433 lines
12 KiB
C++
433 lines
12 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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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 General Public License as published by
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// the Free Software Foundation, version 2.0.
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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 General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h" // Common
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#include "LogManager.h"
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#include "StringUtil.h"
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#include "Timer.h"
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#define EXCLUDEMAIN_H // Avoid certain declarations in main.h
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#include "EmuDefinitions.h" // Local
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#include "wiimote_hid.h"
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#include "main.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigPadDlg.h"
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#include "ConfigRecordingDlg.h"
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#include "ConfigBasicDlg.h"
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WiimotePadConfigDialog *m_PadConfigFrame = NULL;
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WiimoteRecordingConfigDialog *m_RecordingConfigFrame = NULL;
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WiimoteBasicConfigDialog *m_BasicConfigFrame = NULL;
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#endif
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#include "Config.h"
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#include "pluginspecs_wiimote.h"
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#include "EmuMain.h"
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#if HAVE_WIIUSE
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#include "wiimote_real.h"
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#endif
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#if defined(HAVE_X11) && HAVE_X11
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Display* WMdisplay;
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#endif
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SWiimoteInitialize g_WiimoteInitialize;
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PLUGIN_GLOBALS* globals = NULL;
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// General
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bool g_EmulatorRunning = false;
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u32 g_ISOId = 0;
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bool g_SearchDeviceDone = false;
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bool g_RealWiiMotePresent = false;
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// Debugging
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bool g_DebugAccelerometer = false;
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bool g_DebugData = false;
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bool g_DebugComm = false;
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bool g_DebugSoundData = false;
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bool g_DebugCustom = false;
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// Update speed
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int g_UpdateCounter = 0;
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double g_UpdateTime = 0;
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int g_UpdateRate = 0;
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int g_UpdateWriteScreen = 0;
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std::vector<int> g_UpdateTimeList (5, 0);
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// Movement recording
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std::vector<SRecordingAll> VRecording(RECORDING_ROWS);
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PLUGIN_EMUSTATE g_EmulatorState = PLUGIN_EMUSTATE_STOP;
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// Standard crap to make wxWidgets happy
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#ifdef _WIN32
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HINSTANCE g_hInstance;
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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LPVOID lpvReserved) // reserved
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{
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#if defined(HAVE_WX) && HAVE_WX
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wxSetInstance((HINSTANCE)hinstDLL);
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wxInitialize();
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#endif
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}
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break;
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case DLL_PROCESS_DETACH:
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#if defined(HAVE_WX) && HAVE_WX
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wxUninitialize();
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#endif
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break;
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}
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g_hInstance = hinstDLL;
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return TRUE;
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}
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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wxWindow* GetParentedWxWindow(HWND Parent)
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{
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#ifdef _WIN32
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wxSetInstance((HINSTANCE)g_hInstance);
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#endif
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wxWindow *win = new wxWindow();
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#ifdef _WIN32
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win->SetHWND((WXHWND)Parent);
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win->AdoptAttributesFromHWND();
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#endif
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return win;
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}
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#endif
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// Exports
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void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_WIIMOTE;
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin (DebugFast)");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin");
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#else
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin (Debug)");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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globals = _pPluginGlobals;
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LogManager::SetInstance((LogManager *)globals->logManager);
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}
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void DllDebugger(HWND _hParent, bool Show) {}
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void DllConfig(HWND _hParent)
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{
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if (!g_SearchDeviceDone)
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{
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// Load settings
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g_Config.Load();
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// We do a pad search before creating the dialog
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WiiMoteEmu::Search_Devices(WiiMoteEmu::joyinfo, WiiMoteEmu::NumPads, WiiMoteEmu::NumGoodPads);
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g_SearchDeviceDone = true;
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}
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#if defined(HAVE_WX) && HAVE_WX
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wxWindow *frame = GetParentedWxWindow(_hParent);
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m_BasicConfigFrame = new WiimoteBasicConfigDialog(frame);
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#ifdef _WIN32
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frame->Disable();
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m_BasicConfigFrame->ShowModal();
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frame->Enable();
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#else
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m_BasicConfigFrame->ShowModal();
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#endif
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#ifdef _WIN32
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frame->SetFocus();
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frame->SetHWND(NULL);
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#endif
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m_BasicConfigFrame->Destroy();
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m_BasicConfigFrame = NULL;
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frame->Destroy();
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#endif
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}
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// Start emulation
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void Initialize(void *init)
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{
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g_EmulatorRunning = true;
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g_WiimoteInitialize = *(SWiimoteInitialize *)init;
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#if defined(HAVE_WX) && HAVE_WX
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// Load the ISO Id
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g_ISOId = g_WiimoteInitialize.ISOId;
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// Load the settings
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g_Config.Load();
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#endif
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#if defined(HAVE_X11) && HAVE_X11
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WMdisplay = (Display*)g_WiimoteInitialize.hWnd;
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#endif
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g_ISOId = g_WiimoteInitialize.ISOId;
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DEBUG_LOG(WIIMOTE, "ISOId: %08x %s", g_WiimoteInitialize.ISOId, Hex2Ascii(g_WiimoteInitialize.ISOId).c_str());
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// Load IR settings, as this is a per-game setting and the user might have loaded a different game
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g_Config.LoadIR();
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// Run this first so that WiiMoteReal::Initialize() overwrites g_Eeprom
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WiiMoteEmu::Initialize();
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/* We will run WiiMoteReal::Initialize() even if we are not using a real
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wiimote, to check if there is a real wiimote connected. We will initiate
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wiiuse.dll, but we will return before creating a new thread for it if we
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find no real Wiimotes. Then g_RealWiiMotePresent will also be
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false. This function call will be done instantly whether there is a real
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Wiimote connected or not. It takes no time for Wiiuse to check for
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connected Wiimotes. */
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#if HAVE_WIIUSE
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WiiMoteReal::Initialize();
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WiiMoteReal::Allocate();
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#endif
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}
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// If a game is not running this is called by the Configuration window when it's closed
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void Shutdown(void)
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{
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// Not running
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g_EmulatorRunning = false;
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// Reset the game ID in all cases
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g_ISOId = 0;
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#if HAVE_WIIUSE
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WiiMoteReal::Shutdown();
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#endif
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WiiMoteEmu::Shutdown();
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}
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void DoState(unsigned char **ptr, int mode)
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{
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PointerWrap p(ptr, mode);
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// TODO: Shorten the list
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//p.Do(g_EmulatorRunning);
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//p.Do(g_ISOId);
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//p.Do(g_RealWiiMotePresent);
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//p.Do(g_RealWiiMoteInitialized);
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//p.Do(g_EmulatedWiiMoteInitialized);
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//p.Do(g_UpdateCounter);
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//p.Do(g_UpdateTime);
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//p.Do(g_UpdateRate);
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//p.Do(g_UpdateWriteScreen);
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//p.Do(g_UpdateTimeList);
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#if HAVE_WIIUSE
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WiiMoteReal::DoState(p);
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#endif
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WiiMoteEmu::DoState(p);
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return;
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}
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void EmuStateChange(PLUGIN_EMUSTATE newState)
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{
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g_EmulatorState = newState;
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}
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/* This function produce Wiimote Input (reports from the Wiimote) in response
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to Output from the Wii. It's called from WII_IPC_HLE_WiiMote.cpp.
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Switch between real and emulated wiimote: We send all this Input to WiiMoteEmu::InterruptChannel()
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so that it knows the channel ID and the data reporting mode at all times.
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*/
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void Wiimote_InterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size)
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{
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// Debugging
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#if defined(_DEBUG) || defined(DEBUGFAST)
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DEBUG_LOG(WIIMOTE, "Wiimote_InterruptChannel");
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DEBUG_LOG(WIIMOTE, " Channel ID: %04x", _channelID);
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std::string Temp = ArrayToString((const u8*)_pData, _Size);
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DEBUG_LOG(WIIMOTE, " Data: %s", Temp.c_str());
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#endif
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// Decice where to send the message
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if (WiiMoteEmu::WiiMapping[_number].Source <= 1)
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WiiMoteEmu::InterruptChannel(_number, _channelID, _pData, _Size);
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#if HAVE_WIIUSE
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else if (g_RealWiiMotePresent)
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WiiMoteReal::InterruptChannel(_number, _channelID, _pData, _Size);
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#endif
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}
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// Function: Used for the initial Bluetooth HID handshake.
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void Wiimote_ControlChannel(int _number, u16 _channelID, const void* _pData, u32 _Size)
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{
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// Debugging
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#if defined(_DEBUG) || defined(DEBUGFAST)
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DEBUG_LOG(WIIMOTE, "Wiimote_ControlChannel");
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DEBUG_LOG(WIIMOTE, " Channel ID: %04x", _channelID);
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std::string Temp = ArrayToString((const u8*)_pData, _Size);
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DEBUG_LOG(WIIMOTE, " Data: %s", Temp.c_str());
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#endif
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// Check for custom communication
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if(_channelID == 99 && *(const u8*)_pData == WIIMOTE_DISCONNECT)
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{
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WiiMoteEmu::g_ReportingAuto[_number] = false;
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WARN_LOG(WIIMOTE, "Wiimote: #%i Disconnected", _number);
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#ifdef _WIN32
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PostMessage(g_WiimoteInitialize.hWnd, WM_USER, WIIMOTE_DISCONNECT, _number);
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#endif
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return;
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}
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if (WiiMoteEmu::WiiMapping[_number].Source <= 1)
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WiiMoteEmu::ControlChannel(_number, _channelID, _pData, _Size);
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#if HAVE_WIIUSE
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else if (g_RealWiiMotePresent)
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WiiMoteReal::ControlChannel(_number, _channelID, _pData, _Size);
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#endif
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}
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// This sends a Data Report from the Wiimote. See SystemTimers.cpp for the documentation of this update.
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void Wiimote_Update(int _number)
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{
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// Tell us about the update rate, but only about once every second to avoid a major slowdown
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#if defined(HAVE_WX) && HAVE_WX
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if (m_RecordingConfigFrame)
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{
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GetUpdateRate();
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if (g_UpdateWriteScreen > g_UpdateRate)
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{
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m_RecordingConfigFrame->m_TextUpdateRate->SetLabel(wxString::Format(wxT("Update rate: %03i times/s"), g_UpdateRate));
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g_UpdateWriteScreen = 0;
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}
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g_UpdateWriteScreen++;
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}
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#endif
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// This functions will send:
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// Emulated Wiimote: Only data reports 0x30-0x37
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// Real Wiimote: Both data reports 0x30-0x37 and all other read reports
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if (WiiMoteEmu::WiiMapping[_number].Source <= 1)
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WiiMoteEmu::Update(_number);
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#if HAVE_WIIUSE
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else if (g_RealWiiMotePresent)
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WiiMoteReal::Update(_number);
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#endif
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/*
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// Debugging
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#ifdef _WIN32
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if( GetAsyncKeyState(VK_HOME) && g_DebugComm ) g_DebugComm = false; // Page Down
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else if (GetAsyncKeyState(VK_HOME) && !g_DebugComm ) g_DebugComm = true;
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if( GetAsyncKeyState(VK_PRIOR) && g_DebugData ) g_DebugData = false; // Page Up
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else if (GetAsyncKeyState(VK_PRIOR) && !g_DebugData ) g_DebugData = true;
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if( GetAsyncKeyState(VK_NEXT) && g_DebugAccelerometer ) g_DebugAccelerometer = false; // Home
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else if (GetAsyncKeyState(VK_NEXT) && !g_DebugAccelerometer ) g_DebugAccelerometer = true;
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if( GetAsyncKeyState(VK_END) && g_DebugCustom ) { g_DebugCustom = false; DEBUG_LOG(WIIMOTE, "Custom Debug: Off");} // End
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else if (GetAsyncKeyState(VK_END) && !g_DebugCustom ) {g_DebugCustom = true; DEBUG_LOG(WIIMOTE, "Custom Debug: Off");}
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#endif
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*/
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}
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unsigned int Wiimote_GetAttachedControllers()
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{
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return 1;
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}
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// Supporting functions
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// Check if the render window is in focus
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bool IsFocus()
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{
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return g_WiimoteInitialize.pRendererHasFocus();
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}
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/* Returns a timestamp with three decimals for precise time comparisons. The return format is
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of the form seconds.milleseconds for example 1234.123. The leding seconds have no particular meaning
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but are just there to enable use to tell if we have entered a new second or now. */
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// -----------------
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/* Calculate the current update frequency. Calculate the time between ten updates, and average
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five such rates. If we assume there are 60 updates per second if the game is running at full
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speed then we get this measure on average once every second. The reason to have a few updates
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between each measurement is becase the milliseconds may not be perfectly accurate and may return
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the same time even when a milliseconds has actually passed, for example.*/
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int GetUpdateRate()
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{
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#if defined(HAVE_WX) && HAVE_WX
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if(g_UpdateCounter == 10)
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{
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// Erase the old ones
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if(g_UpdateTimeList.size() == 5) g_UpdateTimeList.erase(g_UpdateTimeList.begin() + 0);
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// Calculate the time and save it
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int Time = (int)(10 / (Common::Timer::GetDoubleTime() - g_UpdateTime));
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g_UpdateTimeList.push_back(Time);
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//DEBUG_LOG(WIIMOTE, "Time: %i %f", Time, Common::Timer::GetDoubleTime());
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int TotalTime = 0;
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for (int i = 0; i < (int)g_UpdateTimeList.size(); i++)
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TotalTime += g_UpdateTimeList.at(i);
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g_UpdateRate = TotalTime / 5;
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// Write the new update time
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g_UpdateTime = Common::Timer::GetDoubleTime();
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g_UpdateCounter = 0;
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}
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g_UpdateCounter++;
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return g_UpdateRate;
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#else
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return 0;
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#endif
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}
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