227 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file dedicated_v.cpp Dedicated server video 'driver'. */
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#include "../stdafx.h"
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#include "../gfx_func.h"
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#include "../error_func.h"
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#include "../network/network.h"
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#include "../network/network_internal.h"
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#include "../console_func.h"
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#include "../genworld.h"
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#include "../fileio_type.h"
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#include "../fios.h"
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#include "../blitter/factory.hpp"
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#include "../company_func.h"
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#include "../core/random_func.hpp"
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#include "../saveload/saveload.h"
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#include "../thread.h"
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#include "../window_func.h"
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#include <iostream>
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#include "dedicated_v.h"
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#if defined(UNIX)
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#	include <sys/time.h> /* gettimeofday */
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#	include <sys/types.h>
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#	include <unistd.h>
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#	include <signal.h>
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#	define STDIN 0  /* file descriptor for standard input */
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/* Signal handlers */
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static void DedicatedSignalHandler(int sig)
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{
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	if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
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	_exit_game = true;
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	signal(sig, DedicatedSignalHandler);
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}
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#endif
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#if defined(_WIN32)
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# include <windows.h> /* GetTickCount */
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# include <conio.h>
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# include <time.h>
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# include <tchar.h>
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# include "../os/windows/win32.h"
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static HANDLE _hInputReady, _hWaitForInputHandling;
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static HANDLE _hThread; // Thread to close
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static std::string _win_console_thread_buffer;
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/* Windows Console thread. Just loop and signal when input has been received */
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static void WINAPI CheckForConsoleInput()
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{
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	SetCurrentThreadName("ottd:win-console");
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	for (;;) {
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		std::getline(std::cin, _win_console_thread_buffer);
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		/* Signal input waiting that input is read and wait for it being handled. */
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		SignalObjectAndWait(_hInputReady, _hWaitForInputHandling, INFINITE, FALSE);
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	}
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}
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static void CreateWindowsConsoleThread()
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{
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	DWORD dwThreadId;
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	/* Create event to signal when console input is ready */
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	_hInputReady = CreateEvent(nullptr, false, false, nullptr);
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	_hWaitForInputHandling = CreateEvent(nullptr, false, false, nullptr);
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	if (_hInputReady == nullptr || _hWaitForInputHandling == nullptr) UserError("Cannot create console event!");
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	_hThread = CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, nullptr, 0, &dwThreadId);
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	if (_hThread == nullptr) UserError("Cannot create console thread!");
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	Debug(driver, 2, "Windows console thread started");
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}
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static void CloseWindowsConsoleThread()
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{
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	CloseHandle(_hThread);
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	CloseHandle(_hInputReady);
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	CloseHandle(_hWaitForInputHandling);
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	Debug(driver, 2, "Windows console thread shut down");
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}
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#endif
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#include "../safeguards.h"
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static void *_dedicated_video_mem;
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/* Whether a fork has been done. */
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bool _dedicated_forks;
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extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
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static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
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const char *VideoDriver_Dedicated::Start(const StringList &)
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{
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	this->UpdateAutoResolution();
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	int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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	_dedicated_video_mem = (bpp == 0) ? nullptr : MallocT<uint8_t>(static_cast<size_t>(_cur_resolution.width) * _cur_resolution.height * (bpp / 8));
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	_screen.width  = _screen.pitch = _cur_resolution.width;
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	_screen.height = _cur_resolution.height;
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	_screen.dst_ptr = _dedicated_video_mem;
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	ScreenSizeChanged();
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	BlitterFactory::GetCurrentBlitter()->PostResize();
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#if defined(_WIN32)
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	/* For win32 we need to allocate a console (debug mode does the same) */
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	CreateConsole();
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	CreateWindowsConsoleThread();
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	SetConsoleTitle(L"OpenTTD Dedicated Server");
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#endif
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#ifdef _MSC_VER
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	/* Disable the MSVC assertion message box. */
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	_set_error_mode(_OUT_TO_STDERR);
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	_CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_FILE);
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	_CrtSetReportFile(_CRT_ASSERT, _CRTDBG_FILE_STDERR);
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#endif
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	Debug(driver, 1, "Loading dedicated server");
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	return nullptr;
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}
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void VideoDriver_Dedicated::Stop()
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{
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#ifdef _WIN32
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	CloseWindowsConsoleThread();
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#endif
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	free(_dedicated_video_mem);
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}
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void VideoDriver_Dedicated::MakeDirty(int, int, int, int) {}
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bool VideoDriver_Dedicated::ChangeResolution(int, int) { return false; }
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bool VideoDriver_Dedicated::ToggleFullscreen(bool) { return false; }
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#if defined(UNIX)
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static bool InputWaiting()
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{
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	struct timeval tv;
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	fd_set readfds;
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	tv.tv_sec = 0;
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	tv.tv_usec = 1;
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	FD_ZERO(&readfds);
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	FD_SET(STDIN, &readfds);
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	/* don't care about writefds and exceptfds: */
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	return select(STDIN + 1, &readfds, nullptr, nullptr, &tv) > 0;
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}
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#else
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static bool InputWaiting()
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{
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	return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
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}
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#endif
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static void DedicatedHandleKeyInput()
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{
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	if (!InputWaiting()) return;
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	if (_exit_game) return;
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	std::string input_line;
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#if defined(UNIX)
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	if (!std::getline(std::cin, input_line)) return;
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#else
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	/* Handle console input, and signal console thread, it can accept input again */
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	std::swap(input_line, _win_console_thread_buffer);
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	SetEvent(_hWaitForInputHandling);
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#endif
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	/* Remove any trailing \r or \n, and ensure the string is valid. */
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	auto p = input_line.find_last_not_of("\r\n");
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	if (p != std::string::npos) p++;
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	IConsoleCmdExec(StrMakeValid(input_line.substr(0, p)));
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}
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void VideoDriver_Dedicated::MainLoop()
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{
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	/* Signal handlers */
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#if defined(UNIX)
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	signal(SIGTERM, DedicatedSignalHandler);
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	signal(SIGINT, DedicatedSignalHandler);
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	signal(SIGQUIT, DedicatedSignalHandler);
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#endif
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	/* Load the dedicated server stuff */
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	_is_network_server = true;
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	_network_dedicated = true;
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	_current_company = _local_company = COMPANY_SPECTATOR;
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	/* If SwitchMode is SM_LOAD_GAME / SM_START_HEIGHTMAP, it means that the user used the '-g' options */
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	if (_switch_mode != SM_LOAD_GAME && _switch_mode != SM_START_HEIGHTMAP) {
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		StartNewGameWithoutGUI(GENERATE_NEW_SEED);
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	}
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	this->is_game_threaded = false;
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	/* Done loading, start game! */
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	while (!_exit_game) {
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		if (!_dedicated_forks) DedicatedHandleKeyInput();
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		this->DrainCommandQueue();
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		ChangeGameSpeed(_ddc_fastforward);
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		this->Tick();
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		this->SleepTillNextTick();
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	}
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}
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