mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-25 13:31:22 +00:00
245 lines
5.7 KiB
C++
245 lines
5.7 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "DebuggerApp.h"
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#include "DebuggerScript.h"
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#include "../../game/script/Script_Program.h"
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#include "../../ui/Window.h"
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#include "../../ui/UserInterfaceLocal.h"
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/*
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================
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rvDebuggerScript::rvDebuggerScript
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================
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*/
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rvDebuggerScript::rvDebuggerScript ( void )
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{
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mContents = NULL;
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mProgram = NULL;
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mInterface = NULL;
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}
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/*
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================
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rvDebuggerScript::~rvDebuggerScript
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================
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*/
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rvDebuggerScript::~rvDebuggerScript ( void )
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{
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Unload ( );
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}
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/*
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================
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rvDebuggerScript::Unload
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Unload the script from memory
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================
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*/
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void rvDebuggerScript::Unload ( void )
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{
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delete[] mContents;
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if ( mInterface )
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{
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delete mInterface;
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}
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else
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{
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delete mProgram;
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}
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mContents = NULL;
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mProgram = NULL;
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mInterface = NULL;
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}
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/*
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================
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rvDebuggerScript::Load
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Loads the debugger script and attempts to compile it using the method
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appropriate for the file being loaded. If the script cant be compiled
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the loading of the script fails
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================
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*/
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bool rvDebuggerScript::Load ( const char* filename )
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{
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void* buffer;
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int size;
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// Unload the script before reloading it
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Unload ( );
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// Cache the filename used to load the script
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mFilename = filename;
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// Read in the file
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size = fileSystem->ReadFile ( filename, &buffer, &mModifiedTime );
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if ( buffer == NULL )
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{
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return false;
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}
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// Copy the buffer over
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mContents = new char [ size + 1 ];
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memcpy ( mContents, buffer, size );
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mContents[size] = 0;
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// Cleanup
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fileSystem->FreeFile ( buffer );
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// Now compile the script so we can tell what a valid line is, etc.. If its
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// a gui file then we need to parse it using the userinterface system rather
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// than the normal script compiler.
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try
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{
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// Parse the script using the script compiler
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mProgram = new idProgram;
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mProgram->BeginCompilation ( );
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mProgram->CompileFile ( SCRIPT_DEFAULT );
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//BSM Nerve: Loads a game specific main script file
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idStr gamedir = cvarSystem->GetCVarString( "fs_game" );
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if(gamedir.Length() > 0) {
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idStr scriptFile = va("script/%s_main.script", gamedir.c_str());
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if(fileSystem->ReadFile(scriptFile.c_str(), NULL) > 0) {
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mProgram.CompileFile(scriptFile.c_str());
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}
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}
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// Make sure the file isnt already compiled before trying to compile it again
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for ( int f = mProgram->NumFilenames() - 1; f >= 0; f -- )
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{
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idStr qpath;
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qpath = fileSystem->OSPathToRelativePath ( mProgram->GetFilename ( f ) );
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qpath.BackSlashesToSlashes ( );
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if ( !qpath.Cmp ( filename ) )
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{
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break;
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}
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}
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if ( f < 0 )
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{
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mProgram->CompileText ( filename, mContents, false );
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}
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mProgram->FinishCompilation ( );
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}
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catch ( idException& )
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{
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// Failed to parse the script so fail to load the file
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delete mProgram;
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mProgram = NULL;
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delete[] mContents;
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mContents = NULL;
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// TODO: Should cache the error for the dialog box
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return false;
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}
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return true;
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}
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/*
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================
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rvDebuggerScript::Reload
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Reload the contents of the script
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================
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*/
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bool rvDebuggerScript::Reload ( void )
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{
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return Load ( mFilename );
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}
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/*
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================
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rvDebuggerScript::IsValidLine
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Determines whether or not the given line number within the script is a valid line of code
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================
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*/
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bool rvDebuggerScript::IsLineCode ( int linenumber )
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{
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int i;
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assert ( mProgram );
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// Run through all the statements in the program and see if any match the
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// linenumber that we are checking.
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for ( i = 0; i < mProgram->NumStatements ( ); i ++ )
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{
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if ( mProgram->GetStatement ( i ).linenumber == linenumber )
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{
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return true;
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}
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}
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return false;
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}
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/*
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================
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rvDebuggerScript::IsFileModified
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Determines whether or not the file loaded for this script has been modified since
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it was loaded.
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================
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*/
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bool rvDebuggerScript::IsFileModified ( bool updateTime )
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{
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ID_TIME_T t;
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bool result = false;
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// Grab the filetime and shut the file down
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fileSystem->ReadFile ( mFilename, NULL, &t );
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// Has the file been modified?
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if ( t > mModifiedTime )
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{
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result = true;
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}
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// If updateTime is true then we will update the modified time
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// stored in the script with the files current modified time
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if ( updateTime )
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{
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mModifiedTime = t;
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}
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return result;
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}
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