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.
228 lines
3.8 KiB
Go
228 lines
3.8 KiB
Go
package signal
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import (
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"aego/script/abi"
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"aego/script/vm"
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)
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type Conn struct {
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Src vm.InstanceID
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Sig int
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Dst vm.InstanceID
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Method int
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Signal string
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Handler string
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Sign abi.Signature
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}
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type Deliver func(dst vm.InstanceID, method int, args []vm.Value) (bool, error)
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type Handle struct {
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Index uint32
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Gen uint32
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}
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func Value(h Handle) vm.Value {
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if h.Gen == 0 {
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return vm.Value{}
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}
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return vm.Value{A: uint64(h.Gen)<<32 | uint64(h.Index)}
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}
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func Of(v vm.Value) Handle {
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return Handle{Index: uint32(v.A), Gen: uint32(v.A >> 32)}
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}
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type entry struct {
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gen uint32
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live bool
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dead bool
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c Conn
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}
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type snap struct {
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idx uint32
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gen uint32
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}
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type Registry struct {
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conns []entry
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free []uint32
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bySrc map[vm.InstanceID][]uint32
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scratch []snap
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depth int
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pending bool
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n int
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}
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func New() *Registry {
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return &Registry{bySrc: map[vm.InstanceID][]uint32{}}
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}
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func (r *Registry) get(h Handle) *entry {
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if h.Gen == 0 || int(h.Index) >= len(r.conns) {
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return nil
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}
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e := &r.conns[h.Index]
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if !e.live || e.gen != h.Gen {
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return nil
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}
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return e
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}
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func (r *Registry) Len() int {
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return r.n
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}
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func (r *Registry) Connect(c Conn) Handle {
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var i uint32
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if n := len(r.free); n > 0 {
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i = r.free[n-1]
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r.free = r.free[:n-1]
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} else {
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r.conns = append(r.conns, entry{})
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i = uint32(len(r.conns) - 1)
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}
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e := &r.conns[i]
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e.gen++
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if e.gen == 0 {
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e.gen = 1
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}
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e.live, e.dead, e.c = true, false, c
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r.bySrc[c.Src] = append(r.bySrc[c.Src], i)
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r.n++
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return Handle{Index: i, Gen: e.gen}
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}
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func (r *Registry) Connected(h Handle) bool {
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e := r.get(h)
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return e != nil && !e.dead
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}
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func (r *Registry) Disconnect(h Handle) {
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if e := r.get(h); e != nil {
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r.kill(h.Index)
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}
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}
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func (r *Registry) kill(i uint32) {
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e := &r.conns[i]
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if !e.dead {
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e.dead = true
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r.n--
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}
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if r.depth > 0 {
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r.pending = true
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return
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}
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r.remove(i)
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}
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func (r *Registry) remove(i uint32) {
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e := &r.conns[i]
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src := e.c.Src
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list := r.bySrc[src]
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for k, j := range list {
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if j == i {
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list = append(list[:k], list[k+1:]...)
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break
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}
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}
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if len(list) == 0 {
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delete(r.bySrc, src)
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} else {
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r.bySrc[src] = list
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}
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e.live, e.dead, e.c = false, false, Conn{}
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r.free = append(r.free, i)
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}
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func (r *Registry) compact() {
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r.pending = false
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for i := range r.conns {
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if e := &r.conns[i]; e.live && e.dead {
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r.remove(uint32(i))
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}
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}
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}
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func (r *Registry) Emit(src vm.InstanceID, sig int, args []vm.Value, deliver Deliver) error {
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list := r.bySrc[src]
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if len(list) == 0 {
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return nil
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}
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base := len(r.scratch)
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for _, i := range list {
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if e := &r.conns[i]; !e.dead && e.c.Sig == sig {
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r.scratch = append(r.scratch, snap{idx: i, gen: e.gen})
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}
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}
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end := len(r.scratch)
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r.depth++
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var err error
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for k := base; k < end; k++ {
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s := r.scratch[k]
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e := &r.conns[s.idx]
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if !e.live || e.gen != s.gen {
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continue
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}
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dst, method := e.c.Dst, e.c.Method
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ok, derr := deliver(dst, method, args)
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if !ok {
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if e := &r.conns[s.idx]; e.live && e.gen == s.gen {
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r.kill(s.idx)
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}
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}
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if derr != nil {
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err = derr
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break
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}
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}
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r.scratch = r.scratch[:base]
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r.depth--
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if r.depth == 0 && r.pending {
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r.compact()
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}
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return err
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}
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func (r *Registry) DropInstance(id vm.InstanceID) {
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if id == vm.NoInstance {
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return
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}
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for i := range r.conns {
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e := &r.conns[i]
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if e.live && !e.dead && (e.c.Src == id || e.c.Dst == id) {
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r.kill(uint32(i))
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}
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}
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}
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func (r *Registry) Rebind(fn func(*Conn) bool) int {
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n := 0
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for i := range r.conns {
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e := &r.conns[i]
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if !e.live || e.dead {
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continue
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}
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if !fn(&e.c) {
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r.kill(uint32(i))
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n++
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}
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}
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return n
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}
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func (r *Registry) Reset() {
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for i := range r.conns {
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e := &r.conns[i]
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if e.live {
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e.live, e.dead, e.c = false, false, Conn{}
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r.free = append(r.free, uint32(i))
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}
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}
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clear(r.bySrc)
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r.scratch = r.scratch[:0]
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r.depth, r.pending, r.n = 0, false, 0
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}
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