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https://github.com/scp-fs2open/fs2open.github.com.git
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This adds a Lua API for representing asynchronous operations and running coroutines based on those operations comfortably. This is very similar to features other languages have introduced such as C# or JavaScript. In fact, the whole "promise" thing is derived from how JavaScript represents these operations. This is the initial and very basic system for supporting async coroutines in Lua. There is no native support for running these operations at specific points (they run whenever the awaited promise resolved) or making sure they do not leak through different game states.
251 lines
6.0 KiB
C++
251 lines
6.0 KiB
C++
#include "LuaFunction.h"
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#include "LuaException.h"
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#include "LuaHeaders.h"
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namespace luacpp {
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namespace {
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int stdFunctionDestructor(lua_State* L)
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{
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// The userdata is the function object so we call the destructor here to free up the internal resources
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const auto luaPtr = lua_touserdata(L, 1);
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const auto funcPtr = static_cast<LuaFunctionObject*>(luaPtr);
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funcPtr->~LuaFunctionObject();
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return 0;
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}
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int stdFunctionCaller(lua_State* L)
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{
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const auto numArgs = lua_gettop(L);
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// Push the actual function object on the stack
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lua_pushvalue(L, lua_upvalueindex(1));
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const auto funcObj = static_cast<LuaFunctionObject*>(lua_touserdata(L, -1));
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lua_pop(L, 1); // We have the pointer so we can remove this from the stack again
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LuaValueList params;
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params.reserve(numArgs);
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for (int i = 1; i <= numArgs; ++i) {
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LuaValue val;
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val.setReference(UniqueLuaReference::create(L, i));
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params.push_back(val);
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}
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const auto ret = (*funcObj)(L, params);
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// Prepare to return values. Clear the stack
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lua_settop(L, 0);
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for (const auto& retVal : ret)
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{
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retVal.pushValue(L);
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}
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// Done!
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return static_cast<int>(ret.size());
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}
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}
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LuaFunction LuaFunction::createFromCFunction(lua_State* L, lua_CFunction function, const LuaValueList& upvalues)
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{
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LuaFunction func;
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for (auto& val : upvalues) {
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val.pushValue(L);
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}
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lua_pushcclosure(L, function, (int)upvalues.size());
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func.setReference(UniqueLuaReference::create(L));
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lua_pop(L, 1);
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return func;
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}
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LuaFunction LuaFunction::createFromStdFunction(lua_State* L, LuaFunctionObject function) {
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auto userdataMetatable = LuaTable::create(L);
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userdataMetatable.addValue("__gc", stdFunctionDestructor);
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// Create storage for the function object in Lua and initialize our data there via placement new
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auto functionStorage = lua_newuserdata(L, sizeof(function));
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new (functionStorage) LuaFunctionObject(std::move(function));
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userdataMetatable.pushValue(L);
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lua_setmetatable(L, -2);
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LuaValue funcValue;
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funcValue.setReference(UniqueLuaReference::create(L));
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lua_pop(L, 1); // Value is referenced. We can remove it from the stack now
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return LuaFunction::createFromCFunction(L, stdFunctionCaller, { funcValue });
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}
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LuaFunction LuaFunction::createFromCode(lua_State* L, std::string const& code, std::string const& name) {
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int load_err = luaL_loadbuffer(L, code.c_str(), code.length(), name.c_str());
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if (!load_err) {
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LuaFunction func;
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func.setReference(UniqueLuaReference::create(L));
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lua_pop(L, 1);
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return func;
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} else {
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// Get the error message
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size_t len;
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const char* err = lua_tolstring(L, -1, &len);
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lua_pop(L, 1);
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throw LuaException(std::string(err, len));
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}
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}
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LuaFunction::LuaFunction() : LuaValue(), _errorFunction(nullptr) {
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}
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LuaFunction::LuaFunction(const LuaFunction&) = default;
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LuaFunction& LuaFunction::operator=(const LuaFunction&) = default;
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LuaFunction::LuaFunction(LuaFunction&&) noexcept = default;
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LuaFunction& LuaFunction::operator=(LuaFunction&&) noexcept = default;
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LuaFunction::~LuaFunction() = default;
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bool LuaFunction::setEnvironment(const LuaTable& table) {
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if (!table.getReference()->isValid()) {
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throw LuaException("Table reference is not valid!");
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}
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this->pushValue(_luaState);
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table.pushValue(_luaState);
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bool ret = lua_setfenv(_luaState, -2) != 0;
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// Pop the function again
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lua_pop(_luaState, 1);
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return ret;
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}
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LuaValueList LuaFunction::operator()(const LuaValueList& args) const {
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return this->call(args);
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}
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void LuaFunction::setReference(const LuaReference& ref) {
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if (ref == nullptr)
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{
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// If not a valid reference then let the base class handle everything
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LuaValue::setReference(ref);
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return;
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}
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lua_State* L = ref->getState();
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ref->pushValue(L);
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if (lua_type(L, -1) != LUA_TFUNCTION) {
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lua_pop(L, 1);
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throw LuaException("Reference does not refere to a function!");
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} else {
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lua_pop(L, 1);
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LuaValue::setReference(ref);
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}
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}
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LuaValueList LuaFunction::call(const LuaValueList& args) const {
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int err_idx = 0;
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int stackTop;
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if (_errorFunction) {
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// push the error function
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_errorFunction->pushValue(_luaState);
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err_idx = lua_gettop(_luaState);
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stackTop = err_idx;
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} else {
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stackTop = lua_gettop(_luaState);
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}
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// Push the function onto the stack
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this->pushValue(_luaState);
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// Push the arguments onto the stack
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for (const auto& arg : args) {
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arg.pushValue(_luaState);
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}
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// actually call the function now!
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int err = lua_pcall(_luaState, (int) args.size(), LUA_MULTRET, err_idx);
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if (!err) {
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int numReturn = lua_gettop(_luaState) - stackTop;
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LuaValueList values;
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values.reserve(numReturn);
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LuaValue val;
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for (int i = 0; i < numReturn; ++i) {
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if (convert::popValue(_luaState, val)) {
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// Add values at the begin as the last return value is on top
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// of the stack.
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values.insert(values.begin(), val);
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}
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}
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if (err_idx != 0) {
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// Remove the error function
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lua_pop(_luaState, 1);
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}
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return values;
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} else {
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// Make sure that there is exactly one parameter left on the stack
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// If the error function didn't return anything then this will push nil
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// If it pushed more than one value then this will discard all of them except the last one
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lua_settop(_luaState, stackTop + 1);
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std::string err_msg;
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if (!lua_isstring(_luaState, -1)) {
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err_msg = "Invalid lua value on stack!";
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lua_pop(_luaState, 1); // Remove the value on the stack
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} else {
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if (!convert::popValue(_luaState, err_msg)) {
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err_msg = "Failed to get error message from Lua stack!";
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}
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}
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if (err_idx != 0) {
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// Pop the error function
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lua_pop(_luaState, 1);
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}
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// Throw exception with generated message
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throw LuaException(err_msg);
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}
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}
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bool ::luacpp::convert::popValue(lua_State* luaState, LuaFunction& target, int stackposition, bool remove) {
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if (!internal::isValidIndex(luaState, stackposition)) {
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return false;
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}
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if (!lua_isfunction(luaState, stackposition)) {
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return false;
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} else {
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target.setReference(UniqueLuaReference::create(luaState, stackposition));
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if (remove) {
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lua_remove(luaState, stackposition);
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}
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return true;
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}
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}
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}
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