slotToRemove Slot to be removed.
|
|
|
|
*/
|
|
|
|
public final function RemoveSlot(Slot slotToRemove)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
if (slotToRemove == none) return;
|
|
|
|
if (doingSelfCleaning) return;
|
|
|
|
|
|
|
|
// Remove from queue for addition
|
|
|
|
while (i < slotQueueToAdd.length)
|
|
|
|
{
|
|
|
|
if (slotQueueToAdd[i].slotInstance == slotToRemove)
|
|
|
|
{
|
|
|
|
slotToRemove.FreeSelf(slotQueueToAdd[i].slotLifeVersion);
|
|
|
|
slotQueueToAdd.Remove(i, 1);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
i += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Remove from active slots
|
|
|
|
for (i = 0; i < registeredSlots.length; i += 1)
|
|
|
|
{
|
|
|
|
if (registeredSlots[i] == slotToRemove)
|
|
|
|
{
|
|
|
|
RemoveSlotAtIndex(i);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* One of two methods that provide an iterator access to the private array of
|
|
|
|
* `Slot`s and perform all the necessary safety checks.
|
|
|
|
*
|
|
|
|
* Must be called before each new iterating cycle.
|
|
|
|
*
|
|
|
|
* There cannot be any `Slot` additions or removal during one iteration cycle.
|
|
|
|
*/
|
|
|
|
protected final function StartIterating()
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
for (i = 0; i < slotQueueToAdd.length; i += 1) {
|
|
|
|
AddSlotRecord(slotQueueToAdd[i]);
|
|
|
|
}
|
|
|
|
slotQueueToAdd.length = 0;
|
|
|
|
nextSlotIndex = 0;
|
|
|
|
}
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/**
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* One of two methods that provide an iterator access to the private array of
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* `Slot`s and perform all the necessary safety checks.
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*
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* `StartIterating()` must be called to initialize iteration cycle, then this
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* method can be called until it returns `none`.
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*
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* There cannot be any `Slot` additions or removal during one iteration cycle.
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*
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* @return Next `Slot` that must receive emitted signal. `none` means that
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* there are no more `Slot`s to iterate over.
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*/
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protected final function Slot GetNextSlot()
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{
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local bool isNextSlotValid;
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local int nextSlotLifeVersion, nextReceiverLifeVersion;
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local Slot nextSlot;
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local AcediaObject nextReceiver;
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doingSelfCleaning = true;
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while (nextSlotIndex < registeredSlots.length)
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{
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nextSlot = registeredSlots[nextSlotIndex];
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nextSlotLifeVersion = slotLifeVersions[nextSlotIndex];
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nextReceiver = slotReceivers[nextSlotIndex];
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nextReceiverLifeVersion = slotReceiversLifeVersions[nextSlotIndex];
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isNextSlotValid = (nextSlot.GetLifeVersion() == nextSlotLifeVersion)
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&& (nextReceiver.GetLifeVersion() == nextReceiverLifeVersion);
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if (isNextSlotValid)
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{
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nextSlotIndex += 1;
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doingSelfCleaning = false;
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return nextSlot;
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}
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else {
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RemoveSlotAtIndex(nextSlotIndex);
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}
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}
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doingSelfCleaning = false;
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return none;
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}
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/**
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* In case it's detected that some of the slots do not actually have any
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* delegate set - this method will clean them up.
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*/
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protected final function CleanEmptySlots()
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{
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local int index;
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doingSelfCleaning = true;
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while (index < registeredSlots.length)
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{
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if (registeredSlots[index].IsEmpty()) {
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RemoveSlotAtIndex(index);
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}
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else {
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index += 1;
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}
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}
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doingSelfCleaning = false;
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}
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// Removes `Slot` at a given `index`.
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// Assumes that passed index is within boundaries.
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private final function RemoveSlotAtIndex(int index)
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{
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registeredSlots[index].FreeSelf(slotLifeVersions[index]);
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registeredSlots.Remove(index, 1);
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slotLifeVersions.Remove(index, 1);
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slotReceivers.Remove(index, 1);
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slotReceiversLifeVersions.Remove(index, 1);
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// Alter iteration index `nextSlotIndex` to account for this `Slot` removal
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if (nextSlotIndex > index) {
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nextSlotIndex -= 1;
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}
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}
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defaultproperties
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{
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relatedSlotClass = class'Slot'
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}
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