for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
		
			
				
	
	
		
			215 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			215 lines
		
	
	
		
			7.1 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 settings_sl.cpp Handles the saveload part of the settings. */
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#include "../stdafx.h"
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#include "saveload.h"
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#include "compat/settings_sl_compat.h"
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#include "../settings_type.h"
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#include "../settings_table.h"
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#include "../network/network.h"
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#include "../fios.h"
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#include "../safeguards.h"
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/**
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 * Prepare for reading and old diff_custom by zero-ing the memory.
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 */
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void PrepareOldDiffCustom()
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{
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	memset(_old_diff_custom, 0, sizeof(_old_diff_custom));
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}
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/**
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 * Reading of the old diff_custom array and transforming it to the new format.
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 * @param savegame is it read from the config or savegame. In the latter case
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 *                 we are sure there is an array; in the former case we have
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 *                 to check that.
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 */
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void HandleOldDiffCustom(bool savegame)
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{
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	/* Savegames before v4 didn't have "town_council_tolerance" in savegame yet. */
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	bool has_no_town_council_tolerance = savegame && IsSavegameVersionBefore(SLV_4);
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	uint options_to_load = GAME_DIFFICULTY_NUM - (has_no_town_council_tolerance ? 1 : 0);
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	if (!savegame) {
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		/* If we did read to old_diff_custom, then at least one value must be non 0. */
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		bool old_diff_custom_used = false;
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		for (uint i = 0; i < options_to_load && !old_diff_custom_used; i++) {
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			old_diff_custom_used = (_old_diff_custom[i] != 0);
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		}
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		if (!old_diff_custom_used) return;
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	}
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	/* Iterate over all the old difficulty settings, and convert the list-value to the new setting. */
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	uint i = 0;
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	for (const auto &name : _old_diff_settings) {
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		if (has_no_town_council_tolerance && name == "town_council_tolerance") continue;
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		std::string fullname = "difficulty." + name;
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		const SettingDesc *sd = GetSettingFromName(fullname);
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		/* Some settings are no longer in use; skip reading those. */
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		if (sd == nullptr) {
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			i++;
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			continue;
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		}
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		int32_t value = (int32_t)((name == "max_loan" ? 1000 : 1) * _old_diff_custom[i++]);
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		sd->AsIntSetting()->MakeValueValidAndWrite(savegame ? &_settings_game : &_settings_newgame, value);
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	}
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}
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/**
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 * Get the SaveLoad description for the SettingTable.
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 * @param settings SettingDesc struct containing all information.
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 * @param is_loading True iff the SaveLoad table is for loading.
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 * @return Vector with SaveLoad entries for the SettingTable.
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 */
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static std::vector<SaveLoad> GetSettingsDesc(const SettingTable &settings, bool is_loading)
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{
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	std::vector<SaveLoad> saveloads;
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	for (auto &desc : settings) {
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		const SettingDesc *sd = GetSettingDesc(desc);
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		if (sd->flags & SF_NOT_IN_SAVE) continue;
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		if (is_loading && (sd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) {
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			if (IsSavegameVersionBefore(SLV_TABLE_CHUNKS)) {
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				/* We don't want to read this setting, so we do need to skip over it. */
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				saveloads.push_back({sd->GetName(), sd->save.cmd, GetVarFileType(sd->save.conv) | SLE_VAR_NULL, sd->save.length, sd->save.version_from, sd->save.version_to, 0, nullptr, 0, nullptr});
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			}
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			continue;
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		}
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		saveloads.push_back(sd->save);
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	}
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	return saveloads;
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}
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/**
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 * Save and load handler for settings
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 * @param settings SettingDesc struct containing all information
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 * @param object can be either nullptr in which case we load global variables or
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 * a pointer to a struct which is getting saved
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 */
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static void LoadSettings(const SettingTable &settings, void *object, const SaveLoadCompatTable &slct)
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{
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	const std::vector<SaveLoad> slt = SlCompatTableHeader(GetSettingsDesc(settings, true), slct);
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	if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
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	SlObject(object, slt);
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	if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many settings entries");
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	/* Ensure all IntSettings are valid (min/max could have changed between versions etc). */
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	for (auto &desc : settings) {
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		const SettingDesc *sd = GetSettingDesc(desc);
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		if (sd->flags & SF_NOT_IN_SAVE) continue;
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		if ((sd->flags & SF_NO_NETWORK_SYNC) && _networking && !_network_server) continue;
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		if (!SlIsObjectCurrentlyValid(sd->save.version_from, sd->save.version_to)) continue;
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		if (sd->IsIntSetting()) {
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			const IntSettingDesc *int_setting = sd->AsIntSetting();
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			int_setting->MakeValueValidAndWrite(object, int_setting->Read(object));
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		}
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	}
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}
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/**
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 * Save and load handler for settings
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 * @param settings SettingDesc struct containing all information
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 * @param object can be either nullptr in which case we load global variables or
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 * a pointer to a struct which is getting saved
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 */
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static void SaveSettings(const SettingTable &settings, void *object)
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{
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	const std::vector<SaveLoad> slt = GetSettingsDesc(settings, false);
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	SlTableHeader(slt);
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	SlSetArrayIndex(0);
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	SlObject(object, slt);
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}
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struct OPTSChunkHandler : ChunkHandler {
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	OPTSChunkHandler() : ChunkHandler('OPTS', CH_READONLY) {}
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	void Load() const override
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	{
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		/* Copy over default setting since some might not get loaded in
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		 * a networking environment. This ensures for example that the local
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		 * autosave-frequency stays when joining a network-server */
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		PrepareOldDiffCustom();
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		LoadSettings(_old_gameopt_settings, &_settings_game, _gameopt_sl_compat);
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		HandleOldDiffCustom(true);
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	}
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};
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struct PATSChunkHandler : ChunkHandler {
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	PATSChunkHandler() : ChunkHandler('PATS', CH_TABLE) {}
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	/**
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	 * Create a single table with all settings that should be stored/loaded
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	 * in the savegame.
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	 */
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	SettingTable GetSettingTable() const
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	{
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		static const SettingTable saveload_settings_tables[] = {
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			_difficulty_settings,
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			_economy_settings,
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			_game_settings,
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			_linkgraph_settings,
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			_locale_settings,
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			_pathfinding_settings,
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			_script_settings,
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			_world_settings,
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		};
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		static std::vector<SettingVariant> settings_table;
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		if (settings_table.empty()) {
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			for (auto &saveload_settings_table : saveload_settings_tables) {
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				for (auto &saveload_setting : saveload_settings_table) {
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					settings_table.push_back(saveload_setting);
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				}
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			}
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		}
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		return settings_table;
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	}
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	void Load() const override
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	{
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		/* Copy over default setting since some might not get loaded in
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		 * a networking environment. This ensures for example that the local
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		 * currency setting stays when joining a network-server */
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		LoadSettings(this->GetSettingTable(), &_settings_game, _settings_sl_compat);
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	}
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	void LoadCheck(size_t) const override
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	{
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		LoadSettings(this->GetSettingTable(), &_load_check_data.settings, _settings_sl_compat);
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	}
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	void Save() const override
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	{
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		SaveSettings(this->GetSettingTable(), &_settings_game);
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	}
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};
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static const OPTSChunkHandler OPTS;
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static const PATSChunkHandler PATS;
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static const ChunkHandlerRef setting_chunk_handlers[] = {
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	OPTS,
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	PATS,
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};
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extern const ChunkHandlerTable _setting_chunk_handlers(setting_chunk_handlers);
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