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dag: improve docs and read access during a lock
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@ -166,7 +166,7 @@ func (g *AcyclicGraph) Cycles() [][]Vertex {
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func (g *AcyclicGraph) Walk(cb WalkFunc) error {
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defer g.debug.BeginOperation(typeWalk, "").End("")
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w := &walker{Callback: cb, Reverse: true}
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w := &Walker{Callback: cb, Reverse: true}
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w.Update(&g.Graph)
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return w.Wait()
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}
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69
dag/walk.go
69
dag/walk.go
@ -10,8 +10,23 @@ import (
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"github.com/hashicorp/go-multierror"
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)
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// walker performs a graph walk and supports walk-time changing of vertices
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// and edges.
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// Walker is used to walk every vertex of a graph in parallel.
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//
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// A vertex will only be walked when the dependencies of that vertex have
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// been walked. If two vertices can be walked at the same time, they will be.
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//
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// Update can be called to update the graph. This can be called even during
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// a walk, cahnging vertices/edges mid-walk. This should be done carefully.
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// If a vertex is removed but has already been executed, the result of that
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// execution (any error) is still returned by Wait. Changing or re-adding
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// a vertex that has already executed has no effect. Changing edges of
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// a vertex that has already executed has no effect.
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//
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// Non-parallelism can be enforced by introducing a lock in your callback
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// function. However, the goroutine overhead of a walk will remain.
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// Walker will create V*2 goroutines (one for each vertex, and dependency
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// waiter for each vertex). In general this should be of no concern unless
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// there are a huge number of vertices.
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//
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// The walk is depth first by default. This can be changed with the Reverse
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// option.
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@ -19,7 +34,7 @@ import (
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// A single walker is only valid for one graph walk. After the walk is complete
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// you must construct a new walker to walk again. State for the walk is never
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// deleted in case vertices or edges are changed.
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type walker struct {
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type Walker struct {
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// Callback is what is called for each vertex
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Callback WalkFunc
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@ -46,18 +61,34 @@ type walker struct {
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}
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type walkerVertex struct {
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// These should only be set once on initialization and never written again
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// These should only be set once on initialization and never written again.
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// They are not protected by a lock since they don't need to be since
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// they are write-once.
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// DoneCh is closed when this vertex has completed execution, regardless
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// of success.
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//
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// CancelCh is closed when the vertex should cancel execution. If execution
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// is already complete (DoneCh is closed), this has no effect. Otherwise,
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// execution is cancelled as quickly as possible.
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DoneCh chan struct{}
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CancelCh chan struct{}
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// Dependency information. Any changes to any of these fields requires
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// holding DepsLock.
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//
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// DepsCh is sent a single value that denotes whether the upstream deps
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// were successful (no errors). Any value sent means that the upstream
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// dependencies are complete. No other values will ever be sent again.
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//
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// DepsUpdateCh is closed when there is a new DepsCh set.
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DepsCh chan bool
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DepsUpdateCh chan struct{}
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DepsLock sync.Mutex
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// Below is not safe to read/write in parallel. This behavior is
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// enforced by changes only happening in Update.
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// enforced by changes only happening in Update. Nothing else should
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// ever modify these.
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deps map[Vertex]chan struct{}
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depsCancelCh chan struct{}
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}
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@ -74,7 +105,7 @@ var errWalkUpstream = errors.New("upstream dependency failed")
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// Wait will return as soon as all currently known vertices are complete.
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// If you plan on calling Update with more vertices in the future, you
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// should not call Wait until after this is done.
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func (w *walker) Wait() error {
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func (w *Walker) Wait() error {
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// Wait for completion
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w.wait.Wait()
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@ -94,11 +125,17 @@ func (w *walker) Wait() error {
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return result
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}
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// Update updates the currently executing walk with the given vertices
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// and edges. It does not block until completion.
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// Update updates the currently executing walk with the given graph.
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// This will perform a diff of the vertices and edges and update the walker.
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// Already completed vertices remain completed (including any errors during
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// their execution).
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//
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// Update can be called in parallel to Walk.
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func (w *walker) Update(g *Graph) {
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// This returns immediately once the walker is updated; it does not wait
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// for completion of the walk.
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//
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// Multiple Updates can be called in parallel. Update can be called at any
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// time during a walk.
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func (w *Walker) Update(g *Graph) {
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v, e := g.vertices, g.edges
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// Grab the change lock so no more updates happen but also so that
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@ -277,7 +314,7 @@ func (w *walker) Update(g *Graph) {
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// edgeParts returns the waiter and the dependency, in that order.
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// The waiter is waiting on the dependency.
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func (w *walker) edgeParts(e Edge) (Vertex, Vertex) {
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func (w *Walker) edgeParts(e Edge) (Vertex, Vertex) {
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if w.Reverse {
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return e.Source(), e.Target()
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}
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@ -287,7 +324,7 @@ func (w *walker) edgeParts(e Edge) (Vertex, Vertex) {
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// walkVertex walks a single vertex, waiting for any dependencies before
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// executing the callback.
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func (w *walker) walkVertex(v Vertex, info *walkerVertex) {
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func (w *Walker) walkVertex(v Vertex, info *walkerVertex) {
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// When we're done executing, lower the waitgroup count
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defer w.wait.Done()
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@ -297,6 +334,7 @@ func (w *walker) walkVertex(v Vertex, info *walkerVertex) {
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// Wait for our dependencies. We create a [closed] deps channel so
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// that we can immediately fall through to load our actual DepsCh.
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var depsSuccess bool
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var depsUpdateCh chan struct{}
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depsCh := make(chan bool, 1)
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depsCh <- true
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close(depsCh)
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@ -310,7 +348,7 @@ func (w *walker) walkVertex(v Vertex, info *walkerVertex) {
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// Deps complete! Mark as nil to trigger completion handling.
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depsCh = nil
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case <-info.DepsUpdateCh:
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case <-depsUpdateCh:
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// New deps, reloop
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}
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@ -323,6 +361,9 @@ func (w *walker) walkVertex(v Vertex, info *walkerVertex) {
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depsCh = info.DepsCh
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info.DepsCh = nil
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}
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if info.DepsUpdateCh != nil {
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depsUpdateCh = info.DepsUpdateCh
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}
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info.DepsLock.Unlock()
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// If we still have no deps channel set, then we're done!
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@ -362,7 +403,7 @@ func (w *walker) walkVertex(v Vertex, info *walkerVertex) {
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}
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}
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func (w *walker) waitDeps(
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func (w *Walker) waitDeps(
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v Vertex,
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deps map[Vertex]<-chan struct{},
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doneCh chan<- bool,
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@ -17,7 +17,7 @@ func TestWalker_basic(t *testing.T) {
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// Run it a bunch of times since it is timing dependent
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for i := 0; i < 50; i++ {
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var order []interface{}
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w := &walker{Callback: walkCbRecord(&order)}
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w := &Walker{Callback: walkCbRecord(&order)}
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w.Update(&g)
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// Wait
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@ -56,7 +56,7 @@ func TestWalker_error(t *testing.T) {
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return recordF(v)
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}
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w := &walker{Callback: cb}
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w := &Walker{Callback: cb}
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w.Update(&g)
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// Wait
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@ -80,7 +80,7 @@ func TestWalker_newVertex(t *testing.T) {
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g.Connect(BasicEdge(1, 2))
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var order []interface{}
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w := &walker{Callback: walkCbRecord(&order)}
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w := &Walker{Callback: walkCbRecord(&order)}
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w.Update(&g)
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// Wait a bit
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@ -120,7 +120,7 @@ func TestWalker_removeVertex(t *testing.T) {
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recordF := walkCbRecord(&order)
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// Build a callback that delays until we close a channel
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var w *walker
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var w *Walker
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cb := func(v Vertex) error {
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if v == 1 {
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g.Remove(2)
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@ -131,7 +131,7 @@ func TestWalker_removeVertex(t *testing.T) {
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}
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// Add the initial vertices
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w = &walker{Callback: cb}
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w = &Walker{Callback: cb}
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w.Update(&g)
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// Wait
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@ -160,7 +160,7 @@ func TestWalker_newEdge(t *testing.T) {
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recordF := walkCbRecord(&order)
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// Build a callback that delays until we close a channel
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var w *walker
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var w *Walker
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cb := func(v Vertex) error {
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if v == 1 {
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g.Add(3)
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@ -172,7 +172,7 @@ func TestWalker_newEdge(t *testing.T) {
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}
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// Add the initial vertices
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w = &walker{Callback: cb}
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w = &Walker{Callback: cb}
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w.Update(&g)
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// Wait
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@ -209,7 +209,7 @@ func TestWalker_removeEdge(t *testing.T) {
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// forcing 2 before 3 via the callback (and not the graph). If
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// 2 cannot execute before 3 (edge removal is non-functional), then
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// this test will timeout.
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var w *walker
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var w *Walker
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gateCh := make(chan struct{})
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cb := func(v Vertex) error {
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if v == 1 {
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@ -233,7 +233,7 @@ func TestWalker_removeEdge(t *testing.T) {
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}
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// Add the initial vertices
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w = &walker{Callback: cb}
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w = &Walker{Callback: cb}
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w.Update(&g)
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// Wait
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