mirror of https://github.com/PCSX2/pcsx2.git
savestate: remove a bunch of dead code
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parent
a781b4529b
commit
18bc19a09c
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@ -24,6 +24,7 @@
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#include "GSLzma.h"
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#include "GSLzma.h"
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#include "AppCoreThread.h"
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#include "AppCoreThread.h"
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#include "Utilities/pxStreams.h"
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#ifdef _WIN32
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#ifdef _WIN32
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@ -2309,7 +2310,7 @@ GSRendererType GSApp::GetCurrentRendererType() const
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void GSDoFreezeOut(void* dest)
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void GSDoFreezeOut(void* dest)
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{
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{
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freezeData fP = {0, (s8*)dest};
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GSFreezeData fP = {0, (u8*)dest};
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if (GSfreeze(FREEZE_SIZE, &fP) != 0)
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if (GSfreeze(FREEZE_SIZE, &fP) != 0)
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return;
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return;
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if (!fP.size)
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if (!fP.size)
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@ -2324,7 +2325,7 @@ void GSDoFreezeOut(void* dest)
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void GSDoFreezeIn(pxInputStream& infp)
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void GSDoFreezeIn(pxInputStream& infp)
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{
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{
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freezeData fP = {0, nullptr};
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GSFreezeData fP = {0, nullptr};
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if (GSfreeze(FREEZE_SIZE, &fP) != 0)
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if (GSfreeze(FREEZE_SIZE, &fP) != 0)
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fP.size = 0;
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fP.size = 0;
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@ -2346,7 +2347,7 @@ void GSDoFreezeIn(pxInputStream& infp)
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}
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}
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ScopedAlloc<s8> data(fP.size);
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ScopedAlloc<s8> data(fP.size);
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fP.data = data.GetPtr();
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fP.data = (u8*)data.GetPtr();
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infp.Read(fP.data, fP.size);
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infp.Read(fP.data, fP.size);
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if (GSfreeze(FREEZE_LOAD, &fP) != 0)
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if (GSfreeze(FREEZE_LOAD, &fP) != 0)
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@ -241,16 +241,6 @@ SaveStateBase& SaveStateBase::FreezeInternals()
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return *this;
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return *this;
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}
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}
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SaveStateBase& SaveStateBase::FreezeAll()
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{
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FreezeMainMemory();
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FreezeBios();
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FreezeInternals();
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//TODO: ADD BACK FREEZE PLUGINS HERE
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return *this;
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}
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// --------------------------------------------------------------------------------------
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// --------------------------------------------------------------------------------------
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// memSavingState (implementations)
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// memSavingState (implementations)
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@ -285,14 +275,6 @@ void memSavingState::MakeRoomForData()
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m_memory->MakeRoomFor( m_idx + MemoryBaseAllocSize );
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m_memory->MakeRoomFor( m_idx + MemoryBaseAllocSize );
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}
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}
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// Saving of state data to a memory buffer
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memSavingState& memSavingState::FreezeAll()
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{
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MakeRoomForData();
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_parent::FreezeAll();
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return *this;
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}
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// --------------------------------------------------------------------------------------
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// --------------------------------------------------------------------------------------
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// memLoadingState (implementations)
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// memLoadingState (implementations)
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// --------------------------------------------------------------------------------------
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// --------------------------------------------------------------------------------------
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@ -76,11 +76,6 @@ public:
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return (m_version & 0xffff);
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return (m_version & 0xffff);
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}
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}
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// Loads or saves the entire emulation state.
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// Note: The Cpu state must be reset, and plugins *open*, prior to Defrosting
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// (loading) a state!
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virtual SaveStateBase& FreezeAll();
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virtual SaveStateBase& FreezeMainMemory();
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virtual SaveStateBase& FreezeMainMemory();
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virtual SaveStateBase& FreezeBios();
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virtual SaveStateBase& FreezeBios();
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virtual SaveStateBase& FreezeInternals();
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virtual SaveStateBase& FreezeInternals();
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@ -197,7 +192,6 @@ public:
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void MakeRoomForData();
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void MakeRoomForData();
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void FreezeMem( void* data, int size );
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void FreezeMem( void* data, int size );
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memSavingState& FreezeAll();
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bool IsSaving() const { return true; }
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bool IsSaving() const { return true; }
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};
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};
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@ -181,16 +181,6 @@ void SysCoreThread::ApplySettings(const Pcsx2Config& src)
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const_cast<Pcsx2Config&>(EmuConfig) = src;
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const_cast<Pcsx2Config&>(EmuConfig) = src;
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}
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}
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void SysCoreThread::UploadStateCopy(const VmStateBuffer& copy)
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{
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if (!pxAssertDev(IsPaused(), "CoreThread is not paused; new VM state cannot be uploaded."))
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return;
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memLoadingState loadme(copy);
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loadme.FreezeAll();
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m_resetVirtualMachine = false;
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}
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// --------------------------------------------------------------------------------------
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// --------------------------------------------------------------------------------------
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// SysCoreThread *Worker* Implementations
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// SysCoreThread *Worker* Implementations
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// (Called from the context of this thread only)
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// (Called from the context of this thread only)
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@ -209,7 +209,6 @@ public:
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virtual void GameStartingInThread();
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virtual void GameStartingInThread();
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virtual void ApplySettings(const Pcsx2Config& src);
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virtual void ApplySettings(const Pcsx2Config& src);
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virtual void UploadStateCopy(const VmStateBuffer& copy);
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virtual bool HasActiveMachine() const { return m_hasActiveMachine; }
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virtual bool HasActiveMachine() const { return m_hasActiveMachine; }
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@ -642,13 +642,6 @@ bool AppCoreThread::StateCheckInThread()
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return _parent::StateCheckInThread();
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return _parent::StateCheckInThread();
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}
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}
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void AppCoreThread::UploadStateCopy(const VmStateBuffer& copy)
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{
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ScopedCoreThreadPause paused_core;
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_parent::UploadStateCopy(copy);
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paused_core.AllowResume();
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}
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static uint m_except_threshold = 0;
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static uint m_except_threshold = 0;
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void AppCoreThread::ExecuteTaskInThread()
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void AppCoreThread::ExecuteTaskInThread()
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@ -151,7 +151,6 @@ public:
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virtual void ChangeCdvdSource();
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virtual void ChangeCdvdSource();
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virtual void ApplySettings(const Pcsx2Config& src);
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virtual void ApplySettings(const Pcsx2Config& src);
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virtual void UploadStateCopy(const VmStateBuffer& copy);
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protected:
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protected:
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virtual void DoCpuExecute();
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virtual void DoCpuExecute();
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@ -400,7 +400,7 @@ namespace Implementations
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return;
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return;
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if (renderswitch_delay == 0)
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if (renderswitch_delay == 0)
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{
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{
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ScopedCoreThreadPause paused_core();
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ScopedCoreThreadPause paused_core;
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// TODO: add back saving/freezing of gs here -- govanify
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// TODO: add back saving/freezing of gs here -- govanify
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renderswitch = !renderswitch;
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renderswitch = !renderswitch;
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paused_core.AllowResume();
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paused_core.AllowResume();
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@ -279,7 +279,7 @@ public:
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void FreezeIn(pxInputStream& reader) const { return GSDoFreezeIn(reader); }
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void FreezeIn(pxInputStream& reader) const { return GSDoFreezeIn(reader); }
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void FreezeOut(SaveStateBase& writer) const
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void FreezeOut(SaveStateBase& writer) const
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{
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{
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freezeData fP = {0, NULL};
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GSFreezeData fP = {0, NULL};
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if (GSfreeze(FREEZE_SIZE, &fP) == 0)
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if (GSfreeze(FREEZE_SIZE, &fP) == 0)
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{
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{
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const int size = fP.size;
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const int size = fP.size;
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