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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@@ -196,8 +196,8 @@ func (obj *Engine) Commit() error {
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}
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vertexRemoveFn := func(vertex pgraph.Vertex) error {
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// wait for exit before starting new graph!
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obj.state[vertex].Event(event.EventExit) // signal an exit
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obj.waits[vertex].Wait() // sync
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obj.state[vertex].Event(event.Exit) // signal an exit
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obj.waits[vertex].Wait() // sync
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// close the state and resource
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// FIXME: will this mess up the sync and block the engine?
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@@ -276,7 +276,7 @@ func (obj *Engine) Start() error {
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}
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if unpause { // unpause (if needed)
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obj.state[vertex].Event(event.EventStart)
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obj.state[vertex].Event(event.Start)
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}
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}
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// we wait for everyone to start before exiting!
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@@ -301,7 +301,7 @@ func (obj *Engine) Pause(fastPause bool) {
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for _, vertex := range topoSort { // squeeze out the events...
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// The Event is sent to an unbuffered channel, so this event is
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// synchronous, and as a result it blocks until it is received.
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obj.state[vertex].Event(event.EventPause)
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obj.state[vertex].Event(event.Pause)
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}
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// we are now completely paused...
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