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@@ -272,28 +272,6 @@ void Application::teardown_components(uint32_t timeout_ms) {
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uint32_t now = start_time;
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size_t pending_count = num_components;
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<<<<<<< HEAD
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// Compaction algorithm for teardown
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// ==================================
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// We repeatedly call teardown() on each component until it returns true.
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// Components that are done are removed using array compaction:
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//
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// Initial state (all components pending):
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// pending_components: [A, B, C, D, E, F]
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// pending_count: 6 ^
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//
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// After first iteration (B and D finish teardown):
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// pending_components: [A, C, E, F | B, D] (B, D are still in memory but ignored)
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// pending_count: 4 ^
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//
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// After second iteration (A finishes):
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// pending_components: [C, E, F | A, B, D]
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// pending_count: 3 ^
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//
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// The algorithm compacts remaining components to the front of the array,
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// tracking only the count of pending components. This avoids expensive
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// erase operations while maintaining O(n) complexity per iteration.
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=======
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// Teardown Algorithm
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// ==================
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// We iterate through pending components, calling teardown() on each.
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@@ -330,7 +308,6 @@ void Application::teardown_components(uint32_t timeout_ms) {
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// After iteration 2:
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// pending_components: [C | C, D, D] (positions 1-3 have old values)
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// pending_count: 1 ^--^
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>>>>>>> upstream/dev
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while (pending_count > 0 && (now - start_time) < timeout_ms) {
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// Feed watchdog during teardown to prevent triggering
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@@ -340,11 +317,7 @@ void Application::teardown_components(uint32_t timeout_ms) {
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size_t still_pending = 0;
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for (size_t i = 0; i < pending_count; ++i) {
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if (!pending_components[i]->teardown()) {
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<<<<<<< HEAD
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// Component still needs time, keep it in the list
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=======
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// Component still needs time, copy it forward
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>>>>>>> upstream/dev
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if (still_pending != i) {
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pending_components[still_pending] = pending_components[i];
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}
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