Daily update on 20250420-041137 by Nitload Youmu. Additional Message : Change: pipeline nodes use port to connect instead of connctors, this make send to multi-ports and recieve from multi-ports possible.
Remove: Some types in Pipeline namepace removed sueto no need for connectors Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="PipelineScheduler.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.Stg;
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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.CompilerServices;
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using System.Threading;
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using System.Xml;
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using System.Xml.Linq;
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namespace StgSharp.PipeLine
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{
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/// <summary>
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/// A sets of complex logic designed for running in multi threads environment. Warning: do not
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/// run a <see cref="PipelineScheduler" /> instance in multi threads more than once.
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/// </summary>
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public partial class PipelineScheduler : IConvertableToBlueprintNode
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{
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private BeginningNode _beginning;
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private Dictionary<string, PipelineNode> allNode;
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private EndingNode _ending;
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private List<PipelineNode>
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_concurrentNodes = new List<PipelineNode>(),
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_mainThreadNodes = new List<PipelineNode>();
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private List<PipelineNode> globalNodeList;
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private List<PipelineNode> mainThreadNodeList;
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private SemaphoreSlim runningStat;
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internal int currentGlobalNodeIndex;
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internal int currentNativeNodeIndex;
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public PipelineScheduler()
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{
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allNode = new Dictionary<string, PipelineNode>();
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globalNodeList = new List<PipelineNode>();
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mainThreadNodeList = new List<PipelineNode>();
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runningStat = new SemaphoreSlim( 1, 1 );
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_beginning = new BeginningNode( this );
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_ending = new EndingNode( this );
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}
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public bool IsRunning
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{
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get => runningStat.CurrentCount == 0;
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}
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public IEnumerable<string> InputInterfacesName
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{
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get { return _beginning.OutputPorts.Keys; }
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}
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public IEnumerable<string> OutputInterfacesName
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{
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get { return _beginning.OutputPorts.Keys; }
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}
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public PipelineNode BeginLayer => _beginning;
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public PipelineNode EndLayer => _ending;
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public PipelineNodeOperation Operation
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{
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get => ( this as IConvertableToBlueprintNode ).NodeMain;
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}
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/**/
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internal SemaphoreSlim RunningStat
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{
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get => runningStat;
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}
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/**/
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public void AddNode( PipelineNode node, bool isNative )
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{
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ArgumentNullException.ThrowIfNull( node );
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node.IsNative = isNative;
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allNode.Add( node.Name, node );
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}
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public void ArrangeNodeOrder()
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{
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LinkedList<PipelineNode> _cache = new LinkedList<PipelineNode>();
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foreach( PipelineNode node in _beginning.Next )
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{
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if( node.IsNative )
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{
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_mainThreadNodes.Add( node );
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} else
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{
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_concurrentNodes.Add( node );
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}
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foreach( PipelineNode item in node.Next )
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{
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item.Previous.Remove( node );
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_cache.AddLast( item );
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}
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}
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while( _cache.Count > 0 )
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{
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LinkedListNode<PipelineNode> begin = _cache.First!,current = begin,zero;
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do
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{
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PipelineNode node = current.Value;
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if( current.Value.Previous.Count == 0 )
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{
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zero = current;
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current = current.Next!;
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if( node.IsNative )
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{
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_mainThreadNodes.Add( node );
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} else
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{
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_concurrentNodes.Add( node );
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}
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foreach( PipelineNode item in node.Next )
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{
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item.Previous.Remove( node );
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_cache.AddLast( item );
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}
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_cache.Remove( zero );
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} else
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{
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current = current.Next!;
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}
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} while (current.Next != begin);
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}
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}
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public void Init()
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{
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foreach( KeyValuePair<string, PipelineNode> item in allNode )
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{
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if( item.Value.IsNative )
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{
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mainThreadNodeList.Add( item.Value );
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} else
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{
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globalNodeList.Add( item.Value );
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}
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}
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mainThreadNodeList.Sort();
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globalNodeList.Sort();
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetInput( params (string name, IPipeLineConnectionPayload arg)[] parameters )
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{
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_beginning.SetInputData( parameters );
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}
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public void Terminate()
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{
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Interlocked.Exchange( ref currentGlobalNodeIndex, int.MaxValue );
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Interlocked.Exchange( ref currentNativeNodeIndex, int.MaxValue );
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}
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internal bool RequestNexGlobalNode( out PipelineNode node )
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{
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if( currentGlobalNodeIndex < globalNodeList.Count )
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{
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node = globalNodeList[ currentGlobalNodeIndex ];
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Interlocked.Increment( ref currentGlobalNodeIndex );
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return true;
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}
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node = default!;
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return false;
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}
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internal bool RequestNextNativeNode( out PipelineNode node )
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{
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if( currentNativeNodeIndex < mainThreadNodeList.Count )
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{
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node = mainThreadNodeList[ currentNativeNodeIndex ];
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Interlocked.Increment( ref currentNativeNodeIndex );
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return true;
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}
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node = default!;
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return false;
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}
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void IConvertableToBlueprintNode.NodeMain(
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in Dictionary<string, PipelineNodeImport> input,
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in Dictionary<string, PipelineNodeExport> output )
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{
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PipeLineRunner.Run( this );
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PipelineNodeExport.SkipAll( output );
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}
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~PipelineScheduler()
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{
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runningStat.Dispose();
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}
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}
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}
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