209 lines
9.6 KiB
C#
209 lines
9.6 KiB
C#
using System.Text.Json.Nodes;
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using w4c_workflows.Models.Credentials;
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using w4c_workflows.Models.Nodes;
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using w4c_workflows.Services.Nodes.Interpolation;
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using w4c_workflows.Services.Security;
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namespace w4c_workflows.Services.Nodes;
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/// <summary>Ambient data a node run needs beyond the graph itself.</summary>
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public sealed record NodeRunEnvironment
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{
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public string TenantId { get; init; } = string.Empty;
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public string RunId { get; init; } = string.Empty;
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/// <summary>Workflow variables exposed to expressions as <c>$env</c>.</summary>
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public JsonObject Variables { get; init; } = new();
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/// <summary>Decrypted credentials keyed by the blueprint alias the step uses.</summary>
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public IReadOnlyDictionary<string, CredentialData> Credentials { get; init; } =
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new Dictionary<string, CredentialData>();
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/// <summary>Directory code-executing nodes (<c>core.code</c>) resolve their entry file from.</summary>
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public string? WorkingDirectory { get; init; }
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/// <summary>
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/// Run-scoped mutable state shared by all nodes of one run. Loop nodes use it
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/// to remember their iteration cursor; it is created fresh per run.
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/// </summary>
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public IDictionary<string, object?> State { get; init; } = new Dictionary<string, object?>();
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/// <summary>
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/// Invokes another workflow in-process from a <c>core.executeWorkflow</c>
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/// node. Null when the host does not support sub-workflows (e.g. a bare
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/// <see cref="NodeGraphRunner"/> in a unit test); the node then fails cleanly.
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/// </summary>
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public ISubWorkflowInvoker? SubWorkflows { get; init; }
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/// <summary>Nesting depth of this run: 0 top-level, +1 per sub-workflow call.</summary>
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public int Depth { get; init; }
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/// <summary>
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/// Workflow ids from the root run down to (and including) this run, used to
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/// reject recursive sub-workflow cycles before they can loop forever.
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/// </summary>
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public IReadOnlyList<Guid> Ancestry { get; init; } = Array.Empty<Guid>();
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public IServiceProvider? Services { get; init; }
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}
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/// <summary>Result of running a node graph, with per-node outputs and a run-level failure.</summary>
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public sealed record NodeGraphRunResult
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{
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public required IReadOnlyDictionary<string, IReadOnlyList<IReadOnlyList<FlowItem>>> OutputsByNode { get; init; }
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/// <summary>Node ids in the order they were executed.</summary>
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public required IReadOnlyList<string> ExecutionOrder { get; init; }
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public NodeFailure? Failure { get; init; }
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public bool Succeeded => Failure == null;
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/// <summary>Items emitted by a node on a given output port (empty when absent).</summary>
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public IReadOnlyList<FlowItem> OutputOf(string nodeId, int port = 0)
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=> OutputsByNode.TryGetValue(nodeId, out var ports) && port >= 0 && port < ports.Count
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? ports[port]
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: Array.Empty<FlowItem>();
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}
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/// <summary>
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/// Drives a <see cref="NodeGraph"/> to completion: accumulates items on each
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/// input port, fires a node once every incoming edge has delivered, resolves the
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/// node's parameters per item, runs the registered executor, stamps provenance
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/// on produced items and forwards them along the outgoing edges.
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///
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/// Invariants guaranteed by <see cref="NodeGraphCompiler"/>: exactly one entry
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/// node and no cycles, so a node fires exactly once.
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///
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/// The class is split across partial files by responsibility:
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/// <c>NodeGraphRunner.Invocation.cs</c> (parameter/context resolution + executor
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/// invocation), <c>NodeGraphRunner.Routing.cs</c> (edge propagation, listeners,
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/// error ports) and <c>NodeGraphRunner.Shaping.cs</c> (result shaping).
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/// </summary>
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public sealed partial class NodeGraphRunner
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{
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private readonly NodeExecutorRegistry _executors;
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private readonly NodeParameterInterpolator _interpolator;
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private readonly NodePermissionPolicy? _permissions;
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private readonly ILogger<NodeGraphRunner>? _logger;
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public NodeGraphRunner(
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NodeExecutorRegistry executors,
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NodeParameterInterpolator interpolator,
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ILogger<NodeGraphRunner>? logger = null,
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NodePermissionPolicy? permissions = null)
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{
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_executors = executors;
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_interpolator = interpolator;
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_logger = logger;
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_permissions = permissions;
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}
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public async Task<NodeGraphRunResult> RunAsync(
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NodeGraph graph,
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IReadOnlyList<FlowItem> seed,
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NodeRunEnvironment? environment = null,
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INodeRunListener? listener = null,
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CancellationToken ct = default)
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{
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environment ??= new NodeRunEnvironment();
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var outputs = new Dictionary<string, List<IReadOnlyList<FlowItem>>>(StringComparer.Ordinal);
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var order = new List<string>();
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// Loop-back edges do not count toward readiness: they re-trigger the loop
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// node after its body has run, rather than being a normal predecessor.
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var incoming = graph.Nodes.ToDictionary(
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n => n.Id,
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n => graph.EdgesTo(n.Id).Count(e => !e.IsLoopBack),
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StringComparer.Ordinal);
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var arrived = graph.Nodes.ToDictionary(n => n.Id, _ => 0, StringComparer.Ordinal);
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var inputs = graph.Nodes.ToDictionary(n => n.Id, NewInputPorts, StringComparer.Ordinal);
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var exhausted = new HashSet<string>(StringComparer.Ordinal);
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var queued = new HashSet<string>(StringComparer.Ordinal);
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// Per-node invocation count: 0 on the first pass, incremented on every
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// re-trigger (a loop-back edge), so loop bodies see a real iteration
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// index through $runIndex / NodeExecutionContext.RunIndex.
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var invocations = graph.Nodes.ToDictionary(n => n.Id, _ => 0, StringComparer.Ordinal);
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inputs[graph.EntryNodeId][0].AddRange(seed);
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var ready = new Queue<string>();
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ready.Enqueue(graph.EntryNodeId);
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queued.Add(graph.EntryNodeId);
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var hasLoops = graph.Edges.Any(e => e.IsLoopBack);
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var maxSteps = hasLoops
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? Math.Max(1024, graph.Nodes.Count * 256)
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: Math.Max(64, graph.Nodes.Count * 64);
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var steps = 0;
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while (ready.Count > 0)
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{
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ct.ThrowIfCancellationRequested();
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if (++steps > maxSteps)
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return Failure(outputs, order, new NodeFailure("node graph exceeded its execution budget", "budget"));
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var nodeId = ready.Dequeue();
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queued.Remove(nodeId);
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var node = graph.Require(nodeId);
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if (!_executors.CanRun(node.Blueprint.Type))
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return Failure(outputs, order,
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new NodeFailure($"no executor is installed for node type '{node.Blueprint.Type}'", "missing_executor"));
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order.Add(nodeId);
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var nodeInputs = inputs[nodeId].Select(port => (IReadOnlyList<FlowItem>)port).ToList();
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await NotifyStarted(listener, node, nodeInputs, ct);
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// Node permissions are enforced right before invocation, so a graph
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// persisted before a policy change still cannot run a barred node.
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// A denial is a normal node failure: it routes to the error output or
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// fails the run, exactly like an executor error.
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var permission = _permissions?.Evaluate(node.Blueprint, environment.TenantId);
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var runIndex = invocations[nodeId]++;
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var outcome = permission is { Allowed: false }
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? NodeExecutionOutcome.Failed(
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permission.Reason ?? $"node type '{node.Blueprint.Type}' is not permitted",
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permission.Code ?? "node_not_permitted")
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: await InvokeAsync(node, nodeInputs, environment, outputs, graph, runIndex, ct);
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var nodeFailure = outcome.Failure;
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IReadOnlyList<IReadOnlyList<FlowItem>>? errorPorts = null;
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if (!outcome.Succeeded)
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{
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var errorPort = node.ErrorOutputIndex;
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// A failure is only "handled" when an error branch is actually
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// wired (an edge leaves the error port) or the node opted into
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// continueOnFail. A blueprint that merely declares an error port
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// (e.g. core.httpRequest) must not silently swallow the failure:
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// with no branch the run fails, so the message reaches
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// WorkflowRun.Error instead of only the per-node TaskRun row.
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var errorHandled = node.ContinueOnFail
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|| (errorPort >= 0 && graph.EdgesFrom(node.Id, errorPort).Any());
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if (!errorHandled)
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{
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await NotifyFinished(listener, node, Array.Empty<IReadOnlyList<FlowItem>>(), nodeFailure, ct);
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return Failure(outputs, order, outcome.Failure!);
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}
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errorPorts = BuildErrorOutputs(node, nodeInputs, outcome.Failure!, errorPort);
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}
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var ports = StampAndNormalize(errorPorts ?? outcome.Outputs, node, runIndex);
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outputs[nodeId] = ports;
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await NotifyFinished(listener, node, ports, nodeFailure, ct);
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if (outcome.LoopComplete)
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exhausted.Add(nodeId);
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Propagate(graph, nodeId, ports, inputs, arrived, incoming, ready, queued, exhausted, outcome.LoopComplete);
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// Consume this node's inputs so a loop can gather them again next
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// iteration; cleared after use, never before.
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arrived[nodeId] = 0;
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foreach (var port in inputs[nodeId])
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port.Clear();
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}
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_logger?.LogDebug("Node graph run finished: {Count} nodes executed", order.Count);
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return new NodeGraphRunResult { OutputsByNode = Freeze(outputs), ExecutionOrder = order };
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}
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}
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