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[Performance] Reworked how all log calls are made in the source, see changelog.txt for more details
This commit is contained in:
+103
-97
@@ -1,3 +1,4 @@
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2015 EQEMu Development Team (http://eqemulator.net)
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@@ -38,103 +39,108 @@ namespace Logs {
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NOTE: Only add to the bottom of the enum because that is the type ID assignment
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*/
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enum LogCategory {
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None = 0,
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AA,
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AI,
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Aggro,
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Attack,
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Client_Server_Packet,
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Combat,
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Commands,
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Crash,
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Debug,
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Doors,
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Error,
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Guilds,
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Inventory,
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Launcher,
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Netcode,
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Normal,
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Object,
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Pathing,
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QS_Server,
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Quests,
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Rules,
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Skills,
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Spawns,
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Spells,
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Status,
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TCP_Connection,
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Tasks,
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Tradeskills,
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Trading,
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Tribute,
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UCS_Server,
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WebInterface_Server,
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World_Server,
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Zone_Server,
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MySQLError,
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MySQLQuery,
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Mercenaries,
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QuestDebug,
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Server_Client_Packet,
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Client_Server_Packet_Unhandled,
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Server_Client_Packet_With_Dump,
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Client_Server_Packet_With_Dump,
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Login_Server,
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Client_Login,
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MaxCategoryID /* Don't Remove this*/
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};
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enum LogCategory {
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None = 0,
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AA,
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AI,
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Aggro,
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Attack,
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Client_Server_Packet,
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Combat,
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Commands,
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Crash,
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Debug,
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Doors,
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Error,
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Guilds,
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Inventory,
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Launcher,
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Netcode,
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Normal,
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Object,
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Pathing,
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QS_Server,
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Quests,
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Rules,
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Skills,
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Spawns,
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Spells,
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Status,
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TCP_Connection,
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Tasks,
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Tradeskills,
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Trading,
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Tribute,
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UCS_Server,
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WebInterface_Server,
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World_Server,
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Zone_Server,
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MySQLError,
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MySQLQuery,
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Mercenaries,
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QuestDebug,
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Server_Client_Packet,
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Client_Server_Packet_Unhandled,
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Server_Client_Packet_With_Dump,
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Client_Server_Packet_With_Dump,
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Login_Server,
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Client_Login,
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MaxCategoryID /* Don't Remove this*/
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};
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/* If you add to this, make sure you update LogCategory */
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static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
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"",
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"AA",
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"AI",
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"Aggro",
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"Attack",
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"Packet :: Client -> Server",
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"Combat",
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"Commands",
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"Crash",
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"Debug",
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"Doors",
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"Error",
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"Guilds",
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"Inventory",
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"Launcher",
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"Netcode",
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"Normal",
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"Object",
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"Pathing",
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"QS Server",
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"Quests",
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"Rules",
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"Skills",
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"Spawns",
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"Spells",
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"Status",
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"TCP Connection",
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"Tasks",
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"Tradeskills",
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"Trading",
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"Tribute",
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"UCS Server",
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"WebInterface Server",
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"World Server",
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"Zone Server",
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"MySQL Error",
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"MySQL Query",
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"Mercenaries",
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"Quest Debug",
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"Packet :: Server -> Client",
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"Packet :: Client -> Server Unhandled",
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"Packet :: Server -> Client (Dump)",
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"Packet :: Client -> Server (Dump)",
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"Login Server",
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"Client Login"
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};
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/* If you add to this, make sure you update LogCategory */
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static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
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"",
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"AA",
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"AI",
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"Aggro",
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"Attack",
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"Packet :: Client -> Server",
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"Combat",
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"Commands",
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"Crash",
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"Debug",
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"Doors",
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"Error",
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"Guilds",
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"Inventory",
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"Launcher",
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"Netcode",
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"Normal",
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"Object",
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"Pathing",
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"QS Server",
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"Quests",
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"Rules",
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"Skills",
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"Spawns",
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"Spells",
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"Status",
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"TCP Connection",
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"Tasks",
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"Tradeskills",
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"Trading",
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"Tribute",
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"UCS Server",
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"WebInterface Server",
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"World Server",
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"Zone Server",
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"MySQL Error",
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"MySQL Query",
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"Mercenaries",
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"Quest Debug",
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"Packet :: Server -> Client",
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"Packet :: Client -> Server Unhandled",
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"Packet :: Server -> Client (Dump)",
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"Packet :: Client -> Server (Dump)",
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"Login Server",
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"Client Login"
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};
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}
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#define Log(debug_level, log_category, message, ...){\
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if (LogSys.log_settings[log_category].is_category_enabled == 1)\
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LogSys.Out(debug_level, log_category, message, ##__VA_ARGS__);\
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}
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class EQEmuLogSys {
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@@ -203,6 +209,6 @@ private:
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void ProcessLogWrite(uint16 debug_level, uint16 log_category, const std::string &message); /* ProcessLogWrite called via Log.Out */
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};
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extern EQEmuLogSys Log;
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extern EQEmuLogSys LogSys;
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#endif
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