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408 lines
18 KiB
408 lines
18 KiB
This document tries to describe the design of KGame - the KDE multiplayer
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library.
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This document has been written by:
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Andreas Beckermann <b_mann@gmx.de>
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M. Heni <martin@heni-online.de>
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Burkhard Lehner <Burkhard.Lehner@gmx.de>
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This document is published under the terms of the GNU FDL
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!!!
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Note that this is the initial version of this document and has not yet been
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aproved by all core developers (and is far from being complete)
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AB: please remove this comments as soon as all KGame hackers have read the
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document
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!!!
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Please refer the API documentation of every KGame class if you want up tp date
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information.
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0. Contents
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-----------
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1. DEFINITIONS
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1.1 Message Server
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1.2 Client or Message Client
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1.3 Master
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1.4 Admin
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1.5 Server
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1.6 Player
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2. Game Negotiation (M.Heni 20.05.2001)
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AB: 3.x is obsolete!
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3. Game Properties (Andreas Beckermann 28.07.2001) ( not yet completed )
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3.1 Using KGameProperty
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3.2 Custom Classes
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3.3 Concepts
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4. KGameIO (Andreas Beckermann 10.08.2001)
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5. Debugging (Andreas Beckermann 06.10.2001) TODO!
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5.1 KGameDebugDialog
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5.1.1 Debug KGame
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5.1.3 Debug Messages
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---------------------------------------------------------------------
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1. DEFINITIONS
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--------------
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First we have to clear some words. The main expressions used in KGame which
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need a definition are
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1.1 Message Server
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1.2 Client or Message Client
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1.3 Master
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1.4 Admin
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1.5 Server
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1.6 Player
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The most important and confusing ones are Master, Admin and Server. We make
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quite big differerences between those inside KGame.
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1.1 Message Server:
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-------------------
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A game has always exactly one object of this class, for local games as well as
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for network games. For network games, this object can be on one of the users
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processes (usually inside KGame), or it can also be on an independant computer,
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that has no idea about what game is played on it.
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A KMessageClient object can connect to it. It's main purpose is transmitting
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messages between KMessageClient objects.
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The Message Server is the main communication object. It is represented by the
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class KMessageServer. Note that there is also a "Master" and a "Server" which
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both differ heavily from the Message Server!
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1.2 Client, Message Client:
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---------------------------
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Each process that wants to take part in the game must have a
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KMessageClient object, that is connected to the Message Server. KGame creates
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this object and connects it to the Messager Server, so that you usually don't
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need to create these of your own. Even in a local game (no network) there
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must be a message server and one message client connected to it. This is usually
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done by the KGame object itself.
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Each message client has a unique ID number (a positive integer value, not zero).
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The KMessageClient object, which does the communication with the Message Server
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is called "Message Client" and to simplify the use we call any KGame object (or
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even the game process) that is connected to a game (i.e. even the Master) just
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"Client".
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The main purpose of a Client is to connect to a Master (i.e. to a game) and to
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communicate with it. A client has always a KGame object.
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1.3 Master:
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-----------
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The process that contains the Message Server is called "Master". In any local
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game this is the game process. The Message Server is started by KGame using
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KGame::setMaster(true) which is automatically done on startup. The Message
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Server is deleted automatically as soon as you connect to another Master.
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So in most cases there is exactly one KGame object / Client which is Master. But
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in one case there can be no KGame object / Client that is Master - if the
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Message Server is started as an own process. This "Message-Server-only" process
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is called "Master" then, although there is no KGame object which is Master. See
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also the definition of Admin!
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1.4 Admin:
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----------
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One (and only one) of the Clients is the Admin. He can configure the Message
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Server and the game in general in several ways. He can limit the maximum number
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of connected message clients and can drop the connection to some other clients,
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as well as he can configure game specific ssettings (like max/min players, start
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money, ...). The Admin also initializes newly connected Clients. If the Admin
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himself disconnects, another Client becomes Admin (The Admin can himself elect
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some other Client to become Admin. He himself loses that Admin status then).
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An Admin is *alway* a KGame object. The Admin is usually the same as the Master,
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but if the Master is an own process (i.e. the Message Server has been started
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outside KGame) then Master and Admin differ. An Admin *must* be a KGame object
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while the Master doesn't have to be.
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1.5 Server:
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-----------
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The definition of Server differs quite much from the definition of Master.
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A Master just accepts connections and forwards messages. The Server on the other
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side checks these messages, calculates results and sends the results to the
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Clients. That means the Server does all game calculations and doesn't directly
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forward the messages from one Clients to all other Clients.
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KGamer makes it possible to write multiplayer games even without a Server. All
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Clients just send their moves to the Master which forwards them to all Clients.
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Now all Clients calculate the result.
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E.g. in a poker game a player selects two of five cards to be exchanges and
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clicks on "draw" then the client sends the message "Exchange Card-1 and Card-2"
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to the Master. A no-Server solution forwards this to all Clients, and these
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Clients exchange the cards of the player. Note that in a no-Server solution
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(you can also see it as a "every-Client-is-a-Server solution") all Clients must
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have the same random seed and must be of the same version, i.e. the result must
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be the same on all Clients.
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In a Server-Solution on the other hand the Master forwards the Message
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("Exchange Card-1 and Card-2") to the Server only. This Server now calculates
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the result, and sends the new cards back to the Client.
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Both concepts have advantages and disadvantages. It is on you - the game
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developer - to decide which way is better for you.
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E.g. the Server-Solution makes it easier for you to write games. The version
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must not necessarily be the same, you have one central computer which does the
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calcultations. The No-Server-Solution on the other hand decreases network
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traffik as the Clients just send their moves and all Clients can calculate the
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reactions. I'm sure there are a lot of advantages/disadvantages more for both
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concepts.
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1.6 Player:
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-----------
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A KPlayer object is always connected to a KGame object and represents a
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player that participates the game. In a network game, every KPlayer object is
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duplicated on every other KGame object connected to the message server with
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virtual KPlayer objects. So at every time in the game, every KGame object has
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the same number of KPlayer objects.
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2. Game negotiation
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-------------------
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Upon connection of a client the admin and the client try to negotiate
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the game setup. Basically this means the game of the admin is transferred
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(saved) on the client. However, the client's players are added to the game
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as far as possible. If the addition of the client's players would add more
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players than allowed some players are inactivated. Which players are
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inactivated depends on their networkPriority(). This procedure allows
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easy replacement of players in a constant number game (e.g. chess). If
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this feature is of no interest simply keep the priorities equal (all 0)
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and the client will only add only players if the number of players is
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less or equal the maximum player number.
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The following is the negotiation procedure as started by the connection
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of a client. It is initiated in the negotiateNetworkGame() virtual function
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of KGame:
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admin: client:
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------------ ------------
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IdSetupGame
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QINT16 Library
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Version
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QINT32 Application
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cookie
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IdSetupGameContinue;
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QValueList<int> player id's
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QValueList<int> network priority's
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IdGameLoad
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all game data
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IdGameReactivate
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QValueList<int> id's
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IdSyncRandom
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int randomseed
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3. Game Properties
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------------------
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A very hard task in a network game is consistency. You have to achieve that all
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properties of the game and of all players have the same value on all clients
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every time. This is because
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a) the user might be confused if he sees "Player has $0" on client A but
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"Player has $10" on client B and
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b) Often game handling depends on those values, e.g. if the example above
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happens the computer might quit the game for the Player on client A because
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he/she doesn't have enough money. But the game continues on client B.
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Another not that easy task is the network protocol itself. You have to write
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several send() and receive() functions which apply changed values of properties
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to the local property.
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KGameProperty is designed to do all of this for you. KGameProperty is
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implemented as a template so you can use it theoretically for every type of data
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- even for your self defined classes.
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3.1 Using KGameProperty
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-----------------------
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It is basically very easy to use a KGameProperty. You first create your own
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class containing the property, e.g:
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class MyGame : public KGame
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{
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[...]
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protected:
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KGamePropertyInt money;
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KGamePropertyQString name;
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KGameProperty<AntotherClass> myProperty;
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};
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KGamePropertyInt is just a typedef for KGameProperty<int> - just like
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KGamePropertyQString. Now you need to register the properties in the constructor
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of the class to the KGamePropertyHandler:
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MyGame::MyGame() : KGame(myCookie)
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{
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money.registerData(KGamePropertyBase::IdUser+1, dataHandler(), "Money");
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name.registerData(KGamePropertyBase::IdUser+2, this, "Name");
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myProperty.registerData(KGamePropertyBase::IdUser+3, dataHandler(), "MyProperty");
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}
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-> You need to specify a *unique* ID. This ID must be greater than
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KGamePropertyBase::IdUser. IDs below this are reserved for KGame. Probably this
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will be changed so that you cannot use IDs below IdUser in the future. Then you
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have to specify the dataHandler(). You can also use a KGame or KPlayer pointer.
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This will automatically use KGame::dataHandler() or KPlayer::dataHandler().
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Finally you *can* provide a name for the property. This will be used for
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debugging in KGameDebugDialog. If you want to save some memory you can leave
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this out.
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Note that if you use pointers to create the properties dynamically they are
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*not* deleted automatically! You MUST delete them yourself!
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Now you can use the KGameProperty like every variable else. See also Section
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"3.3 Concepts" for restrictions in use.
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3.2 Custom Classes
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------------------
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To make custom classes possible you have to implement several operators for your
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them: you need at least << and >> for QDataStream as well as "==" for your own
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class. To overload the "<<" you would e.g. do something like this:
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QDataStream& operator<<(QDataStream& stream, MyData& data)
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{
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int type = data.type;
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TQString name = data.name;
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stream << type << name;
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return stream;
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}
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So you basically just have to split your class to several basic types and stream
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them.
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3.3 Concepts
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------------
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You can use KGameProperty basically in two completely different ways. You can
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also use a mixture of both but this is not recommended. The default behaviour
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and therefore also the recommended is the "clean" way:
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a) Always Consistent. This means that a KGameProperty has always the same value
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on *every* client. This is achieved by using KGameProperty::send() whenever you
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want to change the value using "=". You can still use changeValue() or
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setLocal() but send() will be the default. If you use send() then the value of
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the property does *NOT* change immediately. It is just sent to the
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KMessageServer which forwards the value to all clients. As soon as the new value
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is received from the message server the KGamePropertyHandler (a collection class
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for KGameProperty) calls KGameProperty::load() and changes the value of the
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property. So the game first has to go into the event loop, where the message is
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received. This means to you that you cannot do this:
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myIntProperty = 10;
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int value = myIntProperty;
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As myIntPoperty still has the old value when "value = myIntProperty" is called.
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This might seem to be quite complex, but
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KGamePropertyHandler::signalPropertyChanged() is emitted whenever a new value is
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assigned so you can connect to this and work immediately with the new value.
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You gain the certainty that the value is the same on every client every time.
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That will safe you a lot of time debugging!
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Another way is the "dirty" way:
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b) Not Always Consistent. Sometimes you really *want* to do something like
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myIntProperty = 10;
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int value = myIntProperty;
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but this is not possible with the default behaviour. If you call
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KGameProperty::setAlwaysConsistent(false) in the constructor (right after
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registerData()) you get another behaviour. "=" means changeValue() now.
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changeValue() also uses send() to change the value but additionally calls
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setLocal() to create a local copy of the property. This copy now has the value
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you supplied with "=" and is deleted again as soon as any value from the network
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is received.
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4. KGameIO
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----------
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The class KGameIO is used to let the players communicate with the server. You
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can plug as many KGameIO objects into a player as you want, e.g. you can plug a
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KGameMouseIO and a KGameKeyIO into a player so that you can control the player
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with the mouse and the keyboard - e.g. in a breakout game.
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You can probably see the advantage: as most of the control stuff is common in a
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lot of games you can use the same IO class in many different games with very
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small adjustments.
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You could also put all the IO stuff directly into your KPlayer object, like
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sendBet(int money) for a poker game. But there is a major disadvantage and I'm
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very sure you don't want to use a KPlayer object for your IO stuff as soon as
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you know which disadvantage:
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KGameIO is designed to be able to switch between different IOs "on the fly". So
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you might have a KGamePlayerIO, derived from KGameIO, for your game. But now
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this player (who "owns"/uses the KGamePlayerIO) leaves the game (e.g. because he
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was a remote player). So now the game would be over for every player as one
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player is now out of order. But with KGameIO you can just let any of the
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remaining clients create a KGameComputerIO and plug this into the player. So the
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player now is controlled by the computer and the game can continue.
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Think about it! You don't have to care about removing players when a player
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leaves as you can just replace it! The same works the other way round: imagine a
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game with 10 player (e.g. 5 human and 5 computer players) that has already
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started. You cannot add any further players without restarting. So if there are
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any additional player you can just call KPlayer::removeGameIO() which removes
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the IO of a computer player and then call KPlayer::addGameIO() for the same
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player which adds a GameIO for new human player. That's all!
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To achieve this you just have to make sure that you make *all* of your IO
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operations through a KGameIO! So instead of using MyPlayer::sendBet(int money)
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you should use something like MyIO::sendBet(). The amount of money would
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probably be calculated by the game IO itself.
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5. Debugging
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------------
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The general debugging concept (if there is one at all) or general debugging
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hints are not yet written. Feel free to do so
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5.1 KGameDebugDialog
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--------------------
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A nice way of debugging a KGame based game is the KGameDebugDialog. Basically
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all you have to do is to add something like "Debug" to your game's menu and add
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a slot like
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slotDebug()
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{
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KGameDebugDialog* dialog = new KGameDebugDialog(mGame, this);
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connect(dialog, TQ_SIGNAL(finished()), dialog, TQ_SLOT(slotDelayedDestruct()));
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dialog->show();
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}
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that's it.
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You can now click on that menu entry and you get a non-modal dialog where you
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can start to debug :-)
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The dialog consist of several pages. You can easily add your own using
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KDialogBase::addVBoxPage() (for example).
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5.1.1 Debug KGame
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-----------------
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The first page, "Debug KGame" shows on the left most or even all status values of
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KGame. That contains e.g. minPlayers(), isAdmin(), gameStatus(), ...
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The right side is probably the more important one. It lists *all* KGameProperties
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which have been inserted to this KGame object (only to this KGame object - not
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the ones that have been added to the players!). Most of the status variables of
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the left side are here again as they are implemented as KGameProperty. You can
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see the name of the property (together with its ID), its value and the policy
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this property uses. Note that "unknwon" will be displayed as name of the
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property if you haven't supplied one. See KGamePropertyBase::registerData() for
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info. You probably always want to supply a name for the property to debug it
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easily. In the future there will be something like
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KGamePropertyHandler::setDebug() so that you can switch off debugging and save
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the memory of the names in a release version.
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For as long as you use standard types for your properties (int, long, bool,
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...) you should always be able to see the value of the property. If you just see
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"unknown" then this type has not been implemented. You can connect to the signal
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KGamePropertyHandler::signalRequestValue() and supply a TQString with the value
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yourself. If you do so for a standard type please also submit a bug report!
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Currently the dialog does *not* update automatically! So you alway have to click
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the "update" button when you want a current value. There are several reasons for
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this (and one of them is that i'm too lazy to implement the update ;)). E.g.
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often (very often) a property is just in the background - stores e.g. the
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available money in a game. But you don't want it to update whenever the value
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changes (a player receives/pays money) but only when the value on the screen
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changes.
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5.1.2 Debug Players
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-------------------
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This page consists of three widgets. On the very left there is a list of all
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players in the game. Only the IDs are displayed to save space. If you click one
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the other widgets are filled with content. These widgets are quite much the same
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as the ones in "Debug KGame" - the left shows the value of the functions and the
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right one displays all KProperties of a player. Not much to say here - except:
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See "Debug KGame".
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If you change to another player the value are also updated.
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5.1.3 Debug Messages
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--------------------
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This page is probably not as important as the other ones. It displays *every*
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message that is sent through the KGame object. As a KGameProperry also send
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messages you probably get a lot of them...
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You can exclude message IDs from being displayed (e.g. all game properties).
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You can also change the sorting of the list to see all messages of a certain ID.
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The default is to sort by time (which is displayed on the left side).
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