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Narrowed it down to this: |
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Oh, it seems that this was the issue: Removing sleep fixed the issue, but I wanna know why it did break it, and I thought I'd need it to "yeild" to parent coroutine |
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So initially I needed this "sleep" after threader:run, to yeild, so the function that handles q and it's orders would occasionally switch to listener function that receives rednet messages |
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sleep works by queueing and pulling events |
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This feels way over my head, but I am trying nonetheless
This is the protoype, and it worked really well here:
I was testing it like this
It was awesome when it started working, better then I thought it would, the next day I tried to make it nested, and so far it's just stalls for some reason, I really don't understand what is going on wrong, but the issue is after one item got crafted, callback is called, then it's stalling, after very long time it starts working again, forgetting about all stations besides the one that finished first and it's same thing all over:
new dispatcher
and it's parent coroutine that spawns it:
main
I tried adding error checking like in parallel api, to maybe fish for errors, but it's likely something just isn't yielding, perhaps when it's starts to get nested I am grabbing for events wrong, I really am not sure
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