236 lines
5.9 KiB
C++
Executable File
236 lines
5.9 KiB
C++
Executable File
/*****************************************************************************
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* PokerTH - The open source texas holdem engine *
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* Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, Lothar May *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU Affero General Public License as *
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* published by the Free Software Foundation, either version 3 of the *
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* License, or (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Affero General Public License for more details. *
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* *
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* You should have received a copy of the GNU Affero General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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* *
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* Additional permission under GNU AGPL version 3 section 7 *
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* *
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* If you modify this program, or any covered work, by linking or *
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* combining it with the OpenSSL project's OpenSSL library (or a *
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* modified version of that library), containing parts covered by the *
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* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
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* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
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* permission to convey the resulting work. *
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* Corresponding Source for a non-source form of such a combination *
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* shall include the source code for the parts of OpenSSL used as well *
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* as that of the covered work. *
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*****************************************************************************/
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#ifndef LOCALHAND_H
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#define LOCALHAND_H
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#include <enginefactory.h>
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#include <guiinterface.h>
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#include <boardinterface.h>
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#include <playerinterface.h>
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#include <handinterface.h>
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#include <berointerface.h>
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#include <vector>
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class Log;
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class LocalHand : public HandInterface
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{
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public:
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LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface*, boost::shared_ptr<BoardInterface>, Log*, PlayerList, PlayerList, PlayerList, int, int, unsigned, int, int);
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~LocalHand();
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void start();
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PlayerList getSeatsList() const
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{
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return seatsList;
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}
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PlayerList getActivePlayerList() const
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{
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return activePlayerList;
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}
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PlayerList getRunningPlayerList() const
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{
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return runningPlayerList;
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}
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boost::shared_ptr<BoardInterface> getBoard() const
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{
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return myBoard;
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}
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boost::shared_ptr<BeRoInterface> getPreflop() const
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{
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return myBeRo[GAME_STATE_PREFLOP];
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}
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boost::shared_ptr<BeRoInterface> getFlop() const
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{
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return myBeRo[GAME_STATE_FLOP];
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}
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boost::shared_ptr<BeRoInterface> getTurn() const
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{
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return myBeRo[GAME_STATE_TURN];
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}
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boost::shared_ptr<BeRoInterface> getRiver() const
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{
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return myBeRo[GAME_STATE_RIVER];
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}
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GuiInterface* getGuiInterface() const
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{
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return myGui;
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}
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boost::shared_ptr<BeRoInterface> getCurrentBeRo() const
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{
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return myBeRo[currentRound];
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}
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Log* getLog() const
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{
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return myLog;
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}
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void setMyID(int theValue)
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{
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myID = theValue;
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}
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int getMyID() const
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{
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return myID;
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}
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void setStartQuantityPlayers(int theValue)
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{
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startQuantityPlayers = theValue;
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}
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int getStartQuantityPlayers() const
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{
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return startQuantityPlayers;
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}
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void setCurrentRound(GameState theValue)
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{
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currentRound = theValue;
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if(myLog) myLog->setCurrentRound(currentRound);
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}
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GameState getCurrentRound() const
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{
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return currentRound;
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}
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GameState getRoundBeforePostRiver() const
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{
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return roundBeforePostRiver;
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}
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void setDealerPosition(int theValue)
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{
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dealerPosition = theValue;
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}
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int getDealerPosition() const
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{
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return dealerPosition;
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}
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void setSmallBlind(int theValue)
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{
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smallBlind = theValue;
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}
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int getSmallBlind() const
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{
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return smallBlind;
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}
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void setAllInCondition(bool theValue)
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{
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allInCondition = theValue;
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}
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bool getAllInCondition() const
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{
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return allInCondition;
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}
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void setStartCash(int theValue)
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{
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startCash = theValue;
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}
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int getStartCash() const
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{
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return startCash;
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}
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void setPreviousPlayerID(int theValue)
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{
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previousPlayerID = theValue;
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}
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int getPreviousPlayerID() const
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{
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return previousPlayerID;
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}
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void setLastActionPlayerID ( unsigned theValue );
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unsigned getLastActionPlayerID() const
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{
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return lastActionPlayerID;
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}
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void setCardsShown(bool theValue)
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{
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cardsShown = theValue;
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}
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bool getCardsShown() const
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{
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return cardsShown;
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}
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void assignButtons();
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void setBlinds();
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void switchRounds();
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protected:
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PlayerListIterator getSeatIt(unsigned) const;
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PlayerListIterator getActivePlayerIt(unsigned) const;
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PlayerListIterator getRunningPlayerIt(unsigned) const;
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private:
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boost::shared_ptr<EngineFactory> myFactory;
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GuiInterface *myGui;
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boost::shared_ptr<BoardInterface> myBoard;
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Log *myLog;
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PlayerList seatsList; // all player
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PlayerList activePlayerList; // all player who are not out
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PlayerList runningPlayerList; // all player who are not folded, not all in and not out
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std::vector<boost::shared_ptr<BeRoInterface> > myBeRo;
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int myID;
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int startQuantityPlayers;
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unsigned dealerPosition;
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unsigned smallBlindPosition;
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unsigned bigBlindPosition;
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GameState currentRound;
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GameState roundBeforePostRiver;
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int smallBlind;
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int startCash;
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int previousPlayerID;
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unsigned lastActionPlayerID;
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bool allInCondition;
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bool cardsShown;
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};
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#endif
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