Remove some files that were dereferenced from EmuHawk.csproj but not actually deleted from version control
This commit is contained in:
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f5c5061681
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5b7b65724a
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@ -162,12 +162,8 @@
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<Compile Include="$(SolutionDir)BizHawk.Common/OSTailoredCode.cs" Link="OSTailoredCode.cs" />
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<Compile Include="$(SolutionDir)Version/svnrev.cs" Link="svnrev.cs" />
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<Compile Include="$(SolutionDir)Version/VersionInfo.cs" Link="VersionInfo.cs" />
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<Compile Remove="DisplayManager/SwappableBitmapBufferSet.cs" />
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<Compile Remove="ExternalCoreSupport.cs" />
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<Compile Remove="Global.cs" />
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<Compile Remove="Properties/AssemblyInfo.cs" />
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<Compile Remove="Properties/Settings.Designer.cs" />
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<Compile Remove="Watch.cs" />
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<Content Include="images/logo.ico" />
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<EmbeddedResource Include="**/*.resx" />
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<EmbeddedResource Include="images/**/*" />
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@ -1,76 +0,0 @@
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using System;
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using System.Collections.Generic;
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using BizHawk.Bizware.BizwareGL;
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namespace BizHawk.Client.EmuHawk
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{
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/// <summary>
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/// encapsulates thread-safe concept of pending/current BitmapBuffer, reusing buffers where matching
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/// sizes are available and keeping them cleaned up when they dont seem like theyll need to be used anymore
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/// This isnt in the csproj right now, but I'm keeping it, in case its handy.
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/// </summary>
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class SwappableBitmapBufferSet
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{
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BitmapBuffer Pending, Current;
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Queue<BitmapBuffer> ReleasedSurfaces = new Queue<BitmapBuffer>();
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/// <summary>
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/// retrieves a surface with the specified size, reusing an old buffer if available and clearing if requested
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/// </summary>
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public BitmapBuffer AllocateSurface(int width, int height, bool needsClear = true)
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{
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for (; ; )
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{
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BitmapBuffer trial;
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lock (this)
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{
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if (ReleasedSurfaces.Count == 0) break;
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trial = ReleasedSurfaces.Dequeue();
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}
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if (trial.Width == width && trial.Height == height)
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{
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if (needsClear) trial.ClearWithoutAlloc();
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return trial;
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}
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trial.Dispose();
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}
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return new BitmapBuffer(width, height);
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}
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/// <summary>
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/// sets the provided buffer as pending. takes control of the supplied buffer
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/// </summary>
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public void SetPending(BitmapBuffer newPending)
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{
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lock (this)
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{
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if (Pending != null) ReleasedSurfaces.Enqueue(Pending);
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Pending = newPending;
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}
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}
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public void ReleaseSurface(BitmapBuffer surface)
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{
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lock (this) ReleasedSurfaces.Enqueue(surface);
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}
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/// <summary>
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/// returns the current buffer, making the most recent pending buffer (if there is such) as the new current first.
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/// </summary>
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public BitmapBuffer GetCurrent()
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{
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lock (this)
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{
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if (Pending != null)
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{
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if (Current != null) ReleasedSurfaces.Enqueue(Current);
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Current = Pending;
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Pending = null;
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}
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}
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return Current;
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}
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}
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}
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@ -1,61 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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using System.Linq;
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using System.Diagnostics;
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using System.Globalization;
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using System.IO;
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using System.Collections.Generic;
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using BizHawk;
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namespace BizHawk.Client.EmuHawk
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{
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/// <summary>
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/// accesses a shared library using LoadLibrary and GetProcAddress
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/// </summary>
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public class Win32LibAccessor : ILibAccessor
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{
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public Win32LibAccessor(string dllPath)
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{
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mDllHandle = LoadLibrary(dllPath);
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if (mDllHandle == IntPtr.Zero) return;
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IsOpen = true;
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}
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public bool IsOpen { get; private set; }
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IntPtr mDllHandle;
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IntPtr ILibAccessor.GetProcAddress(string name)
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{
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if (!IsOpen) throw new InvalidOperationException("dll was not opened, you can't get a symbol from it");
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IntPtr ret = GetProcAddress(mDllHandle, name);
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if (ret == IntPtr.Zero) throw new InvalidOperationException("symbol name was not found in dll!");
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return ret;
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}
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public void Dispose()
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{
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if (mDllHandle == IntPtr.Zero)
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FreeLibrary(mDllHandle);
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mDllHandle = IntPtr.Zero;
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IsOpen = false;
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}
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~Win32LibAccessor()
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{
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Dispose();
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}
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[DllImport("kernel32.dll")]
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public static extern IntPtr LoadLibrary(string dllToLoad);
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[DllImport("kernel32.dll")]
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public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName);
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[DllImport("kernel32.dll")]
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public static extern bool FreeLibrary(IntPtr hModule);
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}
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}
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@ -1,145 +0,0 @@
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Cores.Nintendo.Gameboy;
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using BizHawk.Emulation.Cores.Sega.MasterSystem;
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using BizHawk.Emulation.DiscSystem;
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namespace BizHawk.Client.Common
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{
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public static class Global
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{
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public static IEmulator Emulator;
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public static CoreComm CoreComm;
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public static Config Config;
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public static GameInfo Game;
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public static CheatCollection CheatList;
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public static FirmwareManager FirmwareManager;
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public static Rewinder Rewinder;
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public static MovieSession MovieSession = new MovieSession();
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/// <summary>
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/// whether throttling is force-disabled by use of fast forward
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/// </summary>
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public static bool ForceNoThrottle;
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public static Controller NullControls;
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public static AutofireController AutofireNullControls;
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//the movie will be spliced inbetween these if it is present
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public static CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter();
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public static CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter();
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public static MultitrackRewiringControllerAdapter MultitrackRewiringAdapter = new MultitrackRewiringControllerAdapter();
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//dont take my word for it, since the final word is actually in RewireInputChain, but here is a guide...
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//user -> Input -> ActiveController -> UDLR -> StickyXORPlayerInputAdapter -> TurboAdapter(TBD) -> Lua(?TBD?) -> ..
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//.. -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> (MovieSession) -> MovieOutputAdapter -> ControllerOutput(1) -> Game
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//(1)->Input Display
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//the original source controller, bound to the user, sort of the "input" port for the chain, i think
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public static Controller ActiveController;
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//rapid fire version on the user controller, has its own key bindings and is OR'ed against ActiveController
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public static AutofireController AutoFireController;
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//the "output" port for the controller chain.
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public static CopyControllerAdapter ControllerOutput = new CopyControllerAdapter();
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public static DiscHopper DiscHopper = new DiscHopper();
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public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter();
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public static AutoFireStickyXorAdapter AutofireStickyXORAdapter = new AutoFireStickyXorAdapter();
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/// <summary>
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/// provides an opportunity to mutate the player's input in an autohold style
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/// </summary>
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public static StickyXorAdapter StickyXORAdapter = new StickyXorAdapter();
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/// <summary>
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/// Used to AND to another controller, used for Joypad.Set()
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/// </summary>
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public static OverrideAdaptor LuaAndAdaptor = new OverrideAdaptor();
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/// <summary>
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/// fire off one-frame logical button clicks here. useful for things like ti-83 virtual pad and reset buttons
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/// </summary>
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public static ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController();
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public static SimpleController MovieOutputController = new SimpleController();
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public static Controller ClientControls;
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// Input state which has been estine for game controller inputs are coalesce here
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// This relies on a client specific implementation!
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public static SimpleController ControllerInputCoalescer;
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public static SystemInfo SystemInfo
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{
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get
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{
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switch(Global.Emulator.SystemId)
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{
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default:
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case "NULL":
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return SystemInfo.Null;
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case "NES":
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return SystemInfo.Nes;
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case "INTV":
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return SystemInfo.Intellivision;
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case "SG":
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return SystemInfo.SG;
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case "SMS":
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if ((Global.Emulator as SMS).IsGameGear)
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{
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return SystemInfo.GG;
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}
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else if ((Global.Emulator as SMS).IsSG1000)
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{
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return SystemInfo.SG;
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}
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return SystemInfo.SMS;
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case "PCECD":
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return SystemInfo.PCECD;
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case "PCE":
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return SystemInfo.PCE;
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case "SGX":
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return SystemInfo.SGX;
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case "GEN":
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return SystemInfo.Genesis;
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case "TI83":
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return SystemInfo.TI83;
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case "SNES":
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return SystemInfo.SNES;
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case "GB":
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if ((Global.Emulator as Gameboy).IsCGBMode())
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{
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return SystemInfo.GBC;
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}
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return SystemInfo.GB;
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case "A26":
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return SystemInfo.Atari2600;
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case "A78":
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return SystemInfo.Atari7800;
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case "C64":
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return SystemInfo.C64;
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case "Coleco":
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return SystemInfo.Coleco;
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case "GBA":
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return SystemInfo.GBA;
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case "N64":
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return SystemInfo.N64;
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case "SAT":
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return SystemInfo.Saturn;
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case "DGB":
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return SystemInfo.DualGB;
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case "WSWAN":
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return SystemInfo.WonderSwan;
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case "LYNX":
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return SystemInfo.Lynx;
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}
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}
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}
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}
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}
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@ -1,16 +0,0 @@
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<Project>
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<ItemGroup>
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<PackageReference Include="Newtonsoft.Json" Version="12.0.3" PrivateAssets="All" />
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<Reference Include="$(MachineNuGetPackageDir)/newtonsoft.json/12.0.3/lib/net45/Newtonsoft.Json.dll"
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FusionName="Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed"
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Name="Newtonsoft.Json"
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Private="true"
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SpecificVersion="true" />
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<PackageReference Include="SharpZipLib" Version="1.1.0" PrivateAssets="All" />
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<Reference Include="$(MachineNuGetPackageDir)/sharpziplib/1.1.0/lib/net45/ICSharpCode.SharpZipLib.dll"
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FusionName="ICSharpCode.SharpZipLib, Version=1.1.0.145, Culture=neutral, PublicKeyToken=1b03e6acf1164f73"
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Name="ICSharpCode.SharpZipLib"
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Private="true"
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SpecificVersion="true" />
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</ItemGroup>
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</Project>
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@ -1,109 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace BizHawk.Client.EmuHawk
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{
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//Data structure for a watch item in the RAM Watch Dialog
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public enum atype { BYTE, WORD, DWORD, SEPARATOR }; //TODO: more custom types too like 12.4 and 24.12 fixed point
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public enum asigned { SIGNED, UNSIGNED, HEX };
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public class Watch
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{
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public Watch()
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{
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address = 0;
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value = 0;
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type = atype.BYTE;
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signed = asigned.UNSIGNED;
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bigendian = true;
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notes = "";
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}
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public Watch(int Address, int Value, atype Type, asigned Signed, bool BigEndian, string Notes)
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{
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address = Address;
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value = Value;
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type = Type;
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signed = Signed;
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bigendian = BigEndian;
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notes = Notes;
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}
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public int address { get; set; }
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public int value { get; set; } //Current value
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public atype type { get; set; } //Address type (byte, word, dword, etc
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public asigned signed { get; set; } //Signed/Unsigned?
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public bool bigendian { get; set; }
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public string notes { get; set; } //User notes
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public bool SetTypeByChar(char c) //b = byte, w = word, d = dword
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{
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switch (c)
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{
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case 'b':
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type = atype.BYTE;
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return true;
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case 'w':
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type = atype.WORD;
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return true;
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case 'd':
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type = atype.DWORD;
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return true;
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case 'S':
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type = atype.SEPARATOR;
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return true;
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default:
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return false;
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}
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}
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public char GetTypeByChar()
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{
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switch (type)
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{
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case atype.BYTE:
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return 'b';
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case atype.WORD:
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return 'w';
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case atype.DWORD:
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return 'd';
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case atype.SEPARATOR:
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return 'S';
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default:
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return 'b'; //Just in case
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}
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}
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public bool SetSignedByChar(char c) //s = signed, u = unsigned, h = hex
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{
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switch (c)
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{
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case 's':
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signed = asigned.SIGNED;
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return true;
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case 'u':
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signed = asigned.UNSIGNED;
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return true;
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case 'h':
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signed = asigned.HEX;
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return true;
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default:
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return false;
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}
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}
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public char GetSignedByChar()
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{
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switch (signed)
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{
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case asigned.SIGNED:
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return 's';
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case asigned.UNSIGNED:
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return 'u';
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case asigned.HEX:
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return 'h';
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default:
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return 's'; //Just in case
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}
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}
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}
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}
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@ -1,5 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
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<package id="Newtonsoft.Json" version="12.0.3" targetFramework="net45" />
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<package id="SharpZipLib" version="1.1.0" targetFramework="net45" />
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</packages>
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