Restructure solution
This commit is contained in:
213
Client/Scripts/WorldThread.cs
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213
Client/Scripts/WorldThread.cs
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using GTA;
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using GTA.Native;
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using RageCoop.Client.Scripting;
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using RageCoop.Core;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using System.Threading;
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namespace RageCoop.Client
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{
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/// <summary>
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/// Don't use it!
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/// </summary>
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[ScriptAttributes(Author = "RageCoop", NoDefaultInstance = false, SupportURL = "https://github.com/RAGECOOP/RAGECOOP-V")]
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internal class WorldThread : Script
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{
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public static Script Instance;
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private static readonly List<Func<bool>> QueuedActions = new List<Func<bool>>();
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/// <summary>
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/// Don't use it!
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/// </summary>
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public WorldThread()
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{
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Instance = this;
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Tick += OnTick;
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Aborted += (sender, e) =>
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{
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ChangeTraffic(true);
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};
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}
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private static bool _trafficEnabled;
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private void OnTick(object sender, EventArgs e)
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{
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DoQueuedActions();
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if (Game.IsLoading || !Networking.IsOnServer)
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{
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return;
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}
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Game.DisableControlThisFrame(Control.FrontendPause);
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if (Main.Settings.DisableAlternatePause)
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{
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Game.DisableControlThisFrame(Control.FrontendPauseAlternate);
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}
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// Sets a value that determines how aggressive the ocean waves will be.
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// Values of 2.0 or more make for very aggressive waves like you see during a thunderstorm.
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Function.Call(Hash.SET_DEEP_OCEAN_SCALER, 0.0f); // Works only ~200 meters around the player
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if (Main.Settings.ShowEntityOwnerName)
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{
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unsafe
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{
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int handle;
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if (Function.Call<bool>(Hash.GET_ENTITY_PLAYER_IS_FREE_AIMING_AT, 0, &handle))
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{
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var entity = Entity.FromHandle(handle);
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if (entity != null)
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{
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var owner = "invalid";
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if (entity.EntityType == EntityType.Vehicle)
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{
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owner = (entity as Vehicle).GetSyncEntity()?.Owner?.Username ?? "unknown";
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}
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if (entity.EntityType == EntityType.Ped)
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{
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owner = (entity as Ped).GetSyncEntity()?.Owner?.Username ?? "unknown";
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}
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GTA.UI.Screen.ShowHelpTextThisFrame("Entity owner: " + owner);
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}
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}
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}
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}
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if (!_trafficEnabled)
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{
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Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 0);
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Function.Call(Hash.SET_PED_POPULATION_BUDGET, 0);
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Function.Call(Hash.SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
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Function.Call(Hash.SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
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Function.Call(Hash.SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME, 0f);
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Function.Call(Hash.SUPPRESS_SHOCKING_EVENTS_NEXT_FRAME);
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Function.Call(Hash.SUPPRESS_AGITATION_EVENTS_NEXT_FRAME);
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}
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}
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public static void Traffic(bool enable)
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{
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ChangeTraffic(enable);
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_trafficEnabled = enable;
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}
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private static void ChangeTraffic(bool enable)
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{
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if (enable)
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{
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Function.Call(Hash.REMOVE_SCENARIO_BLOCKING_AREAS);
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Function.Call(Hash.SET_CREATE_RANDOM_COPS, true);
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Function.Call(Hash.SET_RANDOM_TRAINS, true);
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Function.Call(Hash.SET_RANDOM_BOATS, true);
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Function.Call(Hash.SET_GARBAGE_TRUCKS, true);
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Function.Call(Hash.SET_PED_POPULATION_BUDGET, 3); // 0 - 3
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Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 3); // 0 - 3
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Function.Call(Hash.SET_ALL_VEHICLE_GENERATORS_ACTIVE);
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Function.Call(Hash.SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE, true);
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Function.Call(Hash.SET_NUMBER_OF_PARKED_VEHICLES, -1);
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Function.Call(Hash.SET_DISTANT_CARS_ENABLED, true);
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Function.Call(Hash.DISABLE_VEHICLE_DISTANTLIGHTS, false);
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}
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else if (Networking.IsOnServer)
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{
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Function.Call(Hash.ADD_SCENARIO_BLOCKING_AREA, -10000.0f, -10000.0f, -1000.0f, 10000.0f, 10000.0f, 1000.0f, 0, 1, 1, 1);
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Function.Call(Hash.SET_CREATE_RANDOM_COPS, false);
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Function.Call(Hash.SET_RANDOM_TRAINS, false);
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Function.Call(Hash.SET_RANDOM_BOATS, false);
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Function.Call(Hash.SET_GARBAGE_TRUCKS, false);
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Function.Call(Hash.DELETE_ALL_TRAINS);
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Function.Call(Hash.SET_PED_POPULATION_BUDGET, 0);
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Function.Call(Hash.SET_VEHICLE_POPULATION_BUDGET, 0);
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Function.Call(Hash.SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE, false);
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Function.Call(Hash.SET_FAR_DRAW_VEHICLES, false);
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Function.Call(Hash.SET_NUMBER_OF_PARKED_VEHICLES, 0);
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Function.Call(Hash.SET_DISTANT_CARS_ENABLED, false);
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Function.Call(Hash.DISABLE_VEHICLE_DISTANTLIGHTS, true);
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foreach (Ped ped in World.GetAllPeds())
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{
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if (ped == Game.Player.Character) { continue; }
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SyncedPed c = EntityPool.GetPedByHandle(ped.Handle);
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if ((c == null) || (c.IsLocal && (ped.Handle != Game.Player.Character.Handle) && ped.PopulationType != EntityPopulationType.Mission))
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{
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Main.Logger.Trace($"Removing ped {ped.Handle}. Reason:RemoveTraffic");
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ped.CurrentVehicle?.Delete();
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ped.Kill();
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ped.Delete();
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}
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}
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foreach (Vehicle veh in World.GetAllVehicles())
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{
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SyncedVehicle v = veh.GetSyncEntity();
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if (v.MainVehicle == Game.Player.LastVehicle || v.MainVehicle == Game.Player.Character.CurrentVehicle)
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{
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// Don't delete player's vehicle
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continue;
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}
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if ((v == null) || (v.IsLocal && veh.PopulationType != EntityPopulationType.Mission))
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{
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// Main.Logger.Debug($"Removing Vehicle {veh.Handle}. Reason:ClearTraffic");
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veh.Delete();
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}
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}
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}
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}
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public static void Delay(Action a, int time)
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{
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Task.Run(() =>
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{
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Thread.Sleep(time);
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QueueAction(a);
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});
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}
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internal static void DoQueuedActions()
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{
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lock (QueuedActions)
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{
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foreach (var action in QueuedActions.ToArray())
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{
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try
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{
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if (action())
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{
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QueuedActions.Remove(action);
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}
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}
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catch (Exception ex)
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{
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Main.Logger.Error(ex);
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QueuedActions.Remove(action);
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}
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}
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}
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}
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/// <summary>
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/// Queue an action to be executed on next tick, allowing you to call scripting API from another thread.
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/// </summary>
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/// <param name="a"> An action to be executed with a return value indicating whether the action can be removed after execution.</param>
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internal static void QueueAction(Func<bool> a)
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{
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lock (QueuedActions)
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{
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QueuedActions.Add(a);
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}
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}
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internal static void QueueAction(Action a)
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{
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lock (QueuedActions)
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{
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QueuedActions.Add(() => { a(); return true; });
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}
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}
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/// <summary>
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/// Clears all queued actions
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/// </summary>
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internal static void ClearQueuedActions()
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{
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lock (QueuedActions) { QueuedActions.Clear(); }
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}
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}
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}
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