feat: add BaseGameClient for external integration
Introduces `BaseGameClient` to allow external environments (like C#) to interact with the game engine. It provides mechanisms for: - Reactive state selection via `select` - Async event interception via `use` - Lifecycle management and status tracking - Interruption handling for async game loops Updated `middleware.ts` to allow unregistering middleware via the returned function from `use`.
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@ -0,0 +1,103 @@
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import { createPromptContext, PromptCall } from "@/utils/command";
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import { createMiddlewareChain } from "@/utils/middleware";
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import { computed } from "@preact/signals-core";
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import { createGameContext, IGameContext } from "./game";
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export interface GameClient<E extends {} = {}, T extends {} = {}> {
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// c# calls this to generate a ReactiveProperty<T>
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select<K extends keyof E>(
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type: K,
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id: string,
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callback: (t: E[K]) => void,
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): () => void;
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// c# calls this to interrupt and capture async events
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use<K extends keyof T>(
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trigger: K,
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callback: (ctx: T[K], next: () => Promise<any>) => Promise<any>,
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): () => void;
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}
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export type EntityMap = {};
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export type ClientTriggerMap = {
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status: { status: ClientStatus; result?: unknown };
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prompt: PromptCall;
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};
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export enum ClientStatus {
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Idle = "idle",
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Running = "running",
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Disposed = "disposed",
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}
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export abstract class BaseGameClient<
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T extends Record<string, unknown> = Record<string, unknown>,
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R = unknown,
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> {
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protected _initialState: T;
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protected _context: IGameContext<T>;
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protected _prompts = createPromptContext();
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protected _status = ClientStatus.Idle;
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protected _setStatus = createMiddlewareChain(
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async (ctx: ClientTriggerMap["status"]) => {
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this._status = ctx.status;
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if (this._status === ClientStatus.Disposed) {
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this._prompts.reset();
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} else if (this._status === ClientStatus.Running) {
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this._prompts.reset();
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this._context._state.value = this._initialState;
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const r = await this.start(this._context);
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this._setStatus.execute({ status: ClientStatus.Idle, result: r });
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}
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},
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);
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constructor(is: T) {
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this._initialState = is;
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this._context = createGameContext(this._prompts, is);
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}
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setStatus(status: ClientStatus) {
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this._setStatus.execute({ status });
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}
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abstract start(ctx: IGameContext<T>): Promise<R>;
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protected assignSelector<S>(selector: (t: T) => S, callback: (s: S) => void) {
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const selected = computed(() => selector(this._context.value));
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return selected.subscribe(callback);
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}
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addInterruption() {
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let resolve!: () => void;
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const promise = new Promise<void>((resolver) => {
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resolve = resolver;
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});
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this._context._state.addInterruption(promise);
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return resolve;
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}
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useClient<K extends keyof ClientTriggerMap>(
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trigger: K,
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callback: (
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ctx: ClientTriggerMap[K],
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next: () => Promise<void>,
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) => Promise<void>,
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) {
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if (trigger === "prompt") {
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return this._prompts.handleCall.use(
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callback as (
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ctx: ClientTriggerMap["prompt"],
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next: () => Promise<unknown>,
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) => Promise<void>,
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);
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} else if (trigger === "status") {
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return this._setStatus.use(
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callback as (
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ctx: ClientTriggerMap["status"],
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next: () => Promise<void>,
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) => Promise<void>,
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);
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}
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}
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}
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@ -24,6 +24,8 @@ export {
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moveToRegion,
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} from "./core/region";
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export * from "./core/game-client";
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// Utils
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export type {
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Command,
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@ -1,6 +1,8 @@
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import { Part } from "@/core/part";
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import { createRegion } from "@/core/region";
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import { createPromptDef, IGameContext } from "@/core/game";
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import { BaseGameClient, GameClient } from "@/core/game-client";
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import { createMiddlewareChain } from "@/utils/middleware";
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const BOARD_SIZE = 3;
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const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
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@ -183,3 +185,62 @@ export async function placePiece(
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board.partMap[`${row},${col}`] = piece.id;
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});
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}
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type EntityMap = { parts: TicTacToePart };
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type TriggerMap = {
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turn: { player: PlayerType; turn: number };
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};
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export class Client
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extends BaseGameClient<TicTacToeState>
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implements GameClient<EntityMap, TriggerMap>
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{
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private onTurn = createMiddlewareChain(
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async (ctx: { player: PlayerType; turn: number }) => {
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return await turn(this._context, ctx.player, ctx.turn);
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},
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);
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constructor() {
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super(createInitialState());
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}
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async start(game: IGameContext<TicTacToeState>): Promise<TicTacToeState> {
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while (true) {
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const currentPlayer = game.value.currentPlayer;
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const turnNumber = game.value.turn + 1;
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const turnOutput = await this.onTurn.execute({
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player: currentPlayer,
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turn: turnNumber,
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});
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await game.produceAsync((state) => {
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state.winner = turnOutput.winner;
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
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state.turn = turnNumber;
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}
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});
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if (game.value.winner) break;
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}
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return game.value;
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}
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select<K extends keyof EntityMap>(
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type: K,
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id: string,
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callback: (t: EntityMap[K]) => void,
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): () => void {
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if (type === "parts")
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return this.assignSelector((state) => state.parts[id], callback);
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return function () {};
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}
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use<K extends keyof TriggerMap>(
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trigger: K,
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callback: (ctx: TriggerMap[K], next: () => Promise<any>) => Promise<any>,
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): () => void {
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if (trigger === "turn") {
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return this.onTurn.use(callback);
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}
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return function () {};
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}
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}
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@ -1,28 +1,38 @@
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type Middleware<TContext, TReturn> = (
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context: TContext,
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next: () => Promise<TReturn>
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next: () => Promise<TReturn>,
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) => Promise<TReturn>;
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export type MiddlewareChain<TContext, TReturn> = {
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use: (middleware: Middleware<TContext, TReturn>) => void;
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use: (middleware: Middleware<TContext, TReturn>) => () => void;
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execute: (context: TContext) => Promise<TReturn>;
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};
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export function createMiddlewareChain<TContext extends object, TReturn=TContext>(
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fallback?: (context: TContext) => Promise<TReturn>
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export function createMiddlewareChain<
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TContext extends object,
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TReturn = TContext,
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>(
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fallback?: (context: TContext) => Promise<TReturn>,
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): MiddlewareChain<TContext, TReturn> {
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const middlewares: Middleware<TContext, TReturn>[] = [];
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return {
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use(middleware: Middleware<TContext, TReturn>) {
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middlewares.push(middleware);
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return function () {
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const index = middlewares.indexOf(middleware);
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if (index !== -1) {
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middlewares.splice(index, 1);
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}
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};
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},
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async execute(context: TContext) {
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let index = 0;
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async function dispatch(ctx: TContext): Promise<TReturn> {
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if (index >= middlewares.length) {
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return fallback ? fallback(ctx) : ctx as unknown as TReturn;
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return fallback ? fallback(ctx) : (ctx as unknown as TReturn);
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}
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const current = middlewares[index++];
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return current(ctx, () => dispatch(ctx));
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