engine: event: Switch events system to use simpler structs
Pass around pointers of things now. Also, naming is vastly improved and clearer.
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@@ -347,7 +347,7 @@ func (obj *Engine) Worker(vertex pgraph.Vertex) error {
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var limiter = rate.NewLimiter(res.MetaParams().Limit, res.MetaParams().Burst)
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// It is important that we shutdown the Watch loop if this exits.
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// Example, if Process errors permanently, we should ask Watch to exit.
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defer obj.state[vertex].Event(event.EventExit) // signal an exit
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defer obj.state[vertex].Event(event.Exit) // signal an exit
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for {
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select {
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case err, ok := <-obj.state[vertex].outputChan: // read from watch channel
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@@ -464,11 +464,11 @@ func (obj *Engine) Worker(vertex pgraph.Vertex) error {
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// err = errwrap.Wrapf(err, "permanent process error")
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//}
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// If this exits, defer calls Event(event.EventExit),
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// If this exits, defer calls: obj.Event(event.Exit),
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// which will cause the Watch loop to shutdown. Also,
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// if the Watch loop shuts down, that will cause this
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// Process loop to shut down. Also the graph sync can
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// run an Event(event.EventExit) which causes this to
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// run an: obj.Event(event.Exit) which causes this to
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// shutdown as well. Lastly, it is possible that more
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// that one of these scenarios happens simultaneously.
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return err
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