445 lines
15 KiB
C++
445 lines
15 KiB
C++
/*
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https://github.com/peterix/dfhack
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Copyright (c) 2009-2012 Petr Mrázek (peterix@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#pragma once
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#include "Pragma.h"
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#include "Export.h"
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#include "Hooks.h"
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#include <vector>
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#include <stack>
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#include <map>
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#include <memory>
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#include <stdint.h>
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#include "Console.h"
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#include "modules/Graphic.h"
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include "RemoteClient.h"
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#define DFH_MOD_SHIFT 1
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#define DFH_MOD_CTRL 2
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#define DFH_MOD_ALT 4
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struct WINDOW;
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namespace df
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{
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struct viewscreen;
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}
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namespace DFHack
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{
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class Process;
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class Module;
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class Materials;
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class Notes;
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struct VersionInfo;
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class VersionInfoFactory;
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class PluginManager;
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class Core;
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class ServerMain;
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class CoreSuspender;
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namespace Lua { namespace Core {
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DFHACK_EXPORT void Reset(color_ostream &out, const char *where);
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} }
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namespace Windows
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{
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class df_window;
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}
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namespace Screen
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{
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struct Hide;
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}
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enum state_change_event
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{
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SC_UNKNOWN = -1,
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SC_WORLD_LOADED = 0,
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SC_WORLD_UNLOADED = 1,
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SC_MAP_LOADED = 2,
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SC_MAP_UNLOADED = 3,
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SC_VIEWSCREEN_CHANGED = 4,
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SC_CORE_INITIALIZED = 5,
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SC_BEGIN_UNLOAD = 6,
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SC_PAUSED = 7,
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SC_UNPAUSED = 8
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};
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class DFHACK_EXPORT StateChangeScript
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{
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public:
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state_change_event event;
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std::string path;
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bool save_specific;
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StateChangeScript(state_change_event event, std::string path, bool save_specific = false)
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:event(event), path(path), save_specific(save_specific)
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{ }
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bool operator==(const StateChangeScript& other)
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{
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return event == other.event && path == other.path && save_specific == other.save_specific;
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}
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};
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// Core is a singleton. Why? Because it is closely tied to SDL calls. It tracks the global state of DF.
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// There should never be more than one instance
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// Better than tracking some weird variables all over the place.
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class DFHACK_EXPORT Core
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{
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#ifdef _DARWIN
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friend int ::DFH_SDL_NumJoysticks(void);
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friend void ::DFH_SDL_Quit(void);
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friend int ::DFH_SDL_PollEvent(SDL::Event *);
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friend int ::DFH_SDL_Init(uint32_t flags);
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friend int ::DFH_wgetch(WINDOW * w);
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#else
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friend int ::SDL_NumJoysticks(void);
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friend void ::SDL_Quit(void);
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friend int ::SDL_PollEvent(SDL::Event *);
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friend int ::SDL_Init(uint32_t flags);
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friend int ::wgetch(WINDOW * w);
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#endif
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friend int ::egg_init(void);
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friend int ::egg_shutdown(void);
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friend int ::egg_tick(void);
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friend int ::egg_prerender(void);
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friend int ::egg_sdl_event(SDL::Event* event);
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friend int ::egg_curses_event(int orig_return);
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public:
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/// Get the single Core instance or make one.
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static Core& getInstance()
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{
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static Core instance;
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return instance;
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}
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/// check if the activity lock is owned by this thread
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bool isSuspended(void);
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/// Is everything OK?
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bool isValid(void) { return !errorstate; }
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/// get the materials module
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Materials * getMaterials();
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/// get the notes module
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Notes * getNotes();
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/// get the graphic module
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Graphic * getGraphic();
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/// sets the current hotkey command
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bool setHotkeyCmd( std::string cmd );
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/// removes the hotkey command and gives it to the caller thread
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std::string getHotkeyCmd( bool &keep_going );
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/// adds a named pointer (for later or between plugins)
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void RegisterData(void *p,std::string key);
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/// returns a named pointer.
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void *GetData(std::string key);
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command_result runCommand(color_ostream &out, const std::string &command, std::vector <std::string> ¶meters);
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command_result runCommand(color_ostream &out, const std::string &command);
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bool loadScriptFile(color_ostream &out, std::string fname, bool silent = false);
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bool addScriptPath(std::string path, bool search_before = false);
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bool removeScriptPath(std::string path);
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std::string findScript(std::string name);
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void getScriptPaths(std::vector<std::string> *dest);
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bool ClearKeyBindings(std::string keyspec);
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bool AddKeyBinding(std::string keyspec, std::string cmdline);
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std::vector<std::string> ListKeyBindings(std::string keyspec);
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int8_t getModstate() { return modstate; }
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bool AddAlias(const std::string &name, const std::vector<std::string> &command, bool replace = false);
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bool RemoveAlias(const std::string &name);
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bool IsAlias(const std::string &name);
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bool RunAlias(color_ostream &out, const std::string &name,
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const std::vector<std::string> ¶meters, command_result &result);
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std::map<std::string, std::vector<std::string>> ListAliases();
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std::string GetAliasCommand(const std::string &name, const std::string &default_ = "");
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std::string getHackPath();
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bool isWorldLoaded() { return (last_world_data_ptr != NULL); }
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bool isMapLoaded() { return (last_local_map_ptr != NULL && last_world_data_ptr != NULL); }
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static df::viewscreen *getTopViewscreen() { return getInstance().top_viewscreen; }
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DFHack::Console &getConsole() { return con; }
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std::unique_ptr<DFHack::Process> p;
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std::shared_ptr<DFHack::VersionInfo> vinfo;
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DFHack::Windows::df_window * screen_window;
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static void print(const char *format, ...) Wformat(printf,1,2);
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static void printerr(const char *format, ...) Wformat(printf,1,2);
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PluginManager *getPluginManager() { return plug_mgr; }
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static void cheap_tokenise(std::string const& input, std::vector<std::string> &output);
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private:
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DFHack::Console con;
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Core();
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~Core();
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struct Private;
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std::unique_ptr<Private> d;
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bool Init();
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int Update (void);
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int TileUpdate (void);
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int Shutdown (void);
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int DFH_SDL_Event(SDL::Event* event);
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bool ncurses_wgetch(int in, int & out);
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void doUpdate(color_ostream &out, bool first_update);
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void onUpdate(color_ostream &out);
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void onStateChange(color_ostream &out, state_change_event event);
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void handleLoadAndUnloadScripts(color_ostream &out, state_change_event event);
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Core(Core const&); // Don't Implement
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void operator=(Core const&); // Don't implement
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// report error to user while failing
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void fatal (std::string output);
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// 1 = fatal failure
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bool errorstate;
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// regulate access to DF
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struct Cond;
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// FIXME: shouldn't be kept around like this
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std::unique_ptr<DFHack::VersionInfoFactory> vif;
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// Module storage
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struct
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{
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Materials * pMaterials;
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Notes * pNotes;
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Graphic * pGraphic;
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} s_mods;
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std::vector<std::unique_ptr<Module>> allModules;
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DFHack::PluginManager * plug_mgr;
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std::vector<std::string> script_paths[2];
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std::mutex script_path_mutex;
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// hotkey-related stuff
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struct KeyBinding {
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int modifiers;
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std::vector<std::string> command;
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std::string cmdline;
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std::string focus;
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};
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int8_t modstate;
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std::map<int, std::vector<KeyBinding> > key_bindings;
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std::map<int, bool> hotkey_states;
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std::string hotkey_cmd;
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enum hotkey_set_t {
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NO,
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SET,
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SHUTDOWN,
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};
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hotkey_set_t hotkey_set;
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std::mutex HotkeyMutex;
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std::condition_variable HotkeyCond;
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std::map<std::string, std::vector<std::string>> aliases;
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std::recursive_mutex alias_mutex;
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bool SelectHotkey(int key, int modifiers);
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// for state change tracking
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void *last_world_data_ptr;
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// for state change tracking
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void *last_local_map_ptr;
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friend struct Screen::Hide;
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df::viewscreen *top_viewscreen;
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bool last_pause_state;
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// Very important!
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std::atomic<bool> started;
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// Additional state change scripts
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std::vector<StateChangeScript> state_change_scripts;
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std::mutex misc_data_mutex;
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std::map<std::string,void*> misc_data_map;
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/*!
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* \defgroup core_suspend CoreSuspender state handling serialization to
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* DF memory.
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* \sa DFHack::CoreSuspender
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* \{
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*/
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std::recursive_mutex CoreSuspendMutex;
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std::condition_variable_any CoreWakeup;
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std::atomic<std::thread::id> ownerThread;
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std::atomic<size_t> toolCount;
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//! \}
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friend class CoreService;
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friend class ServerConnection;
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friend class CoreSuspender;
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friend class CoreSuspenderBase;
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friend struct CoreSuspendClaimMain;
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friend struct CoreSuspendReleaseMain;
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ServerMain *server;
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};
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class CoreSuspenderBase : protected std::unique_lock<std::recursive_mutex> {
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protected:
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using parent_t = std::unique_lock<std::recursive_mutex>;
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std::thread::id tid;
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CoreSuspenderBase(std::defer_lock_t d) : CoreSuspenderBase{&Core::getInstance(), d} {}
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CoreSuspenderBase(Core* core, std::defer_lock_t) :
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/* Lock the core */
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parent_t{core->CoreSuspendMutex,std::defer_lock},
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/* Mark this thread to be the core owner */
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tid{}
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{}
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public:
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void lock()
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{
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auto& core = Core::getInstance();
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parent_t::lock();
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tid = core.ownerThread.exchange(std::this_thread::get_id(),
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std::memory_order_acquire);
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}
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void unlock()
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{
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auto& core = Core::getInstance();
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/* Restore core owner to previous value */
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core.ownerThread.store(tid, std::memory_order_release);
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if (tid == std::thread::id{})
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Lua::Core::Reset(core.getConsole(), "suspend");
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parent_t::unlock();
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}
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bool owns_lock() const noexcept
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{
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return parent_t::owns_lock();
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}
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~CoreSuspenderBase() {
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if (owns_lock())
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unlock();
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}
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friend class MainThread;
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};
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/*!
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* CoreSuspender allows serialization to DF data with std::unique_lock like
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* interface. It includes handling for recursive CoreSuspender calls and
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* notification to main thread after all queue tools have been handled.
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*
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* State transitions are:
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* - Startup setups Core::SuspendMutex to unlocked states
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* - Core::Init locks Core::SuspendMutex until the thread exits or that thread
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* calls Core::Shutdown or Core::~Core.
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* - Other thread request core suspend by atomic incrementation of Core::toolCount
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* and then locking Core::CoreSuspendMutex. After locking CoreSuspendMutex
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* success callers exchange their std::thread::id to Core::ownerThread.
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* - Core::Update() makes sure that queued tools are run when it calls
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* Core::CoreWakup::wait. The wait keeps Core::CoreSuspendMutex unlocked
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* and waits until Core::toolCount is reduced back to zero.
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* - CoreSuspender::~CoreSuspender() first stores the previous Core::ownerThread
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* back. In case of recursive call Core::ownerThread equals tid. If tis is
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* zero then we are releasing the recursive_mutex which means suspend
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* context is over. It is time to reset lua.
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* The last step is to decrement Core::toolCount and wakeup main thread if
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* no more tools are queued trying to acquire the
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* Core::CoreSuspenderMutex.
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*/
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class CoreSuspender : public CoreSuspenderBase {
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using parent_t = CoreSuspenderBase;
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public:
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CoreSuspender() : CoreSuspender{&Core::getInstance()} { }
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CoreSuspender(std::defer_lock_t d) : CoreSuspender{&Core::getInstance(),d} { }
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CoreSuspender(bool) : CoreSuspender{&Core::getInstance()} { }
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CoreSuspender(Core* core, bool) : CoreSuspender{core} { }
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CoreSuspender(Core* core) :
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CoreSuspenderBase{core, std::defer_lock}
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{
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lock();
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}
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CoreSuspender(Core* core, std::defer_lock_t) :
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CoreSuspenderBase{core, std::defer_lock}
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{}
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void lock()
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{
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auto& core = Core::getInstance();
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core.toolCount.fetch_add(1, std::memory_order_relaxed);
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parent_t::lock();
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}
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void unlock()
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{
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auto& core = Core::getInstance();
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parent_t::unlock();
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/* Notify core to continue when all queued tools have completed
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* 0 = None wants to own the core
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* 1+ = There are tools waiting core access
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* fetch_add returns old value before subtraction
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*/
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if (core.toolCount.fetch_add(-1, std::memory_order_relaxed) == 1)
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core.CoreWakeup.notify_one();
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}
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~CoreSuspender() {
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if (owns_lock())
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unlock();
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}
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};
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/*!
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* Temporary release main thread ownership to allow alternative thread
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* implement DF logic thread loop
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*/
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struct DFHACK_EXPORT CoreSuspendReleaseMain {
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CoreSuspendReleaseMain();
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~CoreSuspendReleaseMain();
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};
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/*!
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* Temporary claim main thread ownership. This allows caller to call
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* Core::Update from a different thread than original DF logic thread if
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* logic thread has released main thread ownership with
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* CoreSuspendReleaseMain
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*/
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struct DFHACK_EXPORT CoreSuspendClaimMain {
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CoreSuspendClaimMain();
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~CoreSuspendClaimMain();
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};
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using CoreSuspendClaimer = CoreSuspender;
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}
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