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/*
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Copyright (C) 2000 Stefan Westerfeld
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stefan@space.twc.de
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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#ifndef DISPATCHER_H
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#define DISPATCHER_H
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#include "common.h"
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#include "pool.h"
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#include "iomanager.h"
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#include "tcpserver.h"
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#include "unixserver.h"
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#include "connection.h"
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#include "notification.h"
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#include <deque>
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#include <stack>
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#include <vector>
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#include <list>
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#include "arts_export.h"
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/*
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* BC - Status (2002-03-08): Dispatcher
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*
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* This is part of the public API (and interacts with generated code) and
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* has to be kept binary compatible.
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*/
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namespace Arts {
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class ObjectReference;
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class FlowSystem_impl;
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class GlobalComm;
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class InterfaceRepo;
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class ObjectManager;
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class Object_skel;
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class ReferenceClean;
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class DelayedReturn;
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extern "C" {
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typedef void (*mcop_sighandler)(int);
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}
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class ARTS_EXPORT Dispatcher {
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private:
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class DispatcherPrivate *d;
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protected:
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static Dispatcher *_instance;
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Pool<Buffer> requestResultPool;
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Pool<Object_skel> objectPool;
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std::list<Connection *> connections;
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std::string serverID;
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void generateServerID(); // helper function
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bool deleteIOManagerOnExit;
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TCPServer *tcpServer;
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UnixServer *unixServer;
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IOManager *_ioManager;
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FlowSystem_impl *_flowSystem;
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ObjectManager *objectManager;
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ReferenceClean *referenceClean;
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NotificationManager *notificationManager;
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mcop_sighandler orig_sigpipe; // original signal handler for SIG_PIPE
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Connection *_activeConnection; // internal use only (for refcounting)
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/**
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* connects to a given URL
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*
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* @returns a valid connection, or a 0 pointer on error
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*/
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Connection *connectUrl(const std::string& url);
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public:
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enum StartServer {
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noServer = 0, // don't be a server
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startUnixServer = 1, // listen on a unix domain socket
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startTCPServer = 2, // listen on a tcp port
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noAuthentication = 4 // don't require authentication
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};
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Dispatcher(IOManager *ioManager = 0, StartServer startServer = noServer);
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~Dispatcher();
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static Dispatcher *the();
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inline IOManager *ioManager() { return _ioManager; };
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InterfaceRepo interfaceRepo();
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FlowSystem_impl *flowSystem();
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GlobalComm globalComm();
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void setFlowSystem(FlowSystem_impl *fs);
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void refillRequestIDs();
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// blocking wait for result
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Buffer *waitForResult(long requestID,Connection *connection);
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// request creation for oneway and twoway requests
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Buffer *createRequest(long& requestID, long objectID, long methodID);
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Buffer *createOnewayRequest(long objectID, long methodID);
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// processes messages
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void handle(Connection *conn, Buffer *buffer, long messageType);
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/*
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* special hook to handle corrupt messages
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*/
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void handleCorrupt(Connection *conn);
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/**
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* object registration
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*
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* do not call manually, this is used by the Object_skel constructor
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* to register itself
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*/
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long addObject(Object_skel *object);
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/**
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* object deregistration
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*
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* do not call manually, this is called by the Object_skel destructor
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* as soon as the object is deleted
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*/
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void removeObject(long objectID);
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/**
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* connects to a local object, returning a readily casted "interface" *
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* if success, or NULL if this object is not local
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*/
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void *connectObjectLocal(ObjectReference& reference, const std::string& interface);
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/**
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* connects to a remote object, establishing a connection if necessary
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*
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* returns NULL if connecting fails or object isn't present or whatever
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* else could go wrong
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*/
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Connection *connectObjectRemote(ObjectReference& reference);
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/**
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* stringification of objects (only used by the object implementations,
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* which in turn provide a _toString method)
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*/
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std::string objectToString(long objectID);
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/**
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* destringification of objects (mainly used by the object implementations,
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* which in turn provide a _fromString method)
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*/
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bool stringToObjectReference(ObjectReference& r, const std::string& s);
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/**
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* main loop
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*/
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void run();
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/**
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* this function quits the main loop (it must be running, of course)
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* and causes the run() function to return.
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*/
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void terminate();
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/**
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* Is called by the transport services as soon as a new connection is
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* created - this will send authentication request, etc.
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*/
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void initiateConnection(Connection *connection);
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/**
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* Is called by the Connection as soon as the connection goes down,
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* which may happen due to a normal cause (client exits), and may
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* happen if an error occurs as well (network down)
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*/
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void handleConnectionClose(Connection *connection);
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/**
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* Locks the dispatcher. Whenever you want to do anything with any kind
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* of aRts object, you will hold a lock on Arts::Dispatcher. There is
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* only one exception to the rule, and that is: you don't have to lock
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* the dispatcher when the lock is already held.
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*
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* Generally, that is very often the case. Typical situations where you
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* don't need to lock() the Dispatcher are:
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*
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* @li you receive a callback from the IOManager (timer or fd)
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* @li you get call due to some MCOP request
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* @li you are called from the NotificationManager
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* @li you are called from the FlowSystem (calculateBlock)
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*/
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static void lock();
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/**
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* Unlocks the dispatcher. Do this to release a lock you hold on
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* the Arts::Dispatcher.
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*/
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static void unlock();
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/**
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* Wakes the dispatcher - normally, the dispatcher will go to sleep in
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* it's event loop, when nothing is to be done. If you change things from
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* another thread, like: add a new Timer, write something to a connection,
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* and so on, the dispatcher will not notice it. To wake the dispatcher
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* up, this call is provided.
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*/
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static void wakeUp();
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/**
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* - internal usage only -
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*
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* this will return the Connection the last request came from
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*/
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Connection *activeConnection();
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/**
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* - internal usage only -
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*
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* this will return a loopback Connection for sending requests to myself
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*/
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Connection *loopbackConnection();
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/**
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* - internal usage only -
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*
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* this will cause a function to return from a request later
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* @see DelayedReturn
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*/
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DelayedReturn *delayReturn();
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/**
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* - internal usage only -
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*
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* gets object with a given ID
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* @returns the object if successful, 0 otherwise
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*/
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Object_skel *getLocalObject(long ID);
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/**
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* reloads the trader data (do this if things have been added/changed
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* there)
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*/
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void reloadTraderData();
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};
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}
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#endif
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