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-- Intermediate state during debug animations.
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Debug_animations_in_progress = {}
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-- update any in-progress debug animations
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-- return whether any work remains
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refresh_debug_animations = function()
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local a = Debug_animations_in_progress
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for i=#a,1,-1 do
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if coroutine.status(a[i].co) == 'dead' then
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table.remove(a, i)
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elseif Current_time > a[i].next_run then
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local status, err = coroutine.resume(a[i].co)
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if status == false then error(err) end
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a[i].next_run = Current_time + Debug_animation_period
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end
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end
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return #a > 0
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end
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on.update = function()
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refresh_debug_animations()
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end
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-- A debugging aid to help animate intermediate results within f.
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-- Pause animation in the current frame using loiter().
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-- Try to only have one such call in your program.
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-- You can have multiple, but things might get confusing if one of them indirectly calls the other,
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-- or more generally if a single function ever loiters sometimes under the call tree of one and sometimes under the other.
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animate = function(f, ...)
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local args = {...}
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Error_with_callstack = nil
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local co = coroutine.create(
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function()
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xpcall(function()
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f(unpack(args))
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end,
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save_callstack)
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end)
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coroutine.resume(co, ...)
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if Error_with_callstack then
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error(Error_with_callstack)
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end
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table.insert(Debug_animations_in_progress, {co=co, next_run=Current_time+0.3})
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end
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-- A debugging aid to animate intermediate results in computations.
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-- Can only be called from functions invoked using `animate()`.
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loiter = function()
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coroutine.yield()
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end
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-- Internal helper for animate()
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-- Records the stack of function calls that led to any error within a debug animation coroutine.
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-- Lua normally prints out errors with callstacks, but coroutines interrupt the stack unless we do some additional work.
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save_callstack = function(err)
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local callstack = debug.traceback('', --[[stack frame]]2)
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Error_with_callstack = 'Error: ' .. cleaned_up_frame(tostring(err))..'\n'..cleaned_up_callstack(callstack)
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end
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@ -0,0 +1 @@
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Debug_animation_period = 0.3 -- seconds between animation frames
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