daily update on 20240428 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Blueprint.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp;
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using StgSharp.Logic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharpDebug.Logic
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{
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public class Blueprint
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{
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private BlueprintNode beginNode;
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private Dictionary<string, BlueprintNode> allNode;
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private Func<bool> terminate;
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private int currentNodeIndex = 0;
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private List<Task> allThread;
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private List<BlueprintNode> nativeNodeList;
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private List<BlueprintNode> nodeList;
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public Blueprint()
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{
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allThread = new List<Task>();
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nodeList = new List<BlueprintNode>();
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nativeNodeList = new List<BlueprintNode>();
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terminate = () => false;
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}
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public bool IsRunning => allThread.Any(t => t.Status == TaskStatus.Running);
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public void Init(int threadCount)
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{
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foreach (var item in allNode)
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{
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if (item.Value.IsNative)
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{
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nativeNodeList.Add(item.Value);
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}
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else
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{
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nodeList.Add(item.Value);
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}
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}
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nativeNodeList.Sort();
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nodeList.Sort();
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if (threadCount > nodeList.Count)
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{
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InternalIO.InternalWriteLog(
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"Thread setting error: amount of threads of this blueprint is larger than amount of nodes.", LogType.Warning);
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threadCount = nodeList.Count;
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}
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for (int i = 0; i < threadCount; i++)
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{
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allThread.Add(new Task(
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() =>
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{
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while (true)
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{
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try
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{
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while (true)
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{
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RequestNextNode().Run();
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}
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}
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catch (NodeClearException) { }
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if (terminate())
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{
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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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}
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}
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/// <summary>
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/// Run all nodes in current blueprint once.
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/// </summary>
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public void Run()
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{
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foreach (var t in allThread)
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{
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t.Start();
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}
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foreach (var node in nativeNodeList)
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{
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node.Run();
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}
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Task.WaitAll(allThread.ToArray());
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}
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/// <summary>
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/// Run all nodes repeatedly until it is instructed to terminate.
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/// </summary>
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/// <param name="terminateInstructor">Instructor to terminate all tasks. Returns <see langword="true"/> if tasks should terminate</param>
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public void RunRepeatedly(Func<bool> terminateInstructor)
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{
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terminate = terminateInstructor;
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foreach (var t in allThread)
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{
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t.Start();
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}
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foreach (var node in nativeNodeList)
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{
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node.Run();
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}
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foreach (var node in nativeNodeList)
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{
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node.Run();
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}
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}
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private BlueprintNode RequestNextNode()
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{
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if (currentNodeIndex < nodeList.Count)
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{
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BlueprintNode ret = nodeList[currentNodeIndex];
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Interlocked.Increment(ref currentNodeIndex);
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return ret;
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}
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throw new NodeClearException();
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}
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}
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internal class NodeClearException : Exception
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{
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}
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}
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