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71ba9b6b47
## Link to GitHub Issue or related Pull Request, if one exists Fixes #681 ## Description of change `Sleep` and `sleep_for()` can be very inaccurate and varies depending on what the OS gives us... ### `timeBeginPeriod(1)` On boot, we are now calling `timeBeginPeriod(1)`, which affects the whole process but makes `Sleep` more accurate. There is some risk here if any game was relying on doing things like `Sleep(1)` and expecting it to run for 15.6ms. Most games already call `timeBeginPeriod(1)` in the game engine, though not the whole time, so I'm hoping that this is not too impactful. ### Opt out of Win11 power throttling Ensure that timer resolution change above is respected even when the window is occluded / minimized by opting out of throttling via `PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION`. ### Use Win10 high resolution timer instead of Sleep On Win10 1803 and above, there is a new OS-level API for high resolution timers; if this is available, use it (`CREATE_WAITABLE_TIMER_HIGH_RESOLUTION`). Worth noting that WINE doesn't support this currently. If not, fall back to `Sleep`, which is significantly better than `sleep_for()` in my experiments. Callers of Sleep / sleep_for were replaced with this new timer. Most of them anyway; calls to Sleep() with more than 100ms+ was left alone. ### Add an option as a chicken bit To opt out I'm adding a new option called `Use Legacy Timers` which will revert to behavior before this PR. The code paths that switched from `sleep_for` to `Sleep` will remain in place though, not affected by the option. ## Expected changes In some I/O emulation modules, poll threads may run more frequently, resulting in lower latency. It also means that spice overall may use more CPU resources and power. If you don't like this, you can always enable the option to opt out; e.g., if you're on old arcade cab PC. ## Testing DDR p4io - ok drs touch hook - ok IIDX camera hook - ok CCJ trackball - ok
207 lines
7.4 KiB
C++
207 lines
7.4 KiB
C++
#include "poke.h"
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#include <thread>
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#include <optional>
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#include "games/nost/io.h"
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#include "cfg/api.h"
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#include "rawinput/rawinput.h"
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#include "misc/eamuse.h"
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#include "touch/touch.h"
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#include "util/logging.h"
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#include "util/precise_timer.h"
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namespace games::nost::poke {
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static std::thread *THREAD = nullptr;
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static volatile bool THREAD_RUNNING = false;
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static const std::unordered_map<int, std::pair<LONG, LONG>> NOST_POKE_NUM {
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{EAM_IO_KEYPAD_0, {760, 440}},
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{EAM_IO_KEYPAD_1, {760, 385}},
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{EAM_IO_KEYPAD_2, {820, 385}},
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{EAM_IO_KEYPAD_3, {880, 385}},
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{EAM_IO_KEYPAD_4, {760, 325}},
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{EAM_IO_KEYPAD_5, {820, 325}},
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{EAM_IO_KEYPAD_6, {880, 325}},
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{EAM_IO_KEYPAD_7, {760, 265}},
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{EAM_IO_KEYPAD_8, {820, 265}},
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{EAM_IO_KEYPAD_9, {880, 265}},
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{EAM_IO_KEYPAD_00, {820, 440}}, // erase button
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{EAM_IO_KEYPAD_DECIMAL, {880, 440}} // also erase button
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};
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static const std::unordered_map<games::nost::Buttons::Button, std::pair<LONG, LONG>> NOST_POKE {
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{games::nost::Buttons::Button::PokeConfirm, {1100, 525}},
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{games::nost::Buttons::Button::PokeBack, {340, 100}},
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{games::nost::Buttons::Button::PokeSong1, {450, 190}},
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{games::nost::Buttons::Button::PokeSong2, {450, 330}},
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{games::nost::Buttons::Button::PokeSong3, {450, 480}},
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{games::nost::Buttons::Button::PokeSong4, {840, 190}},
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{games::nost::Buttons::Button::PokeSong5, {840, 330}},
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{games::nost::Buttons::Button::PokeSong6, {840, 480}},
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{games::nost::Buttons::Button::PokeDifficulty1, {820, 240}},
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{games::nost::Buttons::Button::PokeDifficulty2, {820, 320}},
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{games::nost::Buttons::Button::PokeDifficulty3, {820, 410}},
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{games::nost::Buttons::Button::PokeDifficulty4, {820, 490}},
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};
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void clear_touch_points(std::vector<TouchPoint> *touch_points) {
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std::vector<DWORD> touch_ids;
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for (auto &touch : *touch_points) {
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touch_ids.emplace_back(touch.id);
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}
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touch_remove_points(&touch_ids);
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touch_points->clear();
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}
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void enable() {
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// check if already running
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if (THREAD) {
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return;
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}
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// create new thread
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THREAD_RUNNING = true;
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THREAD = new std::thread([] {
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timeutils::PreciseSleepTimer timer;
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const DWORD touch_id = (DWORD)(0xFFFFFFFE);
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const int swipe_anim_total_frames = 6;
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const int swipe_anim_y = 300;
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const int swipe_next_page_x_begin = 1120;
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const int swipe_next_page_x_end = 1120-120;
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const int swipe_prev_page_x_begin = 280-120;
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const int swipe_prev_page_x_end = 280;
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int next_page_anim_index = -1;
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int prev_page_anim_index = -1;
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std::vector<TouchPoint> touch_points;
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bool touch_release = false;
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// log
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log_info("poke", "enabled");
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// set variable to false to stop
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while (THREAD_RUNNING) {
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// clean up touch from last frame
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if (!touch_points.empty()) {
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if (touch_release) {
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clear_touch_points(&touch_points);
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touch_release = false;
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} else {
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touch_points.clear();
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}
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}
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auto &buttons = games::nost::get_buttons();
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if (0 <= next_page_anim_index) {
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const auto delta =
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(swipe_next_page_x_end - swipe_next_page_x_begin)
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* (swipe_anim_total_frames - next_page_anim_index) / swipe_anim_total_frames;
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TouchPoint tp {
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.id = touch_id,
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.x = (LONG)swipe_next_page_x_begin + delta,
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.y = (LONG)swipe_anim_y,
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.mouse = true,
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};
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touch_points.emplace_back(tp);
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next_page_anim_index--;
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if (next_page_anim_index < 0) {
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touch_release = true;
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}
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} else if (0 <= prev_page_anim_index) {
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const auto delta =
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(swipe_prev_page_x_end - swipe_prev_page_x_begin)
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* (swipe_anim_total_frames - prev_page_anim_index) / swipe_anim_total_frames;
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TouchPoint tp {
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.id = touch_id,
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.x = (LONG)swipe_prev_page_x_begin + delta,
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.y = (LONG)swipe_anim_y,
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.mouse = true,
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};
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touch_points.emplace_back(tp);
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prev_page_anim_index--;
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if (prev_page_anim_index < 0) {
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touch_release = true;
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}
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} else {
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for (const auto& it : NOST_POKE) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(it.first))) {
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TouchPoint tp {
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.id = touch_id,
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.x = it.second.first,
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.y = it.second.second,
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.mouse = true,
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};
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touch_points.emplace_back(tp);
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touch_release = true;
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break;
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}
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}
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if (!touch_release) {
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const auto state = eamuse_get_keypad_state(0);
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if (state) {
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for (const auto& it : NOST_POKE_NUM) {
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if (state & (1 << it.first)) {
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TouchPoint tp {
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.id = touch_id,
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.x = it.second.first,
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.y = it.second.second,
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.mouse = true,
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};
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touch_points.emplace_back(tp);
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touch_release = true;
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break;
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}
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}
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}
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}
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// start animations for next frame
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if (!touch_release) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(games::nost::Buttons::PokeNextPage))) {
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next_page_anim_index = swipe_anim_total_frames;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(games::nost::Buttons::PokePrevPage))) {
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prev_page_anim_index = swipe_anim_total_frames;
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}
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}
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}
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if (!touch_points.empty()) {
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touch_write_points(&touch_points);
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}
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// slow down
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timer.sleep(30);
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}
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return nullptr;
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});
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}
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void disable() {
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if (!THREAD) {
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return;
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}
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// stop old thread
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THREAD_RUNNING = false;
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THREAD->join();
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// delete thread
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delete THREAD;
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THREAD = nullptr;
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// log
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log_info("poke", "disabled");
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}
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}
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