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fuzzing: Use `wasm-encoder` rather than generating WAT text and then assembling it in dummy imports
In bytecodealliance/wasmtime#2497 (comment) we added support for generating nested modules, and we generate these modules by concatenating strings of WAT and then passing it to Module::new which internally checks for WAT strings and assembles them into Wasm bytes if necessary.
We can make this more efficient, improving the number of test cases we fuzz in a
Related to metering wasm3/wasm3#127 and being able to run a set number of instructions, I'd like to be able to serialize a paused interpreter's state and deserialize it to a new interpreter instance; very roughly,
const interp = new wasm3.Interpreter(module);
interp.interpretNInstructions(100);
const interpState = interp.serializeState();
const interp2 = wasm3.In
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Motivation
Dependency injection via @In is a widely used mechanism throughout our code-base.
However, it doesn't seem to be supported for all kinds of classes yet.
While it is implemented for world generators, it is not yet implemented for world-gen plugins.
If used for these, it can/will lead to NPEs due to fields not being properly initialized before being accessed.
Example
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Currently, a lot of operations are being done in the componentDidUpdate, and as Dan mentioned on #377 this is a pattern that must be avoided, in order to prevent nested updates. So, we need to find out how to improve this method and address other performances issues that this might be causing.
I haven't gone any further and haven't collected evidence of any performance issues, but as the curr
The virtio_scsi driver enqueues buffers to the eventq but does not actually handle them on completion. The following events could be reported to the driver which require some action to be taken:
- transport reset: This may occur as a result of hotplug events or a device being reset. Sense codes cannot be relied on when new devices or busses appear, so this event needs to be handled.
- asynchro
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this will make it easier to pause the game while trying to mouse over a cell.
This should be easy just need to:
- add key to godot project
- to our JSON config
- add translations
- add the code to the microbe stage that uses our input system to detect when it is pressed and forward that to where the clicks on the pause button go
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This would allow site-managed generators to be written in more than C++. We already store known extensions in the Executor classes.
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Now that we have the
checklocksanalyzer, we should annotate values that are lock-protected with an appropriatechecklocksattribute.