EpicSkookumScript / EpicSkookumScript/SkookumScript-Plugin
Coroutine pending_increment does not halt execution of coroutine
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- C++
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描述
**Issue by [error454](https://github.com/error454)**
_Wednesday Jul 03, 2019 at 03:02 GMT_
_Originally opened as https://github.com/SkookumScript/SkookumScript-Plugin/issues/7_
----
**UE4 Version**
4.22
**SkookumScript Version**
4.22
**Describe the bug**
Calling `pending_increment` does not suspend a running coroutine as the documentation alludes to.
> // Increments the number of expressions / tasks currently executing in
> // parallel that the invoked object is waiting for a return value from.
> // If the number was 0 and is increased then the invoked object will be
> // suspended until the pending number is reduced back to 0 by calling
> // pending_decrement().
**To Reproduce**
Run the following sample code in the REPL
```javascript
// Coroutine suspend test
!x : 0
!y : 0
!f : (Integer in)[in += 1]
!c1 : branch[loop[f(x) _wait(1.0)]]
!c2 : branch[loop[f(y) _wait(1.0)]]
race
[
loop
[
println(x, ".", y)
_wait(1.0)
]
[
_wait(2)
c1.pending_increment(1)
_wait(1)
c1.pending_decrement
_wait(10)
]
]
// Expected Output:
// 0.0
// 1.1
// 1.2
// 2.3
// ...
```
**Expected behavior**
After calling `c1.pending_increment(1)` the `c1` coroutine should stop running until I call `c1.pending_decrement`.
**Additional context**
I've done some debugging around this. When I break on the call to `c1.pending_increment`, I see that `c1` already has an `m_pending_count` of 1, which means the coroutine is already on the `SkMind`'s pending list. I simply don't see any glue that stops execution of the coroutine once it is on that list.
贡献指南
调研方向
使用示例和 UE4 4.22 设置,在 REPL 中重现 coroutine 的行为。跟踪 pending_increment 在 SkMind 的待处理列表中的流转,并检查 m_pending_count 如何影响执行;完成的标准是 c1 在递增后停止,并在 pending_decrement 后恢复执行,与预期输出一致。
由索引模型根据 Issue 内容生成。
评估
- 技术栈
- cpp, unreal-engine
- 领域
- game-dev
- Issue 类型
- 缺陷
- 难度
- 4/5
- 预计耗时
- 3-5 天
- 活跃度
- 停滞
- 描述清晰度
- 基本清楚
- 新手友好度
- 45/100