tmp: implement mechanisms for a emu reset fn (currently crashes)
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@@ -11,11 +11,11 @@ const log = std.log.scoped(.Scheduler);
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pub const Scheduler = struct {
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const Self = @This();
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tick: u64,
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tick: u64 = 0,
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queue: PriorityQueue(Event, void, lessThan),
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pub fn init(allocator: Allocator) Self {
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var sched = Self{ .tick = 0, .queue = PriorityQueue(Event, void, lessThan).init(allocator, {}) };
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var sched = Self{ .queue = PriorityQueue(Event, void, lessThan).init(allocator, {}) };
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sched.queue.add(.{ .kind = .HeatDeath, .tick = std.math.maxInt(u64) }) catch unreachable;
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return sched;
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@@ -26,6 +26,17 @@ pub const Scheduler = struct {
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self.* = undefined;
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}
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pub fn reset(self: *Self) void {
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// `std.PriorityQueue` provides no reset function, so we will just create a new one
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const allocator = self.queue.allocator;
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self.queue.deinit();
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var new_queue = PriorityQueue(Event, void, lessThan).init(allocator, {});
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new_queue.add(.{ .kind = .HeatDeath, .tick = std.math.maxInt(u64) }) catch unreachable;
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self.* = .{ .queue = new_queue };
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}
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pub inline fn now(self: *const Self) u64 {
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return self.tick;
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}
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