Re-organize in-memory character profile storage.
Now uses a dictionary of int -> profile instead of an array filled with nulls.
This commit is contained in:
@@ -193,7 +193,7 @@ namespace Content.Shared.Preferences
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_ => PreferenceUnavailableMode.StayInLobby // Invalid enum values.
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};
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var priorities = profile.JobPriorities
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var priorities = new Dictionary<string, JobPriority>(profile.JobPriorities
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.Where(p => prototypeManager.HasIndex<JobPrototype>(p.Key) && p.Value switch
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{
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JobPriority.Never => false, // Drop never since that's assumed default.
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@@ -201,9 +201,7 @@ namespace Content.Shared.Preferences
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JobPriority.Medium => true,
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JobPriority.High => true,
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_ => false
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})
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.ToDictionary(p => p.Key, p => p.Value);
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}));
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var antags = profile.AntagPreferences
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.Where(prototypeManager.HasIndex<AntagPrototype>)
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Preferences
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{
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@@ -13,18 +13,18 @@ namespace Content.Shared.Preferences
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[NetSerializable]
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public sealed class PlayerPreferences
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{
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private List<ICharacterProfile> _characters;
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private Dictionary<int, ICharacterProfile> _characters;
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public PlayerPreferences(IEnumerable<ICharacterProfile> characters, int selectedCharacterIndex)
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public PlayerPreferences(IEnumerable<KeyValuePair<int, ICharacterProfile>> characters, int selectedCharacterIndex)
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{
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_characters = characters.ToList();
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_characters = new Dictionary<int, ICharacterProfile>(characters);
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SelectedCharacterIndex = selectedCharacterIndex;
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}
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/// <summary>
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/// All player characters.
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/// </summary>
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public IEnumerable<ICharacterProfile> Characters => _characters.AsEnumerable();
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public IReadOnlyDictionary<int, ICharacterProfile> Characters => _characters;
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public ICharacterProfile GetProfile(int index)
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{
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@@ -39,7 +39,7 @@ namespace Content.Shared.Preferences
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/// <summary>
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/// The currently selected character.
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/// </summary>
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public ICharacterProfile SelectedCharacter => Characters.ElementAtOrDefault(SelectedCharacterIndex);
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public ICharacterProfile SelectedCharacter => Characters[SelectedCharacterIndex];
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public int FirstEmptySlot()
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{
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@@ -49,7 +49,7 @@ namespace Content.Shared.Preferences
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public int IndexOfCharacter(ICharacterProfile profile)
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{
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return _characters.FindIndex(x => x == profile);
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return _characters.FirstOrNull(p => p.Value == profile)?.Key ?? -1;
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}
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public bool TryIndexOfCharacter(ICharacterProfile profile, out int index)
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@@ -1,159 +0,0 @@
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using System.IO;
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using Lidgren.Network;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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namespace Content.Shared.Preferences
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{
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public abstract class SharedPreferencesManager
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{
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/// <summary>
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/// The server sends this before the client joins the lobby.
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/// </summary>
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protected class MsgPreferencesAndSettings : NetMessage
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{
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#region REQUIRED
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public const MsgGroups GROUP = MsgGroups.Command;
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public const string NAME = nameof(MsgPreferencesAndSettings);
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public MsgPreferencesAndSettings(INetChannel channel) : base(NAME, GROUP) { }
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#endregion
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public PlayerPreferences Preferences;
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public GameSettings Settings;
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public override void ReadFromBuffer(NetIncomingMessage buffer)
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{
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var serializer = IoCManager.Resolve<IRobustSerializer>();
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var length = buffer.ReadVariableInt32();
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using (var stream = buffer.ReadAsStream(length))
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{
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serializer.DeserializeDirect(stream, out Preferences);
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}
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length = buffer.ReadVariableInt32();
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using (var stream = buffer.ReadAsStream(length))
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{
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serializer.DeserializeDirect(stream, out Settings);
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}
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}
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public override void WriteToBuffer(NetOutgoingMessage buffer)
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{
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var serializer = IoCManager.Resolve<IRobustSerializer>();
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using (var stream = new MemoryStream())
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{
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serializer.SerializeDirect(stream, Preferences);
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buffer.WriteVariableInt32((int)stream.Length);
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stream.TryGetBuffer(out var segment);
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buffer.Write(segment);
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}
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using (var stream = new MemoryStream())
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{
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serializer.SerializeDirect(stream, Settings);
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buffer.WriteVariableInt32((int)stream.Length);
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stream.TryGetBuffer(out var segment);
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buffer.Write(segment);
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}
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}
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}
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/// <summary>
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/// The client sends this to select a character slot.
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/// </summary>
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protected class MsgSelectCharacter : NetMessage
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{
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#region REQUIRED
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public const MsgGroups GROUP = MsgGroups.Command;
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public const string NAME = nameof(MsgSelectCharacter);
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public MsgSelectCharacter(INetChannel channel) : base(NAME, GROUP) { }
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#endregion
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public int SelectedCharacterIndex;
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public override void ReadFromBuffer(NetIncomingMessage buffer)
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{
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SelectedCharacterIndex = buffer.ReadVariableInt32();
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}
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public override void WriteToBuffer(NetOutgoingMessage buffer)
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{
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buffer.WriteVariableInt32(SelectedCharacterIndex);
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}
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}
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/// <summary>
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/// The client sends this to update a character profile.
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/// </summary>
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protected class MsgUpdateCharacter : NetMessage
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{
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#region REQUIRED
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public const MsgGroups GROUP = MsgGroups.Command;
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public const string NAME = nameof(MsgUpdateCharacter);
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public MsgUpdateCharacter(INetChannel channel) : base(NAME, GROUP) { }
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#endregion
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public int Slot;
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public ICharacterProfile Profile;
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public override void ReadFromBuffer(NetIncomingMessage buffer)
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{
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Slot = buffer.ReadInt32();
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var serializer = IoCManager.Resolve<IRobustSerializer>();
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var length = buffer.ReadVariableInt32();
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using var stream = buffer.ReadAsStream(length);
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Profile = serializer.Deserialize<ICharacterProfile>(stream);
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}
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public override void WriteToBuffer(NetOutgoingMessage buffer)
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{
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buffer.Write(Slot);
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var serializer = IoCManager.Resolve<IRobustSerializer>();
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using (var stream = new MemoryStream())
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{
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serializer.Serialize(stream, Profile);
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buffer.WriteVariableInt32((int)stream.Length);
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stream.TryGetBuffer(out var segment);
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buffer.Write(segment);
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}
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}
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}
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/// <summary>
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/// The client sends this to delete a character profile.
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/// </summary>
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protected class MsgDeleteCharacter : NetMessage
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{
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#region REQUIRED
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public const MsgGroups GROUP = MsgGroups.Command;
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public const string NAME = nameof(MsgDeleteCharacter);
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public MsgDeleteCharacter(INetChannel channel) : base(NAME, GROUP) { }
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#endregion
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public int Slot;
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public override void ReadFromBuffer(NetIncomingMessage buffer)
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{
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Slot = buffer.ReadInt32();
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}
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public override void WriteToBuffer(NetOutgoingMessage buffer)
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{
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buffer.Write(Slot);
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}
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}
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}
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}
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