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Remove unnecessary interactor_announce() calls.
In interactor_return_seat, I wrote a comment saying that we should call interactor_announce when handing over to the next Interactor in the chain, *if* any Interactor had already made any kind of announcement. But, having written that comment, I didn't actually *implement* the 'if' clause, and called interactor_announce unconditionally! Now fixed.
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@ -21,6 +21,26 @@ Seat *interactor_borrow_seat(Interactor *itr)
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return clientseat;
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}
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static Interactor *interactor_toplevel(Interactor *itr, unsigned *level_out)
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{
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/*
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* Find the Interactor at the top of the chain, so that all the
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* Interactors in a stack can share that one's last-to-talk field.
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* Also, count how far we had to go to get to it, to put in the
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* message.
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*/
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Interactor *itr_top = itr;
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unsigned level = 0;
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while (itr_top->parent) {
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itr_top = itr_top->parent;
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level++;
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}
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if (level_out)
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*level_out = level;
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return itr_top;
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}
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void interactor_return_seat(Interactor *itr)
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{
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Seat *tempseat = interactor_get_seat(itr);
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@ -37,7 +57,9 @@ void interactor_return_seat(Interactor *itr)
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* interactor_announce, then all Interactors from now on will
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* announce themselves even if they have nothing to say.
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*/
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interactor_announce(itr);
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Interactor *itr_top = interactor_toplevel(itr, NULL);
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if (itr_top->last_to_talk)
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interactor_announce(itr);
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/*
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* We're about to hand this seat back to the parent Interactor to
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@ -57,18 +79,8 @@ InteractionReadySeat interactor_announce(Interactor *itr)
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InteractionReadySeat iseat;
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iseat.seat = seat;
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/*
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* Find the Interactor at the top of the chain, so that all the
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* Interactors in a stack can share that one's last-to-talk field.
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* Also, count how far we had to go to get to it, to put in the
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* message.
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*/
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Interactor *itr_top = itr;
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unsigned level = 0;
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while (itr_top->parent) {
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itr_top = itr_top->parent;
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level++;
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}
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unsigned level;
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Interactor *itr_top = interactor_toplevel(itr, &level);
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/*
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* Generally, we should announce ourself if the previous
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