Anyway, current future has no continuations, so there's no much difference between passing the task pointer to be awaited and returning a future
As a last ditch effort, wait-with-assist is your only option. I have two places in my game engine where this *must* happen. I could probably get rid of them, but it'd be too much change to the engine at this time. Picking my battles.
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Thanks - that's an excellent explication and the deadlock you mention is certainly an issue. Task waiting in enkiTS is intended to be used by the task which spawns the task waited on, but that needs better documentation on avoiding deadlocks and how to implement alternatives.
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In your scenario Task C would need to spawn the part of task D which depends on C. This would certainly be easier to program with explicit dependencies as Task D could spawn a dependent task.
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