9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
373 lines
8.9 KiB
C#
373 lines
8.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using System.Runtime.CompilerServices;
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namespace Burst.Compiler.IL.Tests
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{
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internal class ControlFlowsTryCatchFinally
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{
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[TestCompiler(-10)]
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[TestCompiler(0)]
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[TestCompiler(10)]
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public static int TryFinallySimple(int i)
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{
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try
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{
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if (i == 0) // case 0
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{
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return 1;
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}
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else if (i > 0) // case 10
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{
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i = i * 2;
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}
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else
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{
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i = i * 3; // case -10
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}
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}
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finally
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{
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i = i + 1;
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}
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return i; // both case 10 and -10
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}
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static void Oof()
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{
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}
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[TestCompiler]
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public static void TryFinallyFirstBlock()
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{
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try
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{
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}
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finally
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{
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Oof();
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}
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}
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static int MagicA(int b, int f, int h, CustomBuffer s)
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{
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return b+s.Hash()+f-h;
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}
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static bool MagicB(int c,out int t)
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{
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t = 0;
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if (c>10)
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{
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t = c;
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return true;
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}
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return false;
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}
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// This test catches an issue with the de-stackifier. (see ILBuilder.cs:1254 (flushStack))
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// Needs to be unoptimised to trigger
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[TestCompiler(0)]
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[TestCompiler(99)]
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[MethodImpl(MethodImplOptions.NoOptimization | MethodImplOptions.NoInlining)]
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public static int TryUnbalancedFinally(int i)
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{
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// this if is required to force the destackifier to process the final block, before processing the block the contains the endfinally
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if (i == 99)
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{
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return default;
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}
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int resultB = i;
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using var buffer = new CustomBuffer(32);
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return resultB + MagicA(i,
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MagicB(i*2, out var r) ? r : default,
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MagicB(i, out var t) ? t : default,
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buffer);
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}
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[TestCompiler(-3)]
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[TestCompiler(0)]
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[TestCompiler(3)]
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public static int TryFinallyComplex1(int i)
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{
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try
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{
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try
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{
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if (i == 0)
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{
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return i - 1;
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}
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i += 3;
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}
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finally
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{
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if (i == 0) // case i: -3
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{
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i = 1;
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}
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else
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{
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i = i * 10; // case i: 3
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}
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}
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}
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finally
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{
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i = i * 2; // both -3 and 3
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}
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return i + 1;
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}
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[TestCompiler(-10)]
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[TestCompiler(0)] // case 0
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[TestCompiler(10)]
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public static int TryFinallyComplex2(int i)
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{
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// First block of nested try/catch
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try
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{
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try
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{
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if (i == 0) // case 0
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{
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return i - 1;
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}
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i = i * 2;
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}
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finally
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{
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i++;
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}
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}
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finally
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{
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i = i * 3;
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}
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// Second block of nested try/catch
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try
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{
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i = i - 2;
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try
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{
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if (i < 0) // case -10
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{
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return i * 5;
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}
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i += 3; // case 10
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}
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finally
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{
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i += 11;
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}
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}
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finally
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{
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i = i * 3;
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}
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return i + 1; // case 10
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}
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[TestCompiler(0)]
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[TestCompiler(1)]
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[TestCompiler(10)]
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[TestCompiler(20)]
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public static int TryFinallyComplex3(int x)
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{
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bool k = true;
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int num = 0;
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try
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{
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while (k)
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{
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if (x < 10)
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{
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num |= 2;
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try
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{
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if (x == 1) return num;
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}
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finally
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{
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k = false;
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}
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continue;
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}
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num |= 1;
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try
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{
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if (x == 20) return num;
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}
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finally
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{
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k = false;
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}
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}
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}
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finally
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{
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num |= 4;
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}
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return num;
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}
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[TestCompiler]
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public static int TryUsingDispose()
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{
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using (var buffer = new CustomBuffer(32))
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{
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return buffer.Hash();
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}
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}
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[TestCompiler]
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public static int ForEachTryFinally()
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{
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int hashCode = 0;
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foreach (var value in new RangeEnumerable(1, 100))
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{
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hashCode = (hashCode * 397) ^ value;
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}
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return hashCode;
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}
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[TestCompiler(ExpectCompilerException = true, ExpectedDiagnosticId = DiagnosticId.ERR_CatchConstructionNotSupported)]
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public static int TryCatch()
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{
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try
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{
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return default(int);
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}
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catch (InvalidOperationException)
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{
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return 1;
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}
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}
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private unsafe struct CustomBuffer : IDisposable
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{
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private readonly int _size;
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private byte* _buffer;
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public CustomBuffer(int size)
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{
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_size = size;
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_buffer = (byte*)UnsafeUtility.Malloc(size, 4, Allocator.Persistent);
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for (int i = 0; i < size; i++)
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{
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_buffer[i] = (byte)(i + 1);
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}
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}
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public int Hash()
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{
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int hashCode = _size;
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for (int i = 0; i < _size; i++)
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{
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hashCode = (hashCode * 397) ^ (byte)_buffer[i];
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}
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return hashCode;
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}
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public unsafe void Dispose()
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{
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if (_buffer != null)
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{
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UnsafeUtility.Free(_buffer, Allocator.Persistent);
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_buffer = (byte*) 0;
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}
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}
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}
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private struct RangeEnumerable : IEnumerable<int>
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{
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private readonly int _from;
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private readonly int _to;
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public RangeEnumerable(int from, int to)
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{
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_from = @from;
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_to = to;
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}
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public Enumerator GetEnumerator()
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{
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return new Enumerator();
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}
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IEnumerator<int> IEnumerable<int>.GetEnumerator()
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{
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return GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public struct Enumerator : IEnumerator<int>
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{
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private readonly int _from;
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private readonly int _to;
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public Enumerator(int from, int to)
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{
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_from = @from;
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_to = to;
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Current = -1;
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}
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public void Dispose()
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{
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// nothing to do
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}
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public bool MoveNext()
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{
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if (Current < 0)
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{
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Current = _from;
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return true;
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}
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int nextIndex = Current + 1;
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if (nextIndex >= _from && nextIndex <= _to)
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{
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Current = nextIndex;
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return true;
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}
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return false;
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}
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public void Reset()
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{
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}
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public int Current { get; private set; }
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object IEnumerator.Current => Current;
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}
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}
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}
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}
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