Comment tweaks, updated network version
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@@ -24,7 +24,7 @@
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#include "config_utility.hpp"
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void BaseMonster::CorrectSprite() {
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//TODO: (1) CorrectSprite
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//TODO: (9) empty
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}
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std::string BaseMonster::SetHandle(std::string s) {
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@@ -156,7 +156,7 @@ protected:
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LocalCharacter* localCharacter = nullptr;
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//heartbeat
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//TODO: (9) Heartbeat needs it's own utility
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//TODO: (2) Heartbeat needs it's own utility
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typedef std::chrono::steady_clock Clock;
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Clock::time_point lastBeat = Clock::now();
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int attemptedBeats = 0;
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@@ -128,11 +128,11 @@ void World::hQueryCharacterExists(CharacterPacket* const argPacket) {
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}
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void World::hQueryCharacterStats(CharacterPacket* const argPacket) {
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//TODO: empty
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//TODO: (9) empty
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}
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void World::hQueryCharacterLocation(CharacterPacket* const argPacket) {
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//TODO: empty
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//TODO: (9) empty
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}
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void World::hCharacterMovement(CharacterPacket* const argPacket) {
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@@ -152,11 +152,11 @@ void World::hCharacterMovement(CharacterPacket* const argPacket) {
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}
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void World::hCharacterAttack(CharacterPacket* const argPacket) {
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//TODO: (1) attack animation
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//TODO: (9) empty
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}
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void World::hCharacterDamage(CharacterPacket* const argPacket) {
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//TODO: (1) attack animation
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//TODO: (9) empty
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}
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//-------------------------
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@@ -26,14 +26,14 @@
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//-------------------------
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void World::hTextBroadcast(TextPacket* const argPacket) {
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//TODO: (1) empty
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//TODO: (9) empty
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}
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void World::hTextSpeech(TextPacket* const argPacket) {
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//TODO: (1) empty
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//TODO: (9) empty
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}
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void World::hTextWhisper(TextPacket* const argPacket) {
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//TODO: (1) empty
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//TODO: (9) empty
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}
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@@ -91,7 +91,7 @@ void World::SendDisconnectRequest() {
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}
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void World::SendAdminDisconnectForced() {
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//TODO: empty
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//TODO: (9) empty
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}
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@@ -60,7 +60,7 @@ World::World(int* const argClientIndex, int* const argAccountIndex):
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shutDownButton.SetText("Shut Down");
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//load the tilesheet
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//TODO: (9) Tile size and tile sheet should be loaded elsewhere
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//TODO: (1) Tile size and tile sheet should be loaded elsewhere
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tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
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//Send the character data
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@@ -221,7 +221,7 @@ void World::KeyDown(SDL_KeyboardEvent const& key) {
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//hotkeys
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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//TODO: (9) the escape key should actually control menus and stuff
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//TODO: (1) the escape key should actually control menus and stuff
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SendLogoutRequest();
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return;
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}
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@@ -99,11 +99,11 @@ void World::hQueryMonsterExists(MonsterPacket* const argPacket) {
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}
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void World::hQueryMonsterStats(MonsterPacket* const argPacket) {
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//TODO: empty
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//TODO: (9) empty
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}
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void World::hQueryMonsterLocation(MonsterPacket* const argPacket) {
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//TODO: empty
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//TODO: (9) empty
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}
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void World::hMonsterMovement(MonsterPacket* const argPacket) {
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@@ -118,9 +118,9 @@ void World::hMonsterMovement(MonsterPacket* const argPacket) {
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}
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void World::hMonsterAttack(MonsterPacket* const argPacket) {
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//TODO: (1) HandleMonsterAttack
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//TODO: (9) empty
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}
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void World::hMonsterDamage(MonsterPacket* const argPacket) {
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//TODO: (1) empty
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//TODO: (9) empty
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}
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@@ -100,14 +100,14 @@ void LobbyMenu::FrameEnd() {
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}
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void LobbyMenu::Render(SDL_Surface* const screen) {
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//TODO: (9) I need a proper UI system for the entire client and the editor
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//TODO: (2) I need a proper UI system for the entire client and the editor
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//UI
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search.DrawTo(screen);
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join.DrawTo(screen);
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back.DrawTo(screen);
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//TODO: (9) draw headers for the server list
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//TODO: (1) draw headers for the server list
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for (int i = 0; i < serverInfo.size(); i++) {
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//draw the selected server's highlight
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if (selection == &serverInfo[i]) {
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@@ -252,11 +252,11 @@ void LobbyMenu::HandleLoginResponse(ClientPacket* const argPacket) {
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}
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void LobbyMenu::HandleJoinRejection(TextPacket* const argPacket) {
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//TODO: (9) Better output for join rejection
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//TODO: (9) empty
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}
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void LobbyMenu::HandleLoginRejection(TextPacket* const argPacket) {
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//TODO: (9) Better output for login rejection
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//TODO: (9) empty
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}
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//-------------------------
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@@ -108,7 +108,7 @@ void MainMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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}
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void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//TODO: (9) Buttons should only register as "selected" when the left button is used
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//TODO: (2) Buttons should only register as "selected" when the left button is used
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if (startButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::LOBBYMENU);
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}
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@@ -34,7 +34,7 @@
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typedef SerialPacketBase SerialPacket;
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//DOCS: NETWORK_VERSION is used to discern compatible servers and clients
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constexpr int NETWORK_VERSION = 20150213;
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constexpr int NETWORK_VERSION = 20150214;
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union MaxPacket {
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CharacterPacket a;
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@@ -175,7 +175,7 @@ void ServerApplication::hCharacterUnload(CharacterPacket* const argPacket) {
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//character movement
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//-------------------------
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//TODO: (9) Could replace this verbosity with a "verify" method, taking a client, account and character ptr as arguments
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//TODO: (2) Could replace this verbosity with a "verify" method, taking a client, account and character ptr as arguments
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void ServerApplication::hCharacterMovement(CharacterPacket* const argPacket) {
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//get the specified objects
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@@ -197,7 +197,7 @@ void ServerApplication::hCharacterMovement(CharacterPacket* const argPacket) {
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//check if allowed
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if (characterData->GetOwner() != argPacket->accountIndex && !accountData->GetModerator() && !accountData->GetAdministrator()) {
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//TODO: (9) send to the client?
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//TODO: (2) send to the client?
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std::cerr << "Failed to set character motion due to lack of permissions targeting uid(" << argPacket->characterIndex << ")" << std::endl;
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return;
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}
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@@ -235,7 +235,7 @@ void ServerApplication::hCharacterMovement(CharacterPacket* const argPacket) {
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}
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void ServerApplication::hCharacterAttack(CharacterPacket* const argPacket) {
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//TODO: (9) bounce graphical attack data
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//TODO: (9) empty
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}
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void ServerApplication::hCharacterDamage(CharacterPacket* const argPacket) {
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@@ -194,7 +194,8 @@ void ServerApplication::Proc() {
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void ServerApplication::Quit() {
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std::cout << "Shutting down" << std::endl;
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//TODO: (9) save the server state
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//save the server state
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SaveServerState();
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//close the managers
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accountMgr.UnloadAll();
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@@ -30,7 +30,7 @@
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//-------------------------
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void ServerApplication::hAdminDisconnectForced(ClientPacket* const argPacket) {
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//TODO: (9) boot players
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//TODO: (9) empty
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}
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void ServerApplication::hAdminShutdownRequest(ClientPacket* const argPacket) {
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@@ -84,6 +84,10 @@ void ServerApplication::hAdminShutdownRequest(ClientPacket* const argPacket) {
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std::cout << "Shutdown signal accepted" << std::endl;
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}
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void ServerApplication::SaveServerState() {
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//TODO: (9) empty
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}
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//-------------------------
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//full unload methods
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//-------------------------
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