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Move stop/is_running implementation to Action base class
Try to fix issue #1105. Until now if an UpdateComponentAction, a LambdaAction, or any action that can contain those inside their "else" or "then" action lists, resulted in a call to script.stop on the script that contains them, the script would continue running, because they didn't implement a stop() method. Basically only the asynchronous ones did: DelayAction, WaitUntilAction and ScriptWaitAction. With this change num_running_ in Action replaces DelayAction::num_running_ and WaitUntilAction::triggered_ to provide the same is_running logic to other actions.
This commit is contained in:
committed by
Andrew Zaborowski
parent
8b92456ded
commit
da390d32f8
@@ -53,41 +53,34 @@ template<typename... Ts> class ScriptWaitAction : public Action<Ts...>, public C
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public:
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ScriptWaitAction(Script *script) : script_(script) {}
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void play(Ts... x) { /* ignore - see play_complex */
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Check if we can continue immediately.
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if (!this->script_->is_running()) {
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this->triggered_ = false;
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this->play_next(x...);
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return;
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}
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this->var_ = std::make_tuple(x...);
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this->triggered_ = true;
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this->loop();
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}
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void stop() override { this->triggered_ = false; }
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void loop() override {
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if (!this->triggered_)
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if (this->num_running_ == 0)
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return;
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if (this->script_->is_running())
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return;
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this->triggered_ = false;
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this->play_next_tuple(this->var_);
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}
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float get_setup_priority() const override { return setup_priority::DATA; }
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bool is_running() override { return this->triggered_ || this->is_running_next(); }
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protected:
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Script *script_;
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bool triggered_{false};
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std::tuple<Ts...> var_{};
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};
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