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itgmania212121/stepmania/src/NetworkSyncManager.cpp
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#include "global.h"
#include "NetworkSyncManager.h"
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NetworkSyncManager *NSMAN;
#if defined(WITHOUT_NETWORKING)
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NetworkSyncManager::NetworkSyncManager() { useSMServer=false }
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NetworkSyncManager::~NetworkSyncManager () { }
void NetworkSyncManager::CloseConnection() { }
void NetworkSyncManager::PostStartUp( CString ServerIP ) { }
bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { return false; }
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void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber) { }
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void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo) { }
void NetworkSyncManager::ReportSongOver() { }
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void NetworkSyncManager::StartRequest(short position) { }
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void NetworkSyncManager::DisplayStartupStatus() { }
void NetworkSyncManager::Update( float fDeltaTime ) { }
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bool NetworkSyncManager::ChangedScoreboard() {}
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#else
#include "ezsockets.h"
#include "ProfileManager.h"
#include "RageLog.h"
#include "StepMania.h"
#include "ScreenManager.h"
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#include "song.h"
#include "Course.h"
#include "GameState.h"
#include "StageStats.h"
#include "Steps.h"
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#include "PrefsManager.h"
NetworkSyncManager::NetworkSyncManager()
{
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NetPlayerClient = new EzSockets;
NetPlayerClient->blocking = false;
m_ServerVersion = 0;
useSMserver = false;
m_startupStatus = 0; //By default, connection not tried.
StartUp();
}
NetworkSyncManager::~NetworkSyncManager ()
{
//Close Connection to server nicely.
if (useSMserver)
NetPlayerClient->close();
delete NetPlayerClient;
}
void NetworkSyncManager::CloseConnection()
{
if (!useSMserver)
return ;
m_ServerVersion = 0;
useSMserver = false;
m_startupStatus = 0;
NetPlayerClient->close();
}
void NetworkSyncManager::PostStartUp(CString ServerIP)
{
CloseConnection();
if( ServerIP!="LISTEN" )
{
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if( !Connect(ServerIP.c_str(), 8765) )
{
m_startupStatus = 2;
LOG->Warn( "Network Sync Manager failed to connect" );
return;
}
} else {
if( !Listen(8765) )
{
m_startupStatus = 2;
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LOG->Warn( "Listen() failed" );
return;
}
}
useSMserver = true;
m_startupStatus = 1; //Connection attepmpt sucessful
// If network play is desired and the connection works,
// halt until we know what server version we're dealing with
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ClearPacket(m_packet);
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Write1(m_packet, 2); //Hello Packet
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Write1(m_packet, NETPROTOCOLVERSION);
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int ctr = 2 * 16 + 0;
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Write1(m_packet, (uint8_t) ctr);
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vector<CString> profileNames;
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PROFILEMAN->GetLocalProfileNames(profileNames);
FOREACH_PlayerNumber(pn)
{
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int localID = atoi(PREFSMAN->m_sDefaultLocalProfileID[pn])-1;
if (localID >= 0 && localID < int(profileNames.size()))
WriteNT(m_packet, profileNames[localID]);
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else
WriteNT(m_packet, "[No Prof]");
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}
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NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
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ClearPacket(m_packet);
//Block until responce is received
//Move mode to blocking in order to give CPU back to the
//system, and not wait.
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bool dontExit = true;
NetPlayerClient->blocking = true;
while (dontExit)
{
ClearPacket(m_packet);
if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
dontExit=false; // Also allow exit if there is a problem on the socket
if (Read1(m_packet) == (128+2))
dontExit=false;
//Only allow passing on handshake.
//Otherwise scoreboard updates and such will confuse us.
}
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NetPlayerClient->blocking = false;
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m_ServerVersion = Read1(m_packet);
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m_ServerName = ReadNT(m_packet);
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LOG->Info("Server Version: %d %s", m_ServerVersion, m_ServerName.c_str());
}
void NetworkSyncManager::StartUp()
{
CString ServerIP;
if( GetCommandlineArgument( "netip", &ServerIP ) )
PostStartUp(ServerIP);
else if( GetCommandlineArgument( "listen" ) )
PostStartUp("LISTEN");
}
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bool NetworkSyncManager::Connect(const CString& addy, unsigned short port)
{
LOG->Info("Beginning to connect");
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if (port != 8765)
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return false;
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
//If there is a new protocol developed down the road
NetPlayerClient->create(); // Initilize Socket
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useSMserver = NetPlayerClient->connect(addy, port);
return useSMserver;
}
//Listen (Wait for connection in-bound)
//NOTE: Right now, StepMania cannot connect back to StepMania!
bool NetworkSyncManager::Listen(unsigned short port)
{
LOG->Info("Beginning to Listen");
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if (port != 8765)
return false;
//Make sure using port 8765
//This may change in future versions
//It is this way now for protocol's purpose.
//If there is a new protocol developed down the road
EzSockets * EZListener = new EzSockets;
EZListener->create();
NetPlayerClient->create(); // Initilize Socket
EZListener->bind(8765);
useSMserver = EZListener->listen();
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useSMserver = EZListener->accept( *NetPlayerClient ); //Wait for someone to connect
EZListener->close(); //Kill Listener
delete EZListener;
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//LOG->Info("Accept Responce: ",useSMserver);
useSMserver=true;
return useSMserver;
}
void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber)
{
m_lastOffset[PlayerNumber] = offset;
}
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void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo)
{
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if (!useSMserver) //Make sure that we are using the network
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return;
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ClearPacket(m_packet);
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Write1(m_packet,5);
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uint8_t ctr = (uint8_t) (playerID * 16 + step - 1);
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Write1(m_packet,ctr);
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ctr = uint8_t( g_CurStageStats.GetGrade((PlayerNumber)playerID)*16 );
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Write1(m_packet,ctr);
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Write4(m_packet,score);
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Write2(m_packet, (uint16_t) combo);
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Write2(m_packet, (uint16_t) m_playerLife[playerID]);
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//Offset Info
//Note: if a 0 is sent, then disregard data.
//
//ASSUMED: No step will be more than 16 seconds off center
//If assumption false: read 16 seconds either direction
int iOffset = int((m_lastOffset[playerID]+16.384)*2000.0);
if (iOffset>65535)
iOffset=65535;
if (iOffset<1)
iOffset=1;
//Report 0 if hold, or miss (don't forget mines should report)
if (((step<TNS_BOO)||(step>TNS_MARVELOUS))&&(step!=TNS_HIT_MINE))
iOffset = 0;
Write2(m_packet, (uint16_t) iOffset);
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NetPlayerClient->SendPack((char*)m_packet.Data, m_packet.Position);
}
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void NetworkSyncManager::ReportSongOver()
{
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if (!useSMserver) //Make sure that we are using the network
return ;
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ClearPacket(m_packet);
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Write1(m_packet,4);
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
return;
}
void NetworkSyncManager::StartRequest(short position)
{
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if (!useSMserver)
return ;
if (GAMESTATE->m_bDemonstrationOrJukebox)
return ;
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LOG->Trace("Requesting Start from Server.");
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ClearPacket(m_packet);
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Write1(m_packet,3);
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unsigned char ctr=0;
Steps * tSteps;
tSteps = g_CurStageStats.pSteps[PLAYER_1];
if (tSteps!=NULL)
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ctr = uint8_t(ctr+tSteps->GetMeter()*16);
tSteps = g_CurStageStats.pSteps[PLAYER_2];
if (tSteps!=NULL)
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ctr = uint8_t(ctr+tSteps->GetMeter());
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Write1(m_packet,ctr);
//Notify server if this is for sync or not.
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ctr = char(position*16);
Write1(m_packet,ctr);
if (GAMESTATE->m_pCurSong !=NULL) {
WriteNT(m_packet,GAMESTATE->m_pCurSong->m_sMainTitle);
WriteNT(m_packet,GAMESTATE->m_pCurSong->m_sSubTitle);
WriteNT(m_packet,GAMESTATE->m_pCurSong->m_sArtist);
} else {
WriteNT(m_packet,"");
WriteNT(m_packet,"");
WriteNT(m_packet,"");
}
if (GAMESTATE->m_pCurCourse != NULL)
WriteNT(m_packet,GAMESTATE->m_pCurCourse->GetFullDisplayTitle());
else
WriteNT(m_packet,CString(""));
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NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
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LOG->Trace("Waiting for RECV");
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ClearPacket(m_packet);
//Block until go is recieved.
//Switch to blocking mode (this is the only
//way I know how to get precievably instantanious results
bool dontExit=true;
NetPlayerClient->blocking=true;
while (dontExit)
{
ClearPacket(m_packet);
if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
dontExit=false; // Also allow exit if there is a problem on the socket
if (Read1(m_packet) == (128+3))
dontExit=false;
//Only allow passing on Start request.
//Otherwise scoreboard updates and such will confuse us.
}
NetPlayerClient->blocking=false;
}
void NetworkSyncManager::DisplayStartupStatus()
{
CString sMessage("");
switch (m_startupStatus)
{
case 0:
//Networking wasn't attepmpted
return;
case 1:
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sMessage = "Connection to " + m_ServerName + " sucessful.";
break;
case 2:
sMessage = "Connection failed.";
break;
}
SCREENMAN->SystemMessage(sMessage);
}
void NetworkSyncManager::Update(float fDeltaTime)
{
if (useSMserver)
ProcessInput();
}
void NetworkSyncManager::ProcessInput()
{
//If we're disconnected, just exit
if ((NetPlayerClient->state!=NetPlayerClient->skCONNECTED) ||
NetPlayerClient->IsError())
{
SCREENMAN->SystemMessageNoAnimate("Connection to server dropped.");
useSMserver=false;
return;
}
//load new data into buffer
NetPlayerClient->update();
ClearPacket(m_packet);
while (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)>0)
{
int command = Read1(m_packet);
//Check to make sure command is valid from server
if (command<128)
{
LOG->Info("CMD (below 128) Invalid> %d",command);
break;
}
command+=-128;
switch (command) {
case 0: //Ping packet responce
ClearPacket(m_packet);
Write1(m_packet,0);
NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
break;
case 1: //These are in responce to when/if we send packet 0's
case 2: //This is already taken care of by the blocking code earlier on
case 3: //This is taken care of by the blocking start code
case 4: //Undefined
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case 5: //Scoreboard Update
{ //Ease scope
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int ColumnNumber=Read1(m_packet);
int NumberPlayers=Read1(m_packet);
CString ColumnData;
int i;
switch (ColumnNumber) {
case 0:
ColumnData = "Names\n";
for (i=0;i<NumberPlayers;i++)
ColumnData += ReadNT(m_packet) + "\n";
break;
case 1:
ColumnData = "Combo\n";
for (i=0;i<NumberPlayers;i++)
ColumnData += ssprintf("%d\n",Read2(m_packet));
break;
case 2:
ColumnData = "Grade\n";
for (i=0;i<NumberPlayers;i++)
switch (Read1(m_packet)) {
case 0:
ColumnData+="AAAA\n"; break;
case 1:
ColumnData+="AAA\n"; break;
case 2:
ColumnData+="AA\n"; break;
case 3:
ColumnData+="A\n"; break;
case 4:
ColumnData+="B\n"; break;
case 5:
ColumnData+="C\n"; break;
case 6:
ColumnData+="D\n"; break;
case 7:
ColumnData+="E\n"; break; //Is there a better way?
}
break;
}
m_Scoreboard[ColumnNumber] = ColumnData;
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m_scoreboardchange[ColumnNumber]=true;
}
break;
case 6: //System message from server
CString SysMSG = ReadNT(m_packet);
SCREENMAN->SystemMessage(SysMSG);
break;
}
ClearPacket(m_packet);
}
}
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bool NetworkSyncManager::ChangedScoreboard(int Column)
{
if (!m_scoreboardchange[Column])
return false;
m_scoreboardchange[Column]=false;
return true;
}
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uint8_t NetworkSyncManager::Read1(NetPacket &Packet)
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{
if (Packet.Position>=NETMAXBUFFERSIZE)
return 0;
return Packet.Data[Packet.Position++];
}
uint16_t NetworkSyncManager::Read2(NetPacket &Packet)
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{
if (Packet.Position>=NETMAXBUFFERSIZE-1)
return 0;
uint16_t Temp;
memcpy( &Temp, Packet.Data + Packet.Position,2 );
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Packet.Position+=2;
return Swap16BE(Temp);
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}
uint32_t NetworkSyncManager::Read4(NetPacket &Packet)
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{
if (Packet.Position>=NETMAXBUFFERSIZE-3)
return 0;
uint32_t Temp;
memcpy( &Temp, Packet.Data + Packet.Position,4 );
Packet.Position+=4;
return Swap32BE(Temp);
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}
CString NetworkSyncManager::ReadNT(NetPacket &Packet)
{
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//int Orig=Packet.Position;
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CString TempStr;
while ((Packet.Position<NETMAXBUFFERSIZE)&& (((char*)Packet.Data)[Packet.Position]!=0))
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TempStr= TempStr + (char)Packet.Data[Packet.Position++];
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Packet.Position++;
return TempStr;
}
void NetworkSyncManager::Write1(NetPacket &Packet, uint8_t Data)
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{
if (Packet.Position>=NETMAXBUFFERSIZE)
return;
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memcpy( &Packet.Data[Packet.Position], &Data,1 );
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Packet.Position++;
}
void NetworkSyncManager::Write2(NetPacket &Packet, uint16_t Data)
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{
if (Packet.Position>=NETMAXBUFFERSIZE-1)
return;
Data = Swap16BE(Data);
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memcpy( &Packet.Data[Packet.Position], &Data,2 );
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Packet.Position+=2;
}
void NetworkSyncManager::Write4(NetPacket &Packet, uint32_t Data)
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{
if (Packet.Position>=NETMAXBUFFERSIZE-3)
return ;
Data = Swap32BE(Data);
memcpy( &Packet.Data[Packet.Position], &Data,4 );
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Packet.Position+=4;
}
void NetworkSyncManager::WriteNT(NetPacket &Packet, CString Data)
{
int index=0;
while ((Packet.Position<NETMAXBUFFERSIZE)&&(index<Data.GetLength()))
Packet.Data[Packet.Position++] = (unsigned char)(Data.c_str()[index++]);
//Is it proper to do "(unsigned char)(Data.c_str()[index++])"?
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Packet.Data[Packet.Position++] = 0;
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}
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#endif
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/*
* (c) 2003-2004 Charles Lohr, Joshua Allen
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/