A door's position was an integrated countdown owned by whichever machine the map-entity round-robin happened to deal it to. That left doors one one-way-latency behind on every other machine, re-acquired at each state change; drifting permanently on any frame hitch over a second, which the old code dropped outright rather than clamping; and frozen mid-cycle, collision volumes included, when their owning peer left, since ownership transfer is not implemented. Doors are clockwork with no inputs, and door/VTV physics is already local pointer access - VTV::ProcessCollision reads door->currentVelocity off the local object and the crush test is local VTV state - so a door does not need an owner at all. Door::SlideDoor is now a phase function of Application::GetMissionElapsed(), anchored so phase zero reproduces the original DefaultState entry: fully open, starting to close. Every host builds its own doorframe out of the map stream as a HermitInstance, the instance kind DynamicEntityCreation does not broadcast, so nothing is sent, nothing is received, and a peer leaving takes no doors with it. Verified against a copy of the old integrator at 25fps with the real 10s travel / 3s dead timings: identical 26s cycle, a constant one-frame offset, and no drift across a 3s stall that leaves the old code permanently 3 seconds out of phase. Also fixes a latent bug found on the way: UpdateManager iterates the dynamic master socket, which holds Independant and Hermit instances as well as masters, and handed all of them to EntityUpdateReplicants, which asserts MasterInstance. Doorframes no longer consume a slot in the map-entity ownership cursor, which shifts who owns every map entity dealt after them, so this cannot share a session with an older build. The lobby publishes a simulation revision and refuses to launch a mixed room. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
253 lines
6.8 KiB
C++
253 lines
6.8 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "update.h"
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#include "app.h"
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#include "hostmgr.h"
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#include "interest.h"
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#include "entity.h"
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#if defined(TRACE_UPDATE_REPLICANTS)
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static BitTrace Update_Replicants("Update Replicants");
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#define SET_UPDATE_REPLICANTS() Update_Replicants.Set()
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#define CLEAR_UPDATE_REPLICANTS() Update_Replicants.Clear()
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#else
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#define SET_UPDATE_REPLICANTS()
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#define CLEAR_UPDATE_REPLICANTS()
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#endif
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#if defined(TRACE_UPDATE_MASTERS)
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static BitTrace Update_Masters("Update Masters");
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#define SET_UPDATE_MASTERS() Update_Masters.Set()
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#define CLEAR_UPDATE_MASTERS() Update_Masters.Clear()
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#else
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#define SET_UPDATE_MASTERS()
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#define CLEAR_UPDATE_MASTERS()
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#endif
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MemoryBlock *SimulationEncore::GetAllocatedMemory()
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{
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static MemoryBlock allocatedMemory(sizeof(SimulationEncore), 10, 10, "Simulation Encores");
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return &allocatedMemory;
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}
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SimulationEncore::SimulationEncore(
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Simulation *sim,
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Simulation::Encore callback
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)
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{
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encoreSimulation = sim;
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encoreCallback = callback;
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runWatchers = True;
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}
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SimulationEncore::~SimulationEncore()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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UpdateManager::UpdateManager():
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simulationEncores(NULL)
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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UpdateManager::~UpdateManager()
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{
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ChainIteratorOf<SimulationEncore*> encores(simulationEncores);
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SimulationEncore *encore;
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while ((encore = encores.ReadAndNext()) != NULL)
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{
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Unregister_Object(encore);
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delete encore;
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}
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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UpdateManager::TestInstance() const
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{
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Node::TestInstance();
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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UpdateManager::Execute(Time target_render_time)
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{
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Check(this);
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//
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//--------------------------------------------------------------------------
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// Execute the replicants and masters that are interesting and dynamic
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//--------------------------------------------------------------------------
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//
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Check(application);
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Check(application->GetHostManager());
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HostManager::DynamicReplicantEntityIterator
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replicant_entity_iterator(application->GetHostManager());
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HostManager::DynamicMasterEntityIterator
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master_entity_iterator(application->GetHostManager());
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//
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//--------------------------------------------------------------------------
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// Execute the replicants
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//--------------------------------------------------------------------------
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//
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SET_UPDATE_REPLICANTS();
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Entity
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*replicant;
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while ((replicant = replicant_entity_iterator.ReadAndNext()) != NULL)
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{
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Check(replicant);
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if (replicant->IsReplicantExecutable())
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{
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replicant->Execute(target_render_time);
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}
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}
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CLEAR_UPDATE_REPLICANTS();
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//
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//--------------------------------------------------------------------------
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// Execute the master entities, if they need to be updated then send
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// update messages, and notify the interest manager of moved entities
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//--------------------------------------------------------------------------
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//
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SET_UPDATE_MASTERS();
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Entity
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*entity;
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Entity::UpdateMessage
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*update_message;
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while ((entity = master_entity_iterator.ReadAndNext()) != NULL)
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{
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Check(entity);
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//
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//-----------------------------------------------------------------------
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// If the entity is not interesting then skip it
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//-----------------------------------------------------------------------
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//
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if (!entity->IsInteresting() || !entity->IsNonReplicantExecutable())
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{
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continue;
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}
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//
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//-----------------------------------------------------------------------
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// Run the execute method
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//-----------------------------------------------------------------------
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//
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update_message = entity->Execute(target_render_time);
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//
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//-----------------------------------------------------------------------
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// Update the interest zone id
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//-----------------------------------------------------------------------
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//
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Check(application);
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Check(application->GetInterestManager());
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application->GetInterestManager()->EntityUpdateInterestZone(entity);
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//
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//-----------------------------------------------------------------------
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// If update message is not null then send the change.
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//
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// The dynamic master socket holds Independant and Hermit instances as
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// well as masters, and neither of those publishes: an Independant runs
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// its own simulation on every host, and a Hermit is not replicated at
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// all. EntityUpdateReplicants asserts MasterInstance, so the caller is
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// the one that has to make that true - the clockwork doorframes are
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// Hermits and would otherwise arrive there.
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//-----------------------------------------------------------------------
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//
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if (
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update_message != NULL
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&& entity->GetInstance() == Entity::MasterInstance
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)
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{
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Check(update_message);
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Check(application);
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application->GetInterestManager()->EntityUpdateReplicants(
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entity,
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update_message
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);
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}
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}
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//
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//--------------------------------------------------------------------------
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// Lastly, run through and do any requested encores
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//--------------------------------------------------------------------------
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//
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ChainIteratorOf<SimulationEncore*>
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encores(simulationEncores);
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SimulationEncore
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*encore;
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while ((encore = encores.ReadAndNext()) != NULL)
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{
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Check(encore);
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Check(encore->encoreSimulation);
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(encore->encoreSimulation->*encore->encoreCallback)();
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if (encore->runWatchers)
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{
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encore->encoreSimulation->ExecuteWatchers();
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encore->encoreSimulation->ClearWatcherDelay();
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}
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Unregister_Object(encore);
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delete encore;
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}
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CLEAR_UPDATE_MASTERS();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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UpdateManager::RequestEncore(
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Simulation *simulation,
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Simulation::Encore encore
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)
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{
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//
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//----------------------------------------------------------------------
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// Make sure that we only run the watcher on a given simulation once per
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// frame
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//----------------------------------------------------------------------
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//
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ChainIteratorOf<SimulationEncore*> encores(simulationEncores);
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SimulationEncore *i;
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while ((i = encores.ReadAndNext()) != NULL)
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{
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if (i->encoreSimulation == simulation && i->runWatchers)
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{
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i->runWatchers = False;
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break;
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}
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}
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SimulationEncore *request = new SimulationEncore(simulation, encore);
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Register_Object(request);
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simulationEncores.Add(request);
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}
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