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engines/alcachofa/scheduler.h
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227
engines/alcachofa/scheduler.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ALCACHOFA_SCHEDULER_H
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#define ALCACHOFA_SCHEDULER_H
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#include "alcachofa/common.h"
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#include "common/stack.h"
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#include "common/str.h"
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#include "common/type_traits.h"
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namespace Alcachofa {
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/* Tasks are generally written as coroutines however the common coroutines
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* cannot be used for two reasons:
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* 1. The scheduler is too limited in managing when to run what coroutines
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* E.g. for the inventory/menu we need to pause a set of coroutines and
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* continue them later on
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* 2. We need to save and load the state of coroutines
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* For this we either write the state machine ourselves or we use
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* the following careful macros where the state ID is explicitly written
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* This way it is stable and if it has to change we can migrate
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* savestates upon loading.
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*
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* Tasks are usually private, so in order to load them they:
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* - need a constructor MyPrivateTask(Process &, Serializer &)
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* - need call the macro DECLARE_TASK(MyPrivateTask)
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* - they have to listed in tasks.h
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*/
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struct Task;
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class Process;
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class ObjectBase;
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enum class TaskReturnType {
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Yield,
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Finished,
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Waiting
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};
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struct TaskReturn {
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static inline TaskReturn yield() { return {}; }
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static TaskReturn finish(int32 returnValue);
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static TaskReturn waitFor(Task *task);
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inline TaskReturnType type() const { return _type; }
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inline int32 returnValue() const {
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assert(_type == TaskReturnType::Finished);
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return _returnValue;
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}
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inline Task *taskToWaitFor() const {
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assert(_type == TaskReturnType::Waiting);
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return _taskToWaitFor;
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}
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private:
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TaskReturn();
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TaskReturnType _type;
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union {
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int32 _returnValue;
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Task *_taskToWaitFor;
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};
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};
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struct Task {
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Task(Process &process);
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virtual ~Task() {}
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virtual TaskReturn run() = 0;
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virtual void debugPrint() = 0;
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virtual void syncGame(Common::Serializer &s);
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virtual const char *taskName() const = 0; // implemented by DECLARE_TASK
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inline Process &process() const { return _process; }
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protected:
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Task *delay(uint32 millis);
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void syncObjectAsString(Common::Serializer &s, ObjectBase *&object, bool optional = false) const;
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template<class TObject>
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void syncObjectAsString(Common::Serializer &s, TObject *&object, bool optional = false) const {
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// We could add is_const and therefore true_type, false_type, integral_constant
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// or we could just use const_cast and promise that we won't modify the object itself
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ObjectBase *base = const_cast<Common::remove_const_t<TObject> *>(object);
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syncObjectAsString(s, base, optional);
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object = dynamic_cast<TObject *>(base);
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if (object == nullptr && base != nullptr)
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errorForUnexpectedObjectType(base);
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}
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uint32 _stage = 0;
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private:
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void errorForUnexpectedObjectType(const ObjectBase *base) const;
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Process &_process;
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};
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// implemented in alcachofa.cpp to prevent a compiler warning when
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// the declaration of the construct function comes after the definition
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struct DelayTask final : public Task {
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DelayTask(Process &process, uint32 millis);
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DelayTask(Process &process, Common::Serializer &s);
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TaskReturn run() override;
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void debugPrint() override;
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void syncGame(Common::Serializer &s) override;
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const char *taskName() const override;
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private:
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uint32 _endTime = 0;
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};
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#define DECLARE_TASK(TaskName) \
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extern Task *constructTask_##TaskName(Process &process, Serializer &s) { \
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return new TaskName(process, s); \
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} \
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const char *TaskName::taskName() const { \
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return #TaskName; \
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}
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#define TASK_BEGIN \
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switch(_stage) { \
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case 0:; \
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#define TASK_END \
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TASK_RETURN(0); \
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default: assert(false && "Invalid line in task"); \
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} return TaskReturn::finish(0)
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#define TASK_INTERNAL_BREAK(stage, ret) \
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do { \
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_stage = stage; \
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return ret; \
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case stage:; \
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} while(0)
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#define TASK_YIELD(stage) TASK_INTERNAL_BREAK((stage), TaskReturn::yield())
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#define TASK_WAIT(stage, task) TASK_INTERNAL_BREAK((stage), TaskReturn::waitFor(task))
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#define TASK_RETURN(value) \
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do { \
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_stage = UINT_MAX; \
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return TaskReturn::finish(value); \
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} while(0)
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using ProcessId = uint32;
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class Process {
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public:
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Process(ProcessId pid, MainCharacterKind characterKind);
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Process(Common::Serializer &s);
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~Process();
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inline ProcessId pid() const { return _pid; }
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inline MainCharacterKind &character() { return _character; } // is changed in changeCharacter
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inline MainCharacterKind character() const { return _character; }
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inline int32 returnValue() const { return _lastReturnValue; }
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inline Common::String &name() { return _name; }
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bool isActiveForPlayer() const; ///< and thus should e.g. draw subtitles or effects
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TaskReturnType run();
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void debugPrint();
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void syncGame(Common::Serializer &s);
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private:
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friend class Scheduler;
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ProcessId _pid;
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MainCharacterKind _character;
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Common::Stack<Task *> _tasks;
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Common::String _name;
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int32 _lastReturnValue = 0;
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};
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class Scheduler {
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public:
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~Scheduler();
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void run();
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void backupContext();
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void restoreContext();
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void killAllProcesses();
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void killAllProcessesFor(MainCharacterKind characterKind);
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void killProcessByName(const Common::String &name);
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bool hasProcessWithName(const Common::String &name);
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void debugPrint();
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void prepareSyncGame(Common::Serializer &s);
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void syncGame(Common::Serializer &s);
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template<typename TTask, typename... TaskArgs>
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Process *createProcess(MainCharacterKind character, TaskArgs&&... args) {
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Process *process = createProcessInternal(character);
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process->_tasks.push(new TTask(*process, Common::forward<TaskArgs>(args)...));
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return process;
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}
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private:
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Process *createProcessInternal(MainCharacterKind character);
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inline Common::Array<Process *> &processesToRun() { return _processArrays[_currentArrayI]; }
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inline Common::Array<Process *> &processesToRunNext() { return _processArrays[!_currentArrayI]; }
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Common::Array<Process *> _processArrays[2];
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Common::Array<Process *> _backupProcesses;
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uint8 _currentArrayI = 0;
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ProcessId _nextPid = 1;
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uint _currentProcessI = UINT_MAX;
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};
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}
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#endif // ALCACHOFA_SCHEDULER_H
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