mirror of
https://github.com/Ukendio/jecs.git
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251 lines
6.7 KiB
Text
251 lines
6.7 KiB
Text
--!native
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--!optimize 2
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local jabby = require(ReplicatedStorage.Packages.jabby)
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local jecs = require(ReplicatedStorage.ecs)
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local pair = jecs.pair
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local Name = jecs.Name
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type World = jecs.World
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type Entity<T=nil> = jecs.Entity<T>
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type System = {
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callback: (world: World) -> (),
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id: number,
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}
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type Systems = { System }
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type Events = {
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RenderStepped: Systems,
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Heartbeat: Systems
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}
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export type Scheduler = {
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components: {
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Disabled: Entity,
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System: Entity<System>,
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Phase: Entity,
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DependsOn: Entity
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},
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collect: {
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under_event: (event: Entity) -> Systems,
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all: () -> Events
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},
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systems: {
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begin: (events: Events) -> { [Entity]: thread },
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new: (callback: (dt: number) -> (), phase: Entity) -> Entity
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},
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phases: {
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RenderStepped: Entity,
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Heartbeat: Entity,
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},
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phase: (after: Entity) -> Entity,
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debugging: boolean,
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}
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local scheduler_new: (w: World, components: { [string]: Entity }) -> Scheduler
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do
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local world: World
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local Disabled: Entity
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local System: Entity<System>
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local DependsOn: Entity
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local Phase: Entity
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local Event: Entity<RBXScriptSignal>
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local scheduler
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local RenderStepped
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local Heartbeat
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local PreAnimation
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local PreSimulation
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local sys: System
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local dt
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local function run()
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local id = sys.id
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local system_data = scheduler.system_data[id]
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if system_data.paused then return end
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scheduler:mark_system_frame_start(id)
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sys.callback(dt)
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scheduler:mark_system_frame_end(id)
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end
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local function panic(str)
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-- We don't want to interrupt the loop when we error
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task.spawn(error, str)
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end
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local function begin(events: { Systems })
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local threads = {}
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for event, systems in events do
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if not event then continue end
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local event_name = tostring(event)
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threads[event] = task.spawn(function()
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while true do
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dt = event:Wait()
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debug.profilebegin(event_name)
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for _, s in systems do
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sys = s
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local didNotYield, why = xpcall(function()
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for _ in run do break end
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end, debug.traceback)
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if didNotYield then
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continue
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end
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if string.find(why, "thread is not yieldable") then
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panic("Not allowed to yield in the systems."
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.. "\n"
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.. "System: "
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.. debug.info(s.callback, "n")
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.. " has been ejected"
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)
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continue
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end
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panic(why)
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end
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debug.profileend()
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end
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end)
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end
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return threads
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end
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local function scheduler_collect_systems_under_phase_recursive(systems, phase)
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local phase_name = world:get(phase, Name)
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for _, s in world:query(System):with(pair(DependsOn, phase)) do
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table.insert(systems, {
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id = scheduler:register_system({
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name = s.name,
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phase = phase_name
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}),
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callback = s.callback
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})
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end
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for after in world:query(Phase):with(pair(DependsOn, phase)) do
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scheduler_collect_systems_under_phase_recursive(systems, after)
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end
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end
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local function scheduler_collect_systems_under_event(event)
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local systems = {}
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scheduler_collect_systems_under_phase_recursive(systems, event)
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return systems
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end
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local function scheduler_collect_systems_all()
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local events = {}
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for phase, event in world:query(Event):with(Phase) do
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events[event] = scheduler_collect_systems_under_event(phase)
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end
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return events
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end
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local function scheduler_phase_new(after)
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local phase = world:entity()
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world:add(phase, Phase)
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local dependency = pair(DependsOn, after)
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world:add(phase, dependency)
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return phase
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end
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local function scheduler_systems_new(callback, phase)
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local system = world:entity()
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local name = debug.info(callback, "n")
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world:set(system, System, { callback = callback, name = name })
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world:add(system, pair(DependsOn, phase))
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return system
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end
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function scheduler_new(w: World, components: { [string]: Entity })
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world = w
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Disabled = world:component()
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System = world:component()
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Phase = world:component()
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DependsOn = world:component()
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Event = world:component()
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RenderStepped = world:component()
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Heartbeat = world:component()
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PreSimulation = world:component()
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PreAnimation = world:component()
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local RunService = game:GetService("RunService")
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if RunService:IsClient() then
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world:add(RenderStepped, Phase)
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world:set(RenderStepped, Event, RunService.RenderStepped)
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end
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world:add(Heartbeat, Phase)
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world:set(Heartbeat, Event, RunService.Heartbeat)
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world:add(PreSimulation, Phase)
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world:set(PreSimulation, Event, RunService.PreSimulation)
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world:add(PreAnimation, Phase)
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world:set(PreAnimation, Event, RunService.PreAnimation)
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for name, component in components do
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world:set(component, Name, name)
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end
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table.insert(jabby.public, {
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class_name = "World",
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name = "MyWorld",
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world = world,
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debug = Name,
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entities = {}
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})
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jabby.public.updated = true
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scheduler = jabby.scheduler.create("scheduler")
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table.insert(jabby.public, scheduler)
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return {
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phase = scheduler_phase_new,
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phases = {
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RenderStepped = RenderStepped,
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PreSimulation = PreSimulation,
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Heartbeat = Heartbeat,
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PreAnimation = PreAnimation
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},
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world = world,
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components = {
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DependsOn = DependsOn,
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Disabled = Disabled,
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Phase = Phase,
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System = System,
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},
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collect = {
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under_event = scheduler_collect_systems_under_event,
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all = scheduler_collect_systems_all
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},
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systems = {
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new = scheduler_systems_new,
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begin = begin
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}
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}
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end
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end
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return {
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new = scheduler_new
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}
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