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https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
- Fix memory leak in DMA sound after S_Shutdown()
- Make codec load use temp hunk memory instead of zone mem - Fix sound issues with direct sound and game_restart (#4526)
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commit
a5f31084d4
10 changed files with 34 additions and 23 deletions
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@ -1776,10 +1776,10 @@ CL_Snd_Restart
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Restart the sound subsystem
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=================
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*/
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void CL_Snd_Restart(void)
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void CL_Snd_Shutdown(void)
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{
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S_Shutdown();
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S_Init();
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cls.soundStarted = qfalse;
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}
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/*
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@ -1793,7 +1793,8 @@ handles will be invalid
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*/
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void CL_Snd_Restart_f(void)
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{
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CL_Snd_Restart();
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CL_Snd_Shutdown();
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// sound will be reinitialized by vid_restart
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CL_Vid_Restart_f();
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}
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@ -3350,7 +3351,7 @@ void CL_Shutdown( char *finalmsg ) {
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CL_Disconnect( qtrue );
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S_Shutdown();
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CL_Snd_Shutdown();
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CL_ShutdownRef();
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CL_ShutdownUI();
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@ -450,7 +450,7 @@ void *S_OGG_CodecLoad(const char *filename, snd_info_t *info)
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// allocate a buffer
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// this buffer must be free-ed by the caller of this function
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buffer = Z_Malloc(info->size);
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buffer = Hunk_AllocateTempMemory(info->size);
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if(!buffer)
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{
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S_OGG_CodecCloseStream(stream);
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@ -464,7 +464,7 @@ void *S_OGG_CodecLoad(const char *filename, snd_info_t *info)
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// we don't even have read a single byte
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if(bytesRead <= 0)
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{
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Z_Free(buffer);
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Hunk_FreeTempMemory(buffer);
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S_OGG_CodecCloseStream(stream);
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return NULL;
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@ -218,7 +218,7 @@ void *S_WAV_CodecLoad(const char *filename, snd_info_t *info)
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}
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// Allocate some memory
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buffer = Z_Malloc(info->size);
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buffer = Hunk_AllocateTempMemory(info->size);
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if(!buffer)
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{
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FS_FCloseFile(file);
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@ -391,9 +391,8 @@ void S_Base_BeginRegistration( void ) {
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if (s_numSfx == 0) {
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SND_setup();
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s_numSfx = 0;
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Com_Memset( s_knownSfx, 0, sizeof( s_knownSfx ) );
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Com_Memset(sfxHash, 0, sizeof(sfx_t *)*LOOP_HASH);
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Com_Memset(s_knownSfx, '\0', sizeof(s_knownSfx));
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Com_Memset(sfxHash, '\0', sizeof(sfx_t *) * LOOP_HASH);
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S_Base_RegisterSound("sound/feedback/hit.wav", qfalse); // changed to a sound in baseq3
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}
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@ -1467,8 +1466,10 @@ void S_Base_Shutdown( void ) {
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}
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SNDDMA_Shutdown();
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SND_shutdown();
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s_soundStarted = 0;
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s_numSfx = 0;
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Cmd_RemoveCommand("s_info");
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}
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@ -202,6 +202,7 @@ qboolean S_LoadSound( sfx_t *sfx );
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void SND_free(sndBuffer *v);
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sndBuffer* SND_malloc( void );
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void SND_setup( void );
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void SND_shutdown(void);
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void S_PaintChannels(int endtime);
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@ -100,6 +100,12 @@ void SND_setup(void) {
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Com_Printf("Sound memory manager started\n");
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}
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void SND_shutdown(void)
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{
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free(sfxScratchBuffer);
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free(buffer);
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}
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/*
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================
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ResampleSfx
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@ -255,7 +261,7 @@ qboolean S_LoadSound( sfx_t *sfx )
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}
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Hunk_FreeTempMemory(samples);
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Z_Free(data);
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Hunk_FreeTempMemory(data);
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return qtrue;
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}
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@ -148,7 +148,7 @@ static qboolean alBuffersInitialised = qfalse;
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// Sound effect storage, data structures
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#define MAX_SFX 4096
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static alSfx_t knownSfx[MAX_SFX];
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static int numSfx = 0;
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static sfxHandle_t numSfx = 0;
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static sfxHandle_t default_sfx;
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@ -332,7 +332,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
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if (!cache)
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{
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// Don't create AL cache
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Z_Free(data);
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Hunk_FreeTempMemory(data);
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return;
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}
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@ -344,7 +344,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
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if((error = qalGetError()) != AL_NO_ERROR)
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{
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S_AL_BufferUseDefault(sfx);
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Z_Free(data);
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Hunk_FreeTempMemory(data);
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Com_Printf( S_COLOR_RED "ERROR: Can't create a sound buffer for %s - %s\n",
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curSfx->filename, S_AL_ErrorMsg(error));
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return;
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@ -369,7 +369,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
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if( !S_AL_BufferEvict( ) )
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{
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S_AL_BufferUseDefault(sfx);
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Z_Free(data);
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Hunk_FreeTempMemory(data);
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Com_Printf( S_COLOR_RED "ERROR: Out of memory loading %s\n", curSfx->filename);
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return;
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}
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@ -383,7 +383,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
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if(error != AL_NO_ERROR)
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{
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S_AL_BufferUseDefault(sfx);
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Z_Free(data);
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Hunk_FreeTempMemory(data);
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Com_Printf( S_COLOR_RED "ERROR: Can't fill sound buffer for %s - %s\n",
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curSfx->filename, S_AL_ErrorMsg(error));
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return;
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@ -392,7 +392,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
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curSfx->info = info;
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// Free the memory
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Z_Free(data);
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Hunk_FreeTempMemory(data);
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// Woo!
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curSfx->inMemory = qtrue;
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@ -460,7 +460,7 @@ void S_AL_BufferShutdown( void )
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S_AL_BufferUnload(i);
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// Clear the tables
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memset(knownSfx, 0, sizeof(knownSfx));
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numSfx = 0;
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// All undone
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alBuffersInitialised = qfalse;
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@ -2205,6 +2205,8 @@ S_AL_BeginRegistration
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static
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void S_AL_BeginRegistration( void )
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{
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if(!numSfx)
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S_AL_BufferInit();
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}
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/*
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@ -85,7 +85,7 @@ void CL_FlushMemory( void ) {
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void CL_StartHunkUsers( qboolean rendererOnly ) {
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}
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void CL_Snd_Restart(void)
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void CL_Snd_Shutdown(void)
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{
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}
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@ -2408,10 +2408,10 @@ void Com_GameRestart(int checksumFeed, qboolean clientRestart)
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// Clean out any user and VM created cvars
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Cvar_Restart(qtrue);
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Com_ExecuteCfg();
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// Restart sound subsystem so old handles are flushed
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CL_Snd_Restart();
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// shut down sound system before restart
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CL_Snd_Shutdown();
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if(clientRestart)
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CL_StartHunkUsers(qfalse);
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@ -996,7 +996,7 @@ void CL_FlushMemory( void );
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void CL_StartHunkUsers( qboolean rendererOnly );
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// start all the client stuff using the hunk
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void CL_Snd_Restart(void);
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void CL_Snd_Shutdown(void);
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// Restart sound subsystem
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void Key_KeynameCompletion( void(*callback)(const char *s) );
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