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https://github.com/Ryujinx/SDL.git
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0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
225 lines
5.7 KiB
C
225 lines
5.7 KiB
C
/*
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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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 damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Simple program: Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL_test_common.h"
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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static SDLTest_CommonState *state;
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typedef struct {
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *background;
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SDL_Texture *sprite;
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SDL_Rect sprite_rect;
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int scale_direction;
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} DrawState;
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DrawState *drawstates;
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int done;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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SDLTest_CommonQuit(state);
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exit(rc);
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}
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
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{
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SDL_Surface *temp;
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SDL_Texture *texture;
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/* Load the sprite image */
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temp = SDL_LoadBMP(file);
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if (temp == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
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return NULL;
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}
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/* Set transparent pixel as the pixel at (0,0) */
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if (transparent) {
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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}
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/* Create textures from the image */
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texture = SDL_CreateTextureFromSurface(renderer, temp);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
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SDL_FreeSurface(temp);
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return NULL;
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}
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SDL_FreeSurface(temp);
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/* We're ready to roll. :) */
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return texture;
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}
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void
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Draw(DrawState *s)
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{
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SDL_Rect viewport;
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SDL_RenderGetViewport(s->renderer, &viewport);
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/* Draw the background */
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SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
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/* Scale and draw the sprite */
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s->sprite_rect.w += s->scale_direction;
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s->sprite_rect.h += s->scale_direction;
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if (s->scale_direction > 0) {
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if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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s->scale_direction = -1;
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}
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} else {
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if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
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s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
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SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
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/* Update the screen! */
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SDL_RenderPresent(s->renderer);
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}
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void
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loop()
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{
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int i;
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SDL_Event event;
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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for (i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] == NULL)
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continue;
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Draw(&drawstates[i]);
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}
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#ifdef __EMSCRIPTEN__
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if (done) {
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emscripten_cancel_main_loop();
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}
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#endif
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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int frames;
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Uint32 then, now;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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SDL_Log("Usage: %s %s\n", argv[0], SDLTest_CommonUsage(state));
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return 1;
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}
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i += consumed;
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}
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if (!SDLTest_CommonInit(state)) {
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quit(2);
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}
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drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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for (i = 0; i < state->num_windows; ++i) {
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DrawState *drawstate = &drawstates[i];
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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SDL_QueryTexture(drawstate->sprite, NULL, NULL,
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&drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
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drawstate->scale_direction = 1;
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}
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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++frames;
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loop();
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}
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#endif
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double) frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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}
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SDL_stack_free(drawstates);
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quit(0);
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return 0;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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