Update copyright header. Normalize line endings to LF.
This commit is contained in:
@@ -1,122 +1,122 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Network
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{
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public class Session
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{
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public List<Client> Clients = new List<Client>();
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public List<Slot> Slots = new List<Slot>();
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public Global GlobalSettings = new Global();
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public Client ClientWithIndex(int clientID)
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{
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return Clients.SingleOrDefault(c => c.Index == clientID);
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}
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public Client ClientInSlot(Slot slot)
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{
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return Clients.SingleOrDefault(c => c.Slot == slot.Index);
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}
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public enum ClientState
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{
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NotReady,
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Ready,
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Disconnected = 1000
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}
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public class Client
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{
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public int Index;
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public ColorRamp ColorRamp;
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public string Country;
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public int SpawnPoint;
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public string Name;
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public ClientState State;
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public int Team;
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public int Slot; // which slot we're in, or -1 for `observer`.
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}
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public class Slot
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{
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public int Index;
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public string Bot; // trait name of the bot to initialize in this slot, or null otherwise.
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public bool Closed; // host has explicitly closed this slot.
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Network
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{
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public class Session
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{
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public List<Client> Clients = new List<Client>();
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public List<Slot> Slots = new List<Slot>();
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public Global GlobalSettings = new Global();
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public Client ClientWithIndex(int clientID)
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{
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return Clients.SingleOrDefault(c => c.Index == clientID);
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}
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public Client ClientInSlot(Slot slot)
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{
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return Clients.SingleOrDefault(c => c.Slot == slot.Index);
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}
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public enum ClientState
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{
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NotReady,
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Ready,
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Disconnected = 1000
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}
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public class Client
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{
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public int Index;
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public ColorRamp ColorRamp;
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public string Country;
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public int SpawnPoint;
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public string Name;
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public ClientState State;
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public int Team;
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public int Slot; // which slot we're in, or -1 for `observer`.
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}
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public class Slot
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{
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public int Index;
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public string Bot; // trait name of the bot to initialize in this slot, or null otherwise.
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public bool Closed; // host has explicitly closed this slot.
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public string MapPlayer; // playerReference to bind against.
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public bool Spectator = false; // Spectating or not
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// todo: more stuff?
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}
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public class Global
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{
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public string ServerName;
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public string Map;
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public string[] Mods = { "ra" }; // mod names
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public int OrderLatency = 3;
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public int RandomSeed = 0;
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public bool LockTeams = true; // don't allow team changes after game start.
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public bool AllowCheats = false;
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}
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public Session(string[] mods)
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{
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this.GlobalSettings.Mods = mods.ToArray();
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}
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public string Serialize()
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{
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var clientData = new List<MiniYamlNode>();
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foreach (var client in Clients)
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clientData.Add(new MiniYamlNode("Client@{0}".F(client.Index), FieldSaver.Save(client)));
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foreach (var slot in Slots)
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clientData.Add(new MiniYamlNode("Slot@{0}".F(slot.Index), FieldSaver.Save(slot)));
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clientData.Add(new MiniYamlNode("GlobalSettings", FieldSaver.Save(GlobalSettings)));
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return clientData.WriteToString();
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}
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public static Session Deserialize(string data)
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{
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var session = new Session(Game.Settings.Game.Mods);
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var ys = MiniYaml.FromString(data);
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foreach (var y in ys)
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{
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var yy = y.Key.Split('@');
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switch (yy[0])
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{
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case "GlobalSettings":
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FieldLoader.Load(session.GlobalSettings, y.Value);
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break;
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case "Client":
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session.Clients.Add(FieldLoader.Load<Session.Client>(y.Value));
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break;
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case "Slot":
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session.Slots.Add(FieldLoader.Load<Session.Slot>(y.Value));
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break;
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}
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}
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return session;
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}
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}
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}
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public bool Spectator = false; // Spectating or not
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// todo: more stuff?
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}
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public class Global
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{
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public string ServerName;
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public string Map;
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public string[] Mods = { "ra" }; // mod names
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public int OrderLatency = 3;
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public int RandomSeed = 0;
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public bool LockTeams = true; // don't allow team changes after game start.
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public bool AllowCheats = false;
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}
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public Session(string[] mods)
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{
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this.GlobalSettings.Mods = mods.ToArray();
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}
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public string Serialize()
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{
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var clientData = new List<MiniYamlNode>();
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foreach (var client in Clients)
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clientData.Add(new MiniYamlNode("Client@{0}".F(client.Index), FieldSaver.Save(client)));
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foreach (var slot in Slots)
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clientData.Add(new MiniYamlNode("Slot@{0}".F(slot.Index), FieldSaver.Save(slot)));
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clientData.Add(new MiniYamlNode("GlobalSettings", FieldSaver.Save(GlobalSettings)));
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return clientData.WriteToString();
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}
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public static Session Deserialize(string data)
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{
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var session = new Session(Game.Settings.Game.Mods);
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var ys = MiniYaml.FromString(data);
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foreach (var y in ys)
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{
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var yy = y.Key.Split('@');
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switch (yy[0])
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{
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case "GlobalSettings":
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FieldLoader.Load(session.GlobalSettings, y.Value);
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break;
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case "Client":
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session.Clients.Add(FieldLoader.Load<Session.Client>(y.Value));
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break;
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case "Slot":
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session.Slots.Add(FieldLoader.Load<Session.Slot>(y.Value));
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break;
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}
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}
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return session;
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}
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}
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}
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