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Move stop/is_running implementation to Action base class
Try to fix issue #1105. Until now if an UpdateComponentAction, a LambdaAction, or any action that can contain those inside their "else" or "then" action lists, resulted in a call to script.stop on the script that contains them, the script would continue running, because they didn't implement a stop() method. Basically only the asynchronous ones did: DelayAction, WaitUntilAction and ScriptWaitAction. With this change num_running_ in Action replaces DelayAction::num_running_ and WaitUntilAction::triggered_ to provide the same is_running logic to other actions.
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8b92456ded
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da390d32f8
3 changed files with 34 additions and 45 deletions
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@ -53,41 +53,34 @@ template<typename... Ts> class ScriptWaitAction : public Action<Ts...>, public C
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public:
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ScriptWaitAction(Script *script) : script_(script) {}
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void play(Ts... x) { /* ignore - see play_complex */
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Check if we can continue immediately.
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if (!this->script_->is_running()) {
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this->triggered_ = false;
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this->play_next(x...);
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return;
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}
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this->var_ = std::make_tuple(x...);
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this->triggered_ = true;
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this->loop();
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}
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void stop() override { this->triggered_ = false; }
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void loop() override {
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if (!this->triggered_)
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if (this->num_running_ == 0)
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return;
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if (this->script_->is_running())
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return;
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this->triggered_ = false;
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this->play_next_tuple(this->var_);
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}
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float get_setup_priority() const override { return setup_priority::DATA; }
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bool is_running() override { return this->triggered_ || this->is_running_next(); }
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protected:
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Script *script_;
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bool triggered_{false};
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std::tuple<Ts...> var_{};
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};
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@ -77,17 +77,24 @@ template<typename... Ts> class Action {
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public:
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virtual void play(Ts... x) = 0;
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virtual void play_complex(Ts... x) {
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this->num_running_++;
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this->play(x...);
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this->play_next(x...);
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}
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void play_next(Ts... x) {
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if (this->next_ != nullptr) {
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this->next_->play_complex(x...);
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if (this->num_running_ > 0) {
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this->num_running_--;
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if (this->next_ != nullptr) {
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this->next_->play_complex(x...);
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}
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}
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}
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virtual void stop() {}
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virtual void stop_complex() {
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this->stop();
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if (num_running_) {
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this->stop();
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this->num_running_ = 0;
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}
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this->stop_next();
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}
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void stop_next() {
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@ -95,7 +102,7 @@ template<typename... Ts> class Action {
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this->next_->stop_complex();
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}
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}
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virtual bool is_running() { return this->is_running_next(); }
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virtual bool is_running() { return this->num_running_ > 0 || this->is_running_next(); }
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bool is_running_next() {
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if (this->next_ == nullptr)
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return false;
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@ -114,6 +121,8 @@ template<typename... Ts> class Action {
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}
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Action<Ts...> *next_ = nullptr;
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int num_running_{0};
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};
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template<typename... Ts> class ActionList {
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@ -110,27 +110,17 @@ template<typename... Ts> class DelayAction : public Action<Ts...>, public Compon
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void stop() override {
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this->cancel_timeout("");
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this->num_running_ = 0;
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}
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void play_complex(Ts... x) override {
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auto f = std::bind(&DelayAction<Ts...>::delay_end_, this, x...);
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auto f = std::bind(&Action<Ts...>::play_next, this, x...);
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this->num_running_++;
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this->set_timeout(this->delay_.value(x...), f);
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}
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float get_setup_priority() const override { return setup_priority::HARDWARE; }
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bool is_running() override { return this->num_running_ > 0 || this->is_running_next(); }
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protected:
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void delay_end_(Ts... x) {
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this->num_running_--;
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this->play_next(x...);
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}
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int num_running_{0};
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};
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template<typename... Ts> class LambdaAction : public Action<Ts...> {
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@ -160,17 +150,18 @@ template<typename... Ts> class IfAction : public Action<Ts...> {
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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bool res = this->condition_->check(x...);
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if (res) {
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if (this->then_.empty()) {
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this->play_next(x...);
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} else {
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} else if (this->num_running_ > 0) {
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this->then_.play(x...);
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}
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} else {
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if (this->else_.empty()) {
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this->play_next(x...);
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} else {
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} else if (this->num_running_ > 0) {
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this->else_.play(x...);
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}
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}
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@ -181,8 +172,6 @@ template<typename... Ts> class IfAction : public Action<Ts...> {
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this->else_.stop();
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}
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bool is_running() override { return this->then_.is_running() || this->else_.is_running() || this->is_running_next(); }
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protected:
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Condition<Ts...> *condition_;
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ActionList<Ts...> then_;
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@ -196,9 +185,11 @@ template<typename... Ts> class WhileAction : public Action<Ts...> {
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void add_then(const std::vector<Action<Ts...> *> &actions) {
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this->then_.add_actions(actions);
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this->then_.add_action(new LambdaAction<Ts...>([this](Ts... x) {
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if (this->condition_->check_tuple(this->var_)) {
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if (this->num_running_ > 0 && this->condition_->check_tuple(this->var_)) {
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// play again
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this->then_.play_tuple(this->var_);
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if (this->num_running_ > 0) {
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this->then_.play_tuple(this->var_);
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}
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} else {
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// condition false, play next
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this->play_next_tuple(this->var_);
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@ -210,6 +201,7 @@ template<typename... Ts> class WhileAction : public Action<Ts...> {
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Store loop parameters
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this->var_ = std::make_tuple(x...);
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// Initial condition check
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@ -220,13 +212,13 @@ template<typename... Ts> class WhileAction : public Action<Ts...> {
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return;
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}
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this->then_.play_tuple(this->var_);
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if (this->num_running_ > 0) {
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this->then_.play_tuple(this->var_);
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}
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}
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void stop() override { this->then_.stop(); }
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bool is_running() override { return this->then_.is_running() || this->is_running_next(); }
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protected:
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Condition<Ts...> *condition_;
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ActionList<Ts...> then_;
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@ -237,42 +229,37 @@ template<typename... Ts> class WaitUntilAction : public Action<Ts...>, public Co
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public:
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WaitUntilAction(Condition<Ts...> *condition) : condition_(condition) {}
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void play(Ts... x) { /* ignore - see play_complex */
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Check if we can continue immediately.
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if (this->condition_->check(x...)) {
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this->triggered_ = false;
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this->play_next(x...);
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if (this->num_running_ > 0) {
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this->play_next(x...);
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}
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return;
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}
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this->var_ = std::make_tuple(x...);
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this->triggered_ = true;
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this->loop();
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}
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void stop() override { this->triggered_ = false; }
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void loop() override {
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if (!this->triggered_)
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if (this->num_running_ == 0)
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return;
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if (!this->condition_->check_tuple(this->var_)) {
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return;
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}
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this->triggered_ = false;
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this->play_next_tuple(this->var_);
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}
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float get_setup_priority() const override { return setup_priority::DATA; }
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bool is_running() override { return this->triggered_ || this->is_running_next(); }
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protected:
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Condition<Ts...> *condition_;
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bool triggered_{false};
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std::tuple<Ts...> var_{};
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};
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