240 lines
8.9 KiB
C++
240 lines
8.9 KiB
C++
#ifndef RAGE_SOUND_DRIVER
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#define RAGE_SOUND_DRIVER
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#include "RageUtil.h"
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#include "arch/RageDriver.h"
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#include "RageThreads.h"
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#include "RageTimer.h"
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#include "RageUtil_CircularBuffer.h"
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class RageSoundBase;
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class RageTimer;
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class RageSoundMixBuffer;
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static const int samples_per_block = 512;
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class RageSoundDriver: public RageDriver
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{
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public:
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static RageSoundDriver *Create( const RString &sDrivers );
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static DriverList m_pDriverList;
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friend class RageSoundManager;
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RageSoundDriver();
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virtual ~RageSoundDriver();
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/* Initialize. On failure, an error message is returned. */
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virtual RString Init() { return RString(); }
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/* A RageSound calls this to request to be played.
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* XXX: define what we should do when it can't be played (eg. out of
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* channels) */
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void StartMixing( RageSoundBase *pSound );
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/* A RageSound calls this to request it not be played. When this function
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* returns, snd is no longer valid; ensure no running threads are still
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* accessing it before returning. This must handle gracefully the case where
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* snd was not actually being played, though it may print a warning. */
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void StopMixing( RageSoundBase *pSound );
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/* Pause or unpause the given sound. If the sound was stopped (not paused),
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* return false and do nothing; otherwise return true and pause or unpause
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* the sound. Unlike StopMixing, pausing and unpause a sound will not lose
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* any buffered sound (but will not release any resources associated with
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* playing the sound, either). */
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bool PauseMixing( RageSoundBase *pSound, bool bStop );
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/* Get the current hardware frame position, in the same time base as passed to
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* RageSound::CommitPlayingPosition. */
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int64_t GetHardwareFrame( RageTimer *pTimer ) const;
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virtual int64_t GetPosition() const = 0;
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/* When a sound is finished playing (GetDataToPlay returns 0) and the sound has
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* been completely flushed (so GetPosition is no longer meaningful), call
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* RageSoundBase::SoundIsFinishedPlaying(). */
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/* Optional, if needed: */
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virtual void Update();
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/* Sound startup latency--delay between Play() being called and actually
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* hearing it. (This isn't necessarily the same as the buffer latency.) */
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virtual float GetPlayLatency() const { return 0.0f; }
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virtual int GetSampleRate() const { return 44100; }
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protected:
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/* Start the decoding. This should be called once the hardware is set up and
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* GetSampleRate will return the correct value. */
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void StartDecodeThread();
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/* Call this before calling StartDecodeThread to set the desired decoding buffer
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* size. This is the number of frames that Mix() will try to be able to return
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* at once. This should generally be slightly larger than the sound writeahead,
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* to allow filling the buffer after an underrun. The default is 4096 frames. */
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void SetDecodeBufferSize( int frames );
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/* Override this to set the priority of the decoding thread, which should be above
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* normal priority but not realtime. */
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virtual void SetupDecodingThread() { }
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/*
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* Read mixed data.
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*
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* pBuf: buffer to read into
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* iFrames: number of frames (not samples) to read
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* frameno: frame number at which this sound will be heard
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* iCurrentFrame: frame number that is currently being heard
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*
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* iCurrentFrame is used for handling start timing.
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*
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* This function only mixes data; it will not lock any mutexes or do any file access, and
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* is safe to call from a realtime thread.
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*/
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void Mix( int16_t *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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void Mix( float *pBuf, int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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private:
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/* This mutex is used for serializing with the decoder thread. Locking this mutex
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* can take a while. */
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RageMutex m_Mutex;
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/* This mutex locks all sounds[] which are "available". (Other sound may safely
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* be accessed, and sounds may be set to available, without locking this.) */
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RageMutex m_SoundListMutex;
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/*
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* Thread safety and state transitions:
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*
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* AVAILABLE: The sound is available to play a new sound. The decoding and mixing threads
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* will not touch a sound in this state.
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*
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* BUFFERING: The sound is stopped but StartMixing() is prebuffering. No other threads
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* will touch a sound that is BUFFERING. This isn't necessary if only the main thread
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* can call StartMixing().
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*
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* STOPPED: The sound is idle, but memory is still allocated for its buffer. Update()
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* will deallocate memory and the sound will be changed to AVAILABLE.
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*
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* PLAYING: The sound is being decoded by the decoding thread, and played by the mixing
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* thread. If the decoding thread hits EOF, the decoding thread will change the state
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* to STOPPING.
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*
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* STOPPING: The sound is being played by the mixing thread. No new data will be decoded.
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* Once the data buffer is empty (all sound has been played), Update() will change the
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* sound to HALTING.
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*
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* HALTING: The main thread has called StopMixing or the data buffer is empty. The mixing
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* thread will flush any remaining buffered data without playing it, and then move the
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* sound to STOPPED.
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*
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* The mixing thread operates without any locks. This can lead to a little overlap. For
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* example, if StopMixing() is called, moving the sound from PLAYING to HALTING, the mixing
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* thread might be in the middle of mixing data. Although HALTING means "discard buffered
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* data", some data will still be mixed. This is OK; the data is valid, and the flush will
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* happen on the next iteration.
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*
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* The only state change made by the decoding thread is on EOF: the state is changed
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* from PLAYING to STOPPING. This is done while m_Mutex is held, to prevent
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* races with other threads.
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*
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* The only state change made by the mixing thread is from HALTING to STOPPED.
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* This is done with no locks; no other thread can take a sound out of the HALTING state.
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*
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* Do not allocate or deallocate memory in the mixing thread since allocating memory
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* involves taking a lock. Instead, push the deallocation to the main thread.
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*/
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struct sound_block
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{
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float m_Buffer[samples_per_block];
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float *m_BufferNext; // beginning of the unread data
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int m_FramesInBuffer; // total number of frames at m_BufferNext
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int64_t m_iPosition; // stream frame of m_BufferNext
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sound_block() { m_FramesInBuffer = m_iPosition = 0; m_BufferNext = m_Buffer; }
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};
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struct Sound
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{
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Sound();
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void Allocate( int iFrames );
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void Deallocate();
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RageSoundBase *m_pSound;
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RageTimer m_StartTime;
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CircBuf<sound_block> m_Buffer;
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bool m_bPaused;
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struct QueuedPosMap
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{
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int iFrames;
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int64_t iStreamFrame;
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int64_t iHardwareFrame;
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};
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CircBuf<QueuedPosMap> m_PosMapQueue;
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enum
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{
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AVAILABLE,
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BUFFERING,
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STOPPED, /* idle */
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/* This state is set by the decoder thread, indicating that the sound has just
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* reached EOF. Once the mixing thread finishes flushing buffer, it'll change
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* to the STOPPING_FINISH state. */
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STOPPING,
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HALTING, /* stop immediately */
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PLAYING
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} m_State;
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};
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/* List of currently playing sounds: XXX no vector */
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Sound m_Sounds[32];
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int64_t ClampHardwareFrame( int64_t iHardwareFrame ) const;
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mutable int64_t m_iMaxHardwareFrame;
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bool m_bShutdownDecodeThread;
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static int DecodeThread_start( void *p );
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void DecodeThread();
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RageSoundMixBuffer &MixIntoBuffer( int iFrames, int64_t iFrameNumber, int64_t iCurrentFrame );
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RageThread m_DecodeThread;
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int GetDataForSound( Sound &s );
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};
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// Can't use Create##name because many of these have -sw suffixes.
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#define REGISTER_SOUND_DRIVER_CLASS2( name, x ) \
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static RegisterRageDriver register_##x( &RageSoundDriver::m_pDriverList, #name, CreateClass<RageSoundDriver_##x, RageDriver> )
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#define REGISTER_SOUND_DRIVER_CLASS( name ) REGISTER_SOUND_DRIVER_CLASS2( name, name )
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/*
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* (c) 2002-2004 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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#endif
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