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Add lock sync primitives #52
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8302ae9
Add new mesh-sync package for locks and other primitives
ethanfrey 9db7624
Basic implementation of a lockable item for cw-storage-plus
ethanfrey 7bb2158
Basic tests for locking process
ethanfrey b82d2be
Add tests for using maps
ethanfrey 3f748da
Minor cleanup from PR review
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Minor cleanup from PR review
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commit 3f748da1be9fa1f299fe719e0c77de5e245c7046
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Technically, this is correct. The map itself is unlocked, and so, its state can change.
The same with removal of a locked item, I guess? Would be good to add a test for it, just to showcase it.
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Unless we consider removing a locked item an error, and use a wrapper around
remove
to try and enforce that.There was a problem hiding this comment.
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Yeah, it seemed a new
LockedMap
type would be a whole lot of work, so I was trying to figure out how to do this with minimal intervention.I think it is correct that count works, but
remove
should definitely be prohibited. Any ideas how to do so without copying over the entire Map API?There was a problem hiding this comment.
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Rust composition over inheritance makes writing this kind of minimally modified containers a pain.
The only way I see around a
LockedMap
/LockableMap
and similar is aLockable::remove
method. It feels unnatural, and enforcement will be responsibility of the user (as there's no way to avoid calling the base / original remove), but it's perhaps preferable.There was a problem hiding this comment.
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I will add such a method as helper.
Maybe another PR to add some sort of LockableMap alternative which enforces everything