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473 lines
16 KiB
473 lines
16 KiB
/** |
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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 slots 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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|
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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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// (Acedia is expected to make extensive use of `Signal`s and `Slot`s, so it's |
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// reasonable to consider even small optimization in this case). |
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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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// References to registered `Slot`s |
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var private array<Slot> registeredSlots; |
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// Life versions of the registered `Slot`s, to track unexpected deallocations |
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var private array<int> slotLifeVersions; |
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// Receivers, associated with the `Slot`s: when they're deallocated, |
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// corresponding `Slot`s should be removed |
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var private array<AcediaObject> slotReceivers; |
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// Life versions of the registered receivers, to track their 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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doingSelfCleaning = false; |
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registeredSlots.length = 0; |
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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 to. |
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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`. Guaranteed to not be `none` if allocated `receiver` |
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* is provided. |
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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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if (receiver == none) { |
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return none; |
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} |
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newSlot = Slot(_.memory.Allocate(relatedSlotClass)); |
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if (newSlot.Initialize(self, receiver)) |
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{ |
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AddSlot(newSlot, receiver); |
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return newSlot; |
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} |
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newSlot.FreeSelf(); |
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if (!receiver.IsAllocated()) { |
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Disconnect(receiver); |
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} |
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return none; |
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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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* Won't affect caller `Signal` if `newSlot` is already added to it |
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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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// Do not check whether `receiver` is `none`, this requires handling |
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// `newSlot`'s deallocation and it will be dealt with at the moment of |
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// adding new slots from `slotQueueToAdd` queue to the caller `Signal`. |
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// This situation should not normally occur in the first place, so |
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// it does not matter if the `slotQueueToAdd` grows larger than needed when |
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// this does happen. |
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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 deallocated while waiting in queue |
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if (newSlot.GetLifeVersion() != record.slotLifeVersion) return; |
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// Receiver is outright invalid or got deallocated |
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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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{ |
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if (registeredSlots[i] != newSlot) { |
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continue; |
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} |
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// If we have the same instance recorded, but... |
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// 1. it was reallocated: update it's records; |
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// 2. it was not reallocated: leave the records intact. |
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// Neither case would cause issues with iterating along `Slot`s if this |
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// method is only called right before new iteration through `Slot`s. |
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if (slotLifeVersions[i] != record.slotLifeVersion) |
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{ |
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slotLifeVersions[i] = record.slotLifeVersion; |
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slotReceivers[i] = receiver; |
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if (receiver != none) { |
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slotReceiversLifeVersions[i] = record.receiverLifeVersion; |
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} |
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} |
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return; |
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} |
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newSlotIndex = registeredSlots.length; |
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registeredSlots[newSlotIndex] = newSlot; |
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slotLifeVersions[newSlotIndex] = record.slotLifeVersion; |
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slotReceivers[newSlotIndex] = receiver; |
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slotReceiversLifeVersions[newSlotIndex] = record.receiverLifeVersion; |
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} |
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/** |
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* Removes given `slotToRemove` if it was connected to the caller `Signal`. |
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* |
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* Cannot fail. |
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* |
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* @param slotToRemove Slot to be removed. |
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*/ |
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public final function RemoveSlot(Slot slotToRemove) |
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{ |
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local int i; |
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if (slotToRemove == none) return; |
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if (doingSelfCleaning) return; |
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// Remove from queue for addition |
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while (i < slotQueueToAdd.length) |
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{ |
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if (slotQueueToAdd[i].slotInstance == slotToRemove) |
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{ |
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slotToRemove.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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// Remove from active slots |
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for (i = 0; i < registeredSlots.length; i += 1) |
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{ |
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if (registeredSlots[i] == slotToRemove) |
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{ |
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RemoveSlotAtIndex(i); |
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return; |
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} |
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} |
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} |
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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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* Must be called before each new iterating cycle. |
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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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protected final function StartIterating() |
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{ |
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local int i; |
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for (i = 0; i < slotQueueToAdd.length; i += 1) { |
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AddSlotRecord(slotQueueToAdd[i]); |
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} |
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slotQueueToAdd.length = 0; |
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nextSlotIndex = 0; |
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} |
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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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} |