2018-12-23 03:31:38 +01:00
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include <set>
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#include <vector>
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#include "common/bit_field.h"
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#include "common/common_types.h"
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2019-03-22 11:08:11 +01:00
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namespace Core {
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class System;
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}
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2019-03-05 16:09:27 +01:00
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namespace Core::Timing {
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class CoreTiming;
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2018-12-23 03:31:38 +01:00
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struct EventType;
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} // namespace Core::Timing
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2018-12-23 03:31:38 +01:00
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namespace FileSys {
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enum class CodeType : u32 {
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// 0TMR00AA AAAAAAAA YYYYYYYY YYYYYYYY
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// Writes a T sized value Y to the address A added to the value of register R in memory domain M
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WriteImmediate = 0,
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// 1TMC00AA AAAAAAAA YYYYYYYY YYYYYYYY
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// Compares the T sized value Y to the value at address A in memory domain M using the
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// conditional function C. If success, continues execution. If failure, jumps to the matching
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// EndConditional statement.
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Conditional = 1,
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// 20000000
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// Terminates a Conditional or ConditionalInput block.
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EndConditional = 2,
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// 300R0000 VVVVVVVV
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// Starts looping V times, storing the current count in register R.
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// Loop block is terminated with a matching 310R0000.
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Loop = 3,
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// 400R0000 VVVVVVVV VVVVVVVV
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// Sets the value of register R to the value V.
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LoadImmediate = 4,
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// 5TMRI0AA AAAAAAAA
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// Sets the value of register R to the value of width T at address A in memory domain M, with
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// the current value of R added to the address if I == 1.
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LoadIndexed = 5,
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// 6T0RIFG0 VVVVVVVV VVVVVVVV
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// Writes the value V of width T to the memory address stored in register R. Adds the value of
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// register G to the final calculation if F is nonzero. Increments the value of register R by T
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// after operation if I is nonzero.
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StoreIndexed = 6,
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// 7T0RA000 VVVVVVVV
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// Performs the arithmetic operation A on the value in register R and the value V of width T,
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// storing the result in register R.
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RegisterArithmetic = 7,
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// 8KKKKKKK
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// Checks to see if any of the buttons defined by the bitmask K are pressed. If any are,
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// execution continues. If none are, execution skips to the next EndConditional command.
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ConditionalInput = 8,
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};
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enum class MemoryType : u32 {
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// Addressed relative to start of main NSO
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MainNSO = 0,
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// Addressed relative to start of heap
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Heap = 1,
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};
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enum class ArithmeticOp : u32 {
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Add = 0,
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Sub = 1,
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Mult = 2,
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LShift = 3,
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RShift = 4,
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};
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enum class ComparisonOp : u32 {
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GreaterThan = 1,
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GreaterThanEqual = 2,
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LessThan = 3,
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LessThanEqual = 4,
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Equal = 5,
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Inequal = 6,
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};
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union Cheat {
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std::array<u8, 16> raw;
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BitField<4, 4, CodeType> type;
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BitField<0, 4, u32> width; // Can be 1, 2, 4, or 8. Measured in bytes.
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BitField<0, 4, u32> end_of_loop;
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BitField<12, 4, MemoryType> memory_type;
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BitField<8, 4, u32> register_3;
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BitField<8, 4, ComparisonOp> comparison_op;
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BitField<20, 4, u32> load_from_register;
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BitField<20, 4, u32> increment_register;
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BitField<20, 4, ArithmeticOp> arithmetic_op;
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BitField<16, 4, u32> add_additional_register;
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BitField<28, 4, u32> register_6;
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u64 Address() const;
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u64 ValueWidth(u64 offset) const;
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u64 Value(u64 offset, u64 width) const;
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u32 KeypadValue() const;
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};
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class CheatParser;
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// Represents a full collection of cheats for a game. The Execute function should be called every
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// interval that all cheats should be executed. Clients should not directly instantiate this class
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// (hence private constructor), they should instead receive an instance from CheatParser, which
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// guarantees the list is always in an acceptable state.
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class CheatList {
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public:
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friend class CheatParser;
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using Block = std::vector<Cheat>;
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using ProgramSegment = std::vector<std::pair<std::string, Block>>;
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// (width in bytes, address, value)
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using MemoryWriter = void (*)(u32, VAddr, u64);
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// (width in bytes, address) -> value
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using MemoryReader = u64 (*)(u32, VAddr);
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void SetMemoryParameters(VAddr main_begin, VAddr heap_begin, VAddr main_end, VAddr heap_end,
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MemoryWriter writer, MemoryReader reader);
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void Execute();
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private:
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CheatList(const Core::System& system_, ProgramSegment master, ProgramSegment standard);
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void ProcessBlockPairs(const Block& block);
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void ExecuteSingleCheat(const Cheat& cheat);
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void ExecuteBlock(const Block& block);
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bool EvaluateConditional(const Cheat& cheat) const;
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// Individual cheat operations
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void WriteImmediate(const Cheat& cheat);
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void BeginConditional(const Cheat& cheat);
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void EndConditional(const Cheat& cheat);
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void Loop(const Cheat& cheat);
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void LoadImmediate(const Cheat& cheat);
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void LoadIndexed(const Cheat& cheat);
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void StoreIndexed(const Cheat& cheat);
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void RegisterArithmetic(const Cheat& cheat);
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void BeginConditionalInput(const Cheat& cheat);
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VAddr SanitizeAddress(VAddr in) const;
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// Master Codes are defined as codes that cannot be disabled and are run prior to all
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// others.
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ProgramSegment master_list;
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// All other codes
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ProgramSegment standard_list;
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bool in_standard = false;
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// 16 (0x0-0xF) scratch registers that can be used by cheats
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std::array<u64, 16> scratch{};
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MemoryWriter writer = nullptr;
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MemoryReader reader = nullptr;
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u64 main_region_begin{};
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u64 heap_region_begin{};
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u64 main_region_end{};
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u64 heap_region_end{};
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u64 current_block{};
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// The current index of the cheat within the current Block
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u64 current_index{};
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// The 'stack' of the program. When a conditional or loop statement is encountered, its index is
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// pushed onto this queue. When a end block is encountered, the condition is checked.
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std::map<u64, u64> block_pairs;
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std::set<u64> encountered_loops;
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const Core::System* system;
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};
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// Intermediary class that parses a text file or other disk format for storing cheats into a
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// CheatList object, that can be used for execution.
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class CheatParser {
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public:
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virtual ~CheatParser();
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virtual CheatList Parse(const Core::System& system, const std::vector<u8>& data) const = 0;
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protected:
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CheatList MakeCheatList(const Core::System& system_, CheatList::ProgramSegment master,
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CheatList::ProgramSegment standard) const;
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};
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// CheatParser implementation that parses text files
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class TextCheatParser final : public CheatParser {
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public:
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~TextCheatParser() override;
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CheatList Parse(const Core::System& system, const std::vector<u8>& data) const override;
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private:
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std::array<u8, 16> ParseSingleLineCheat(const std::string& line) const;
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};
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// Class that encapsulates a CheatList and manages its interaction with memory and CoreTiming
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class CheatEngine final {
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public:
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CheatEngine(Core::System& system_, std::vector<CheatList> cheats_, const std::string& build_id,
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VAddr code_region_start, VAddr code_region_end);
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~CheatEngine();
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private:
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void FrameCallback(u64 userdata, s64 cycles_late);
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std::vector<CheatList> cheats;
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Core::Timing::EventType* event;
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Core::Timing::CoreTiming& core_timing;
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};
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} // namespace FileSys
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