Language: yield/signal/coroutine become keywords, start is contextual. Coroutine methods (func Name() coroutine) with start and yield / wait / frames / fixed / await; signals with Emit/Connect and Connection handles; ScriptRef<T> and node.GetScript<T>() for fields, plain methods and signals of other scripts. Diagnostics AES2050-AES2059. Bytecode v3: ScriptRefs, XFields, XMethods and Connects tables resolved by name in vm.Link, per-script signals, coroutine flag on functions; new opcodes START/YIELD/EMIT/CONNECT/DISCONNECT/CONNECTED/COSTOP/CORUN/ SELFREF/GETSCRIPT/GETXF/SETXF/CALLR, checked by verify. Runtime: script/coroutine scheduler (frames/fixed counters, time heap, await lists; only due coroutines are visited) and script/signal registry (snapshot per Emit, deferred removal, no allocations in steady state). Hot reload cancels coroutines of changed scripts, rebinds connections by name and signature, then runs Reloaded. Tooling: script/build removed, aego check/test/dump run on the workspace (test builds include _test.aes); langsvc completion, hover, signatures and semantic tokens for the new syntax; editor highlighting, snippets with placeholders, coroutine/signal profiler graphs and stats. Docs (script.md sections 16-19, editor.md, ARCHITECTURE), test fixtures and golden files, platformer enemies wired to the player, scriptreload demo, and run.Config.FrameTime for deterministic headless fixed steps. Modules (6.5): engine/module registry and ComponentBuilder are the one registration path for engine subsystems and native code; render2d, render3d and script/engine are modules over scene/frame, the script component moved to scene/scriptcomp, and scene/components and scene/systems are gone. Editor inspector, templates, picking shapes and extension hooks are driven by descriptors and editor/builtins; sdk gains Component/EditorHook; depcheck checks the module graph and the aego_runtime graph. Also: stop tracking built tool binaries; gl33 activates the scratch unit before binding for texture updates. Verification: typed component method adapters (Method0..2, Proc0..2) with direct field access and no allocations; app.Build as the single construction path for run and the editor; modules attach per scene document; depcheck aego_editor pass; diagnostic codes in one place and every code covered by a test; indexed coroutine heaps with eager cancel; dead component references and nil intrinsics fault with AES6004, host faults keep their code; GC roots of struct fields checked in verify and vm.Link; 255-field limit; AES4010 for script packages shadowing host modules; architecture registry D111-D147. Golden: the harness renders on the thread that owns the GL context, ReadPixels returns rows in memory order (render targets are top-down per D17), and the first rendering references are committed.
186 lines
4.9 KiB
Go
186 lines
4.9 KiB
Go
package coroutine_test
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import (
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"testing"
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"aego/script/abi"
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bc "aego/script/bytecode"
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"aego/script/coroutine"
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"aego/script/vm"
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)
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func coFn(name string, consts []bc.Const, code ...bc.Instr) bc.Function {
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code = append(code, bc.ABx(bc.GETSF, 0, 1), bc.ABx(bc.CALLH, 0, 0), bc.ABC(bc.RET, 0, 0, 0))
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return bc.Function{Name: name, Registers: 1, Script: 0, Coroutine: true, Code: code, Consts: consts}
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}
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func module() *bc.Module {
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m := bc.NewModule("co")
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m.Imports = []bc.HostImport{{Module: "t", Name: "hit", Sig: abi.Sig(abi.T(abi.Void), abi.T(abi.Int))}}
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m.Scripts = []bc.ScriptDef{{
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FullName: "co.S", Slots: 2,
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Fields: []bc.FieldDef{{Name: "Id", Type: "int", Slot: 1, Slots: 1}},
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Ready: -1, FixedUpdate: -1, Update: -1, Reloaded: -1,
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}}
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yield := func(kind uint8) bc.Instr { return bc.ABC(bc.YIELD, 0, 0, kind) }
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m.Functions = []bc.Function{
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coFn("S.Next", nil, yield(bc.WaitNext)),
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coFn("S.Wait", []bc.Const{bc.FloatK(0.5)}, bc.ABx(bc.LOADK, 0, 0), yield(bc.WaitTime)),
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coFn("S.Long", []bc.Const{bc.FloatK(1000)}, bc.ABx(bc.LOADK, 0, 0), yield(bc.WaitTime)),
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coFn("S.Frames", nil, bc.AsBx(bc.LOADI, 0, 3), yield(bc.WaitFrames)),
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coFn("S.Fixed", nil, bc.AsBx(bc.LOADI, 0, 2), yield(bc.WaitFixed)),
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coFn("S.Await", nil, bc.ABx(bc.START, 0, 2), bc.ABC(bc.YIELD, 0, 0, bc.WaitAwait)),
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}
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return m
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}
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type rig struct {
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m *vm.Machine
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s *coroutine.Scheduler
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lm *vm.Module
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hits []int64
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selfs map[vm.InstanceID][]vm.Value
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}
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func newRig(t *testing.T) *rig {
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t.Helper()
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r := &rig{selfs: map[vm.InstanceID][]vm.Value{}}
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r.m = vm.New(vm.Options{})
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lm, err := r.m.Load(module(), func(bc.HostImport) (vm.HostFunc, bool) {
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return func(_ *vm.Machine, w []vm.Value) error {
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r.hits = append(r.hits, w[0].Int())
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return nil
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}, true
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})
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if err != nil {
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t.Fatal(err)
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}
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r.lm = lm
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r.s = coroutine.New(r.m)
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r.s.Self = func(id vm.InstanceID) ([]vm.Value, bool) {
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v, ok := r.selfs[id]
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return v, ok
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}
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return r
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}
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func (r *rig) spawn(t *testing.T, name string, id int) vm.CoHandle {
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t.Helper()
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self := []vm.Value{{}, vm.Int(int64(id))}
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r.selfs[vm.InstanceID(id)] = self
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h, fl := r.s.Start(r.lm.Func(name), self, nil, vm.InstanceID(id))
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if fl != nil {
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t.Fatal(fl)
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}
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return h
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}
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func (r *rig) framesUntilHit(max int, step func()) int {
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for i := 1; i <= max; i++ {
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step()
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if len(r.hits) > 0 {
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return i
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}
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}
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return -1
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}
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func TestStartOrder(t *testing.T) {
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r := newRig(t)
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for i := 1; i <= 3; i++ {
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r.spawn(t, "S.Next", i)
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}
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r.s.Frame(1.0 / 60)
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r.s.Frame(1.0 / 60)
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if len(r.hits) != 3 || r.hits[0] != 1 || r.hits[1] != 2 || r.hits[2] != 3 {
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t.Fatalf("order %v", r.hits)
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}
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}
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func TestWaitFramesFixed(t *testing.T) {
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r := newRig(t)
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r.spawn(t, "S.Wait", 1)
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if n := r.framesUntilHit(10, func() { r.s.Frame(0.2) }); n != 3 {
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t.Fatalf("wait(0.5) at dt 0.2 resumed after %d frames", n)
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}
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r = newRig(t)
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r.spawn(t, "S.Frames", 1)
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if n := r.framesUntilHit(10, func() { r.s.Frame(1.0 / 60) }); n != 4 {
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t.Fatalf("frames(3) resumed after %d frames", n)
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}
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r = newRig(t)
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r.spawn(t, "S.Fixed", 1)
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for i := 0; i < 5; i++ {
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r.s.Frame(1.0 / 60)
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}
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if len(r.hits) != 0 {
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t.Fatal("a fixed wait resumed on Frame")
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}
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if n := r.framesUntilHit(10, r.s.Fixed); n != 3 {
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t.Fatalf("fixed(2) resumed after %d fixed steps", n)
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}
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}
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func TestOnlyReadyAreVisited(t *testing.T) {
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r := newRig(t)
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for i := 1; i <= 10_000; i++ {
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r.spawn(t, "S.Long", i)
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}
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for i := 10_001; i <= 10_100; i++ {
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r.spawn(t, "S.Next", i)
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}
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r.s.Frame(1.0 / 60)
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before := r.s.Stats()
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r.s.Frame(1.0 / 60)
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after := r.s.Stats()
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if d := after.Visits - before.Visits; d != 100 {
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t.Fatalf("frame visited %d coroutines, want 100", d)
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}
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if len(r.hits) != 100 || after.Sleeping != 10_000 {
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t.Fatalf("hits %d sleeping %d", len(r.hits), after.Sleeping)
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}
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}
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func TestStop(t *testing.T) {
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r := newRig(t)
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h := r.spawn(t, "S.Next", 1)
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r.s.Stop(h)
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r.s.Frame(1.0 / 60)
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if len(r.hits) != 0 || r.s.Stats().Canceled != 1 || r.s.Stats().Live != 0 {
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t.Fatalf("hits %v stats %+v", r.hits, r.s.Stats())
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}
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}
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func TestCancelRemovesSleepers(t *testing.T) {
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r := newRig(t)
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h := r.spawn(t, "S.Long", 1)
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r.s.Frame(1.0 / 60)
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if st := r.s.Stats(); st.Sleeping != 1 || st.Live != 1 {
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t.Fatalf("before cancel %+v", st)
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}
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r.s.Stop(h)
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if st := r.s.Stats(); st.Sleeping != 0 || st.Live != 0 || st.Canceled != 1 {
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t.Fatalf("after cancel %+v", st)
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}
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r.s.Frame(1.0 / 60)
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if st := r.s.Stats(); st.Sleeping != 0 {
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t.Fatalf("after frame %+v", st)
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}
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}
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func TestCancelRemovesAwaiter(t *testing.T) {
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r := newRig(t)
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w := r.spawn(t, "S.Await", 1)
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if st := r.s.Stats(); st.Awaiting != 1 || st.Sleeping != 1 || st.Live != 2 {
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t.Fatalf("before cancel %+v", st)
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}
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r.s.Stop(w)
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if st := r.s.Stats(); st.Awaiting != 0 || st.Sleeping != 1 || st.Live != 1 {
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t.Fatalf("after cancelling the waiter %+v", st)
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}
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r.s.CancelAll()
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if st := r.s.Stats(); st.Sleeping != 0 || st.Live != 0 {
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t.Fatalf("after cancel all %+v", st)
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}
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}
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