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using System;
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using UnityEngine;
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namespace Cysharp.Threading.Tasks.Internal
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{
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internal sealed class PlayerLoopRunner
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{
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const int InitialSize = 16;
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readonly PlayerLoopTiming timing;
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readonly object runningAndQueueLock = new object();
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readonly object arrayLock = new object();
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readonly Action<Exception> unhandledExceptionCallback;
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int tail = 0;
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bool running = false;
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IPlayerLoopItem[] loopItems = new IPlayerLoopItem[InitialSize];
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MinimumQueue<IPlayerLoopItem> waitQueue = new MinimumQueue<IPlayerLoopItem>(InitialSize);
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public PlayerLoopRunner(PlayerLoopTiming timing)
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{
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this.unhandledExceptionCallback = ex => Debug.LogException(ex);
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this.timing = timing;
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}
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public void AddAction(IPlayerLoopItem item)
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{
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lock (runningAndQueueLock)
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{
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if (running)
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{
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waitQueue.Enqueue(item);
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return;
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}
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}
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lock (arrayLock)
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{
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// Ensure Capacity
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if (loopItems.Length == tail)
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{
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Array.Resize(ref loopItems, checked(tail * 2));
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}
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loopItems[tail++] = item;
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}
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}
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public int Clear()
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{
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lock (arrayLock)
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{
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var rest = 0;
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for (var index = 0; index < loopItems.Length; index++)
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{
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if (loopItems[index] != null)
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{
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rest++;
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}
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loopItems[index] = null;
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}
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tail = 0;
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return rest;
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}
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}
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// delegate entrypoint.
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public void Run()
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{
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// for debugging, create named stacktrace.
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#if DEBUG
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switch (timing)
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{
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case PlayerLoopTiming.Initialization:
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Initialization();
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break;
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case PlayerLoopTiming.LastInitialization:
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LastInitialization();
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break;
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case PlayerLoopTiming.EarlyUpdate:
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EarlyUpdate();
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break;
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case PlayerLoopTiming.LastEarlyUpdate:
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LastEarlyUpdate();
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break;
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case PlayerLoopTiming.FixedUpdate:
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FixedUpdate();
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break;
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case PlayerLoopTiming.LastFixedUpdate:
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LastFixedUpdate();
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break;
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case PlayerLoopTiming.PreUpdate:
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PreUpdate();
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break;
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case PlayerLoopTiming.LastPreUpdate:
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LastPreUpdate();
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break;
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case PlayerLoopTiming.Update:
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Update();
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break;
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case PlayerLoopTiming.LastUpdate:
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LastUpdate();
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break;
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case PlayerLoopTiming.PreLateUpdate:
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PreLateUpdate();
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break;
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case PlayerLoopTiming.LastPreLateUpdate:
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LastPreLateUpdate();
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break;
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case PlayerLoopTiming.PostLateUpdate:
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PostLateUpdate();
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break;
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case PlayerLoopTiming.LastPostLateUpdate:
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LastPostLateUpdate();
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break;
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#if UNITY_2020_2_OR_NEWER
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case PlayerLoopTiming.TimeUpdate:
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TimeUpdate();
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break;
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case PlayerLoopTiming.LastTimeUpdate:
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LastTimeUpdate();
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break;
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#endif
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default:
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break;
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}
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#else
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RunCore();
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#endif
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}
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void Initialization() => RunCore();
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void LastInitialization() => RunCore();
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void EarlyUpdate() => RunCore();
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void LastEarlyUpdate() => RunCore();
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void FixedUpdate() => RunCore();
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void LastFixedUpdate() => RunCore();
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void PreUpdate() => RunCore();
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void LastPreUpdate() => RunCore();
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void Update() => RunCore();
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void LastUpdate() => RunCore();
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void PreLateUpdate() => RunCore();
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void LastPreLateUpdate() => RunCore();
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void PostLateUpdate() => RunCore();
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void LastPostLateUpdate() => RunCore();
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#if UNITY_2020_2_OR_NEWER
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void TimeUpdate() => RunCore();
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void LastTimeUpdate() => RunCore();
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#endif
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[System.Diagnostics.DebuggerHidden]
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void RunCore()
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{
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lock (runningAndQueueLock)
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{
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running = true;
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}
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lock (arrayLock)
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{
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var j = tail - 1;
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for (int i = 0; i < loopItems.Length; i++)
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{
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var action = loopItems[i];
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if (action != null)
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{
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try
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{
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if (!action.MoveNext())
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{
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loopItems[i] = null;
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}
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else
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{
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continue; // next i
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}
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}
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catch (Exception ex)
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{
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loopItems[i] = null;
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try
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{
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unhandledExceptionCallback(ex);
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}
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catch { }
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}
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}
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// find null, loop from tail
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while (i < j)
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{
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var fromTail = loopItems[j];
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if (fromTail != null)
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{
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try
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{
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if (!fromTail.MoveNext())
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{
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loopItems[j] = null;
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j--;
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continue; // next j
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}
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else
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{
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// swap
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loopItems[i] = fromTail;
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loopItems[j] = null;
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j--;
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goto NEXT_LOOP; // next i
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}
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}
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catch (Exception ex)
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{
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loopItems[j] = null;
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j--;
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try
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{
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unhandledExceptionCallback(ex);
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}
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catch { }
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continue; // next j
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}
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}
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else
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{
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j--;
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}
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}
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tail = i; // loop end
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break; // LOOP END
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NEXT_LOOP:
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continue;
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}
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lock (runningAndQueueLock)
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{
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running = false;
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while (waitQueue.Count != 0)
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{
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if (loopItems.Length == tail)
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{
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Array.Resize(ref loopItems, checked(tail * 2));
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}
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loopItems[tail++] = waitQueue.Dequeue();
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}
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}
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}
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}
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}
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}
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