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https://github.com/RPCS3/rpcs3.git
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make precompiled header slimmer under Linux to increase CI and dev-machine build-times make sure unused modules don't compile add unused modules to the VS project to easier keep track of them
183 lines
No EOL
6 KiB
C++
183 lines
No EOL
6 KiB
C++
#include "stdafx.h"
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#if defined (_WIN32)
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#include <algorithm>
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#include "Emu/ConLog.h"
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#include "XInputPadHandler.h"
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#include <cstring>
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namespace {
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const DWORD THREAD_TIMEOUT = 1000;
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const DWORD THREAD_SLEEP = 10;
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const DWORD THREAD_SLEEP_INACTIVE = 100;
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const DWORD MAX_GAMEPADS = 4;
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const DWORD XINPUT_GAMEPAD_GUIDE = 0x0400;
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const DWORD XINPUT_GAMEPAD_BUTTONS = 16;
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const LPCWSTR LIBRARY_FILENAMES[] = {
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L"xinput1_4.dll",
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L"xinput1_3.dll",
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L"xinput1_2.dll",
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L"xinput9_1_0.dll"
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};
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inline u16 ConvertAxis(SHORT value)
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{
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return static_cast<u16>((value + 32768l) >> 8);
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}
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}
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XInputPadHandler::XInputPadHandler() : active(false), thread(nullptr), library(nullptr), xinputGetState(nullptr), xinputEnable(nullptr)
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{
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}
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XInputPadHandler::~XInputPadHandler()
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{
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Close();
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}
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void XInputPadHandler::Init(const u32 max_connect)
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{
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for (auto it : LIBRARY_FILENAMES)
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{
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library = LoadLibrary(it);
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if (library)
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{
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xinputEnable = reinterpret_cast<PFN_XINPUTENABLE>(GetProcAddress(library, "XInputEnable"));
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xinputGetState = reinterpret_cast<PFN_XINPUTGETSTATE>(GetProcAddress(library, reinterpret_cast<LPCSTR>(100)));
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if (!xinputGetState)
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{
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xinputGetState = reinterpret_cast<PFN_XINPUTGETSTATE>(GetProcAddress(library, "XInputGetState"));
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}
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if (xinputEnable && xinputGetState)
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{
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break;
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}
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FreeLibrary(library);
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library = nullptr;
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xinputEnable = nullptr;
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xinputGetState = nullptr;
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}
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}
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if (library)
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{
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std::memset(&m_info, 0, sizeof m_info);
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m_info.max_connect = max_connect;
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for (u32 i = 0, max = std::min(max_connect, u32(MAX_GAMEPADS)); i != max; ++i)
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{
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m_pads.emplace_back(
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CELL_PAD_STATUS_ASSIGN_CHANGES,
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CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
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CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE,
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CELL_PAD_DEV_TYPE_STANDARD
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);
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auto & pad = m_pads.back();
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_UP, CELL_PAD_CTRL_UP);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_DOWN, CELL_PAD_CTRL_DOWN);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_LEFT, CELL_PAD_CTRL_LEFT);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_RIGHT, CELL_PAD_CTRL_RIGHT);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_START, CELL_PAD_CTRL_START);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_BACK, CELL_PAD_CTRL_SELECT);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_LEFT_THUMB, CELL_PAD_CTRL_L3);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_RIGHT_THUMB, CELL_PAD_CTRL_R3);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_LEFT_SHOULDER, CELL_PAD_CTRL_L1);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_RIGHT_SHOULDER, CELL_PAD_CTRL_R1);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_GUIDE, 0x100/*CELL_PAD_CTRL_PS*/);// TODO: PS button support
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, 0x0); // Reserved
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_A, CELL_PAD_CTRL_CROSS);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_B, CELL_PAD_CTRL_CIRCLE);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_X, CELL_PAD_CTRL_SQUARE);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_Y, CELL_PAD_CTRL_TRIANGLE);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, CELL_PAD_CTRL_L2);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, CELL_PAD_CTRL_R2);
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X, 0, 0);
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y, 0, 0);
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X, 0, 0);
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y, 0, 0);
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}
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active = true;
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thread = CreateThread(NULL, 0, &XInputPadHandler::ThreadProcProxy, this, 0, NULL);
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}
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}
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void XInputPadHandler::Close()
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{
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if (library)
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{
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if (thread)
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{
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active = false;
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if (WaitForSingleObject(thread, THREAD_TIMEOUT) != WAIT_OBJECT_0)
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ConLog.Error("XInput thread could not stop within %d milliseconds", THREAD_TIMEOUT);
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thread = nullptr;
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}
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FreeLibrary(library);
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library = nullptr;
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xinputGetState = nullptr;
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xinputEnable = nullptr;
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}
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m_pads.clear();
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}
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DWORD XInputPadHandler::ThreadProcedure()
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{
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while (active)
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{
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XINPUT_STATE state;
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DWORD result;
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DWORD online = 0;
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for (DWORD i = 0; i != m_pads.size(); ++i)
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{
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auto & pad = m_pads[i];
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result = (* xinputGetState)(i, &state);
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switch (result)
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{
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case ERROR_DEVICE_NOT_CONNECTED:
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pad.m_port_status &= ~CELL_PAD_STATUS_CONNECTED;
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break;
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case ERROR_SUCCESS:
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++online;
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pad.m_port_status |= CELL_PAD_STATUS_CONNECTED;
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for (DWORD j = 0; j != XINPUT_GAMEPAD_BUTTONS; ++j)
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{
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bool pressed = state.Gamepad.wButtons & (1 << j);
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pad.m_buttons[j].m_pressed = pressed;
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pad.m_buttons[j].m_value = pressed ? 255 : 0;
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}
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS].m_pressed = state.Gamepad.bLeftTrigger > 0;
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS].m_value = state.Gamepad.bLeftTrigger;
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_pressed = state.Gamepad.bRightTrigger > 0;
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_value = state.Gamepad.bRightTrigger;
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pad.m_sticks[0].m_value = ConvertAxis(state.Gamepad.sThumbLX);
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pad.m_sticks[1].m_value = 255 - ConvertAxis(state.Gamepad.sThumbLY);
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pad.m_sticks[2].m_value = ConvertAxis(state.Gamepad.sThumbRX);
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pad.m_sticks[3].m_value = 255 - ConvertAxis(state.Gamepad.sThumbRY);
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break;
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}
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}
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Sleep((online > 0) ? THREAD_SLEEP : THREAD_SLEEP_INACTIVE);
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m_info.now_connect = online;
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}
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return 0;
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}
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DWORD WINAPI XInputPadHandler::ThreadProcProxy(LPVOID parameter)
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{
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return reinterpret_cast<XInputPadHandler *>(parameter)->ThreadProcedure();
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}
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#endif |