服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
239 lines
5.0 KiB
Go
239 lines
5.0 KiB
Go
package hotupdate
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import (
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"context"
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"errors"
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"reflect"
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"sync"
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"time"
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)
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var ErrControlRequired = errors.New("hot update control is required")
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type MemoryControl struct {
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mu sync.RWMutex
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intents map[string]Intent
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keys map[string]string
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progress map[string][]Progress
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watchers map[string]map[chan Intent]struct{}
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done chan struct{}
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closed bool
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}
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func NewMemoryControl() *MemoryControl {
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return &MemoryControl{
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intents: make(map[string]Intent),
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keys: make(map[string]string),
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progress: make(map[string][]Progress),
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watchers: make(map[string]map[chan Intent]struct{}),
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done: make(chan struct{}),
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}
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}
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func (c *MemoryControl) Publish(ctx context.Context, target string, intent Intent) error {
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if err := contextErr(ctx); err != nil {
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return err
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}
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if err := c.ready(); err != nil {
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return err
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}
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target, err := normalizeTarget(target)
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if err != nil {
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return err
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}
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intent, err = normalizeIntent(intent)
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if err != nil {
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return err
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}
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key := intentIdempotencyKey(target, intent)
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// 内存控制面只保留每个 target 的最新 intent,适合本地演练,不适合多节点生产推进。
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c.mu.Lock()
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if c.closed {
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c.mu.Unlock()
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return ErrControlClosed
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}
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if existingKey, ok := c.keys[target]; ok && existingKey == key {
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existing := c.intents[target]
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if !reflect.DeepEqual(existing, intent) {
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c.mu.Unlock()
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return ErrControlConflict
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}
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c.mu.Unlock()
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return nil
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}
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c.intents[target] = intent
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c.keys[target] = key
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for ch := range c.watchers[target] {
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sendLatestIntent(ch, intent)
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}
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c.mu.Unlock()
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return nil
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}
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func (c *MemoryControl) Watch(ctx context.Context, target string) (<-chan Intent, error) {
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if err := contextErr(ctx); err != nil {
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return nil, err
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}
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if ctx == nil {
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ctx = context.Background()
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}
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if err := c.ready(); err != nil {
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return nil, err
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}
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target, err := normalizeTarget(target)
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if err != nil {
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return nil, err
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}
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// watcher channel 容量为 1,新 intent 会覆盖旧待处理通知,避免慢 watcher 堆积内存。
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ch := make(chan Intent, 1)
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c.mu.Lock()
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if c.closed {
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c.mu.Unlock()
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close(ch)
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return ch, nil
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}
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if c.watchers[target] == nil {
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c.watchers[target] = make(map[chan Intent]struct{})
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}
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c.watchers[target][ch] = struct{}{}
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if intent, ok := c.intents[target]; ok {
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ch <- intent
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}
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c.mu.Unlock()
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go func() {
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select {
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case <-ctx.Done():
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case <-c.done:
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}
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c.mu.Lock()
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if watchers := c.watchers[target]; watchers != nil {
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if _, ok := watchers[ch]; ok {
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delete(watchers, ch)
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close(ch)
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}
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if len(watchers) == 0 {
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delete(c.watchers, target)
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}
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}
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c.mu.Unlock()
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}()
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return ch, nil
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}
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func (c *MemoryControl) Report(ctx context.Context, progress Progress) error {
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if err := contextErr(ctx); err != nil {
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return err
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}
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if err := c.ready(); err != nil {
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return err
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}
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progress, err := normalizeProgress(progress, time.Now)
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if err != nil {
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return err
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}
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c.mu.Lock()
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if c.closed {
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c.mu.Unlock()
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return ErrControlClosed
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}
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c.progress[progress.Target] = append(c.progress[progress.Target], progress)
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c.mu.Unlock()
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return nil
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}
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func sendLatestIntent(ch chan Intent, intent Intent) {
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select {
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case ch <- intent:
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return
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default:
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}
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select {
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case <-ch:
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default:
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}
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select {
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case ch <- intent:
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default:
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}
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}
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func (c *MemoryControl) Snapshot() ControlSnapshot {
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if c == nil {
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return ControlSnapshot{}
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}
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c.mu.RLock()
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intents := make(map[string]Intent, len(c.intents))
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for target, intent := range c.intents {
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intents[target] = intent
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}
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progress := make(map[string][]Progress, len(c.progress))
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for target, items := range c.progress {
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progress[target] = append([]Progress(nil), items...)
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}
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watchers := make(map[string]int, len(c.watchers))
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for target, list := range c.watchers {
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watchers[target] = len(list)
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}
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snapshot := ControlSnapshot{Intents: intents, Progress: progress, Watchers: watchers, Closed: c.closed}
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c.mu.RUnlock()
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if len(snapshot.Intents) == 0 {
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snapshot.Intents = nil
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}
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if len(snapshot.Progress) == 0 {
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snapshot.Progress = nil
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}
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if len(snapshot.Watchers) == 0 {
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snapshot.Watchers = nil
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}
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return snapshot
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}
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func (c *MemoryControl) Close() error {
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if c == nil {
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return nil
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}
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c.mu.Lock()
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if c.closed {
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c.mu.Unlock()
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return nil
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}
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c.closed = true
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// Close 会关闭所有 watcher;之后 Publish/Watch 均拒绝,防止停机后继续推进热更。
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if c.done == nil {
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c.done = make(chan struct{})
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}
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close(c.done)
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for target, watchers := range c.watchers {
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for ch := range watchers {
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close(ch)
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}
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delete(c.watchers, target)
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}
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c.mu.Unlock()
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return nil
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}
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func (c *MemoryControl) ready() error {
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if c == nil {
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return ErrControlRequired
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}
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c.mu.Lock()
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defer c.mu.Unlock()
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if c.intents == nil {
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c.intents = make(map[string]Intent)
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}
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if c.keys == nil {
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c.keys = make(map[string]string)
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}
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if c.progress == nil {
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c.progress = make(map[string][]Progress)
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}
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if c.watchers == nil {
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c.watchers = make(map[string]map[chan Intent]struct{})
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}
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if c.done == nil {
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c.done = make(chan struct{})
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}
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return nil
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}
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