854b259ef1
This is to provide parameters to loading Actor definitions, in a way that
does not need to be explicitly propagated to nested definitions; I want
loading a sub-definition to remain a simple function call with no mandatory
(prescribed) parameters. This provides a general context to pass information
to Lua about what it's loading, such as LoadingScreen.
These are scoped to the running thread, unlike global variables. This prevents
possible threading problems.
All thread variables are scoped: set a variable, do something, unset it; when
finished, all thread variables are unset.
These are no longer available after load. By design, to use these later,
use upvalues:
local color = lua.GetVar("color");
return Def.Quad {
OnCommand=cmd(diffuse,color);
}
230 lines
7.1 KiB
C++
230 lines
7.1 KiB
C++
#ifndef LUA_MANAGER_H
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#define LUA_MANAGER_H
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struct lua_State;
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typedef lua_State Lua;
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typedef void (*RegisterWithLuaFn)(lua_State*);
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class RageMutex;
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class XNode;
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class LuaReference;
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extern "C"
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{
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#include "lua-5.1/src/lua.h"
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#include "lua-5.1/src/lualib.h"
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#include "lua-5.1/src/lauxlib.h"
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}
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class LuaManager;
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extern LuaManager *LUA;
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class LuaManager
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{
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public:
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// Every Actor should register its class at program initialization.
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static void Register( RegisterWithLuaFn pfn );
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LuaManager();
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~LuaManager();
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Lua *Get();
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void Release( Lua *&p );
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/* Explicitly lock and unlock Lua access. This is done automatically by Get() and
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* Release(). */
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void YieldLua();
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void UnyieldLua();
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/* Register all subscribing types. There's no harm in registering when already registered. */
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void RegisterTypes();
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void SetGlobal( const RString &sName, int val );
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void SetGlobal( const RString &sName, const RString &val );
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void UnsetGlobal( const RString &sName );
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private:
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lua_State *m_pLuaMain;
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};
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namespace LuaHelpers
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{
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/* Run a script with the given name. The given number of return values are left on
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* the Lua stack. On error, nils are left on the stack, sError is set and
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* false is returned. */
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bool RunScript( Lua *L, const RString &sScript, const RString &sName, RString &sError, int iArgs = 0, int iReturnValues = 0 );
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/* Run the given expression, returning a single value, and leave the return value on the
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* stack. On error, push nil. */
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bool RunExpression( Lua *L, const RString &sExpression, const RString &sName = "" );
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bool RunScriptFile( const RString &sFile );
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/* Create a Lua array (a table with indices starting at 1) of the given vector,
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* and push it on the stack. */
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void CreateTableFromArrayB( Lua *L, const vector<bool> &aIn );
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/* Recursively copy elements from the table at stack element -2 into the table
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* at stack -1. Pop both elements from the stack. */
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void DeepCopy( lua_State *L );
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/* Read the table at the top of the stack back into a vector. */
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void ReadArrayFromTableB( Lua *L, vector<bool> &aOut );
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void ParseCommandList( lua_State *L, const RString &sCommands, const RString &sName );
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XNode *GetLuaInformation();
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/* Pops the last iArgs arguments from the stack, and return a function that returns
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* those values. */
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void PushValueFunc( lua_State *L, int iArgs );
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template<class T>
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void Push( lua_State *L, const T &Object );
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template<class T>
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bool FromStack( lua_State *L, T &Object, int iOffset );
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template<class T>
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bool Pop( lua_State *L, T &val )
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{
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bool bRet = LuaHelpers::FromStack( L, val, -1 );
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lua_pop( L, 1 );
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return bRet;
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}
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template<class T>
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void ReadArrayFromTable( vector<T> &aOut, lua_State *L )
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{
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luaL_checktype( L, -1, LUA_TTABLE );
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int i = 0;
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while( lua_rawgeti(L, -1, ++i), !lua_isnil(L, -1) )
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{
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T value = T();
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LuaHelpers::Pop( L, value );
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aOut.push_back( value );
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}
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lua_pop( L, 1 ); // pop nil
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}
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template<class T>
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void CreateTableFromArray( const vector<T> &aIn, lua_State *L )
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{
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lua_newtable( L );
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for( unsigned i = 0; i < aIn.size(); ++i )
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{
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LuaHelpers::Push( L, aIn[i] );
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lua_rawseti( L, -2, i+1 );
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}
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}
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int TypeError( Lua *L, int narg, const char *tname );
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inline int AbsIndex( Lua *L, int i ) { if( i > 0 || i <= LUA_REGISTRYINDEX ) return i; return lua_gettop( L ) + i + 1; }
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}
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class LuaThreadVariable
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{
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public:
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LuaThreadVariable( const RString &sName, const RString &sValue );
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LuaThreadVariable( const RString &sName, LuaReference &Value );
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~LuaThreadVariable();
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static void GetThreadVariable( lua_State *L );
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private:
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LuaThreadVariable( const LuaThreadVariable &cpy ); // not defined
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void SetFromStack( lua_State *L );
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int AdjustCount( lua_State *L, int iAdd );
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static bool PushThreadTable( lua_State *L, bool bCreate );
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static RString GetCurrentThreadIDString();
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RString m_sName;
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LuaReference *m_pOldValue;
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};
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/* Iterate over all elements in the table. For safety reasons, the key is pushed onto
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* the stack and can be read (safely) as a string and popped or altered in any way.
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* Stack management is handled automatically. That is, you need not remove all stack
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* elements above the key. Once the loop exits normally, the top of the stack will be
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* where it was before. If you break out of the loop early, you need to handle that
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* explicitly. */
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#define FOREACH_LUATABLE(L,index) \
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for( const int UNIQUE_NAME(tab) = LuaHelpers::AbsIndex(L,index), \
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UNIQUE_NAME(top) = (lua_pushnil(L),lua_gettop(L)); \
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lua_next(L, UNIQUE_NAME(tab)) && (lua_pushvalue(L,-2),true); \
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lua_settop(L,UNIQUE_NAME(top)) )
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#define REGISTER_WITH_LUA_FUNCTION( Fn ) \
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class Register##Fn { public: Register##Fn() { LuaManager::Register( Fn ); } }; \
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static Register##Fn register##Fn;
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inline bool MyLua_checkboolean (lua_State *L, int numArg)
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{
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luaL_checktype( L, numArg, LUA_TBOOLEAN );
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return !!lua_toboolean( L, numArg );
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}
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/* BIArg is like BArg, except 1 is accepted as a true value and (as a special case)
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* 0 is accepted as a false value. This is to help transitions where "cmd,0" is
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* used to mean "cmd,false". */
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inline bool MyLua_checkintboolean( lua_State *L, int iArg )
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{
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int iType = lua_type( L, iArg );
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if( iType == LUA_TNUMBER )
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{
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int iValue = lua_tointeger( L, iArg );
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return iValue != 0;
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}
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return MyLua_checkboolean( L, iArg );
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}
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#define SArg(n) (luaL_checkstring(L,(n)))
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#define BIArg(n) (MyLua_checkintboolean(L,(n)))
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#define IArg(n) (luaL_checkint(L,(n)))
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#define BArg(n) (MyLua_checkboolean(L,(n)))
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#define FArg(n) ((float) luaL_checknumber(L,(n)))
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/* Linked list of functions we make available to Lua. */
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struct LuaFunctionList
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{
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LuaFunctionList( RString name, lua_CFunction func );
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RString name;
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lua_CFunction func;
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LuaFunctionList *next;
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};
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#define LuaFunction( func, expr ) \
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int LuaFunc_##func( lua_State *L ) { \
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LuaHelpers::Push( L, expr ); return 1; \
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} \
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static LuaFunctionList g_##func( #func, LuaFunc_##func ); /* register it */
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#endif
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/*
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* (c) 2004 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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