Basic implementation of player lists and tying connections to players
This commit is contained in:
parent
5a53e9f197
commit
54b613befe
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@ -8,7 +8,7 @@
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#include "connections.h"
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#include "connections.h"
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struct ClientConnectionNode * findMiddle(struct ClientConnectionNode * start, struct ClientConnectionNode * end)
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static struct ClientConnectionNode * findMiddle(struct ClientConnectionNode * start, struct ClientConnectionNode * end)
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{
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{
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while (start != end)
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while (start != end)
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{
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{
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@ -101,6 +101,9 @@ int main (int argc, char ** argv)
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// Create a client connection list to allow us to associate TLS sessions and sockets and players:
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// Create a client connection list to allow us to associate TLS sessions and sockets and players:
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struct ClientConnectionList clientConnections;
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struct ClientConnectionList clientConnections;
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// Create some structures needed to store global state:
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struct PlayerList * globalPlayerList = createPlayerList();
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// Start a REPL thread:
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// Start a REPL thread:
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//pthread_t schemeREPLThread;
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//pthread_t schemeREPLThread;
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@ -120,7 +123,7 @@ int main (int argc, char ** argv)
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}
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}
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for (int index = 0; index < eventsCount; index++)
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for (int index = 0; index < eventsCount; index++)
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{
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{
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// If it's the master socket, it's a new client connecting:
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// If it's the master socket, it's a new client connecting:
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if (events[index].data.fd == masterSocket)
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if (events[index].data.fd == masterSocket)
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{
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{
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@ -134,7 +137,7 @@ int main (int argc, char ** argv)
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// Accept the connection:
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// Accept the connection:
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int newSocket = accept(masterSocket, NULL, NULL);
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int newSocket = accept(masterSocket, NULL, NULL);
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gnutls_transport_set_int(*tlsSession, newSocket);
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gnutls_transport_set_int(*tlsSession, newSocket);
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// Perform a TLS handshake:
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// Perform a TLS handshake:
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int handshakeReturnValue = 0;
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int handshakeReturnValue = 0;
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do
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do
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@ -142,7 +145,6 @@ int main (int argc, char ** argv)
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handshakeReturnValue = gnutls_handshake(*tlsSession);
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handshakeReturnValue = gnutls_handshake(*tlsSession);
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} while (handshakeReturnValue < 0 && gnutls_error_is_fatal(handshakeReturnValue) == 0);
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} while (handshakeReturnValue < 0 && gnutls_error_is_fatal(handshakeReturnValue) == 0);
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// If the handshake was unsuccessful, close the connection:
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// If the handshake was unsuccessful, close the connection:
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if (handshakeReturnValue < 0)
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if (handshakeReturnValue < 0)
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{
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{
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@ -162,7 +164,9 @@ int main (int argc, char ** argv)
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// Add the connection to the list:
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// Add the connection to the list:
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struct ClientConnection * newConnection = addNewConnection(&clientConnections, newSocket, tlsSession);
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struct ClientConnection * newConnection = addNewConnection(&clientConnections, newSocket, tlsSession);
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newConnection->player = createNewPlayer(newConnection);
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newConnection->player = createNewPlayer(newConnection);
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sprintf(newConnection->player->name, "Player %02d", clientConnections.clientCount);
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sprintf(newConnection->player->name, "Player %02d", globalPlayerList->count + 1);
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addToPlayerList(newConnection->player, globalPlayerList);
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// Print a message:
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// Print a message:
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printf("New connection established. %d client(s), session ID %u.\n",
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printf("New connection established. %d client(s), session ID %u.\n",
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@ -175,18 +179,17 @@ int main (int argc, char ** argv)
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if (connection != NULL)
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if (connection != NULL)
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{
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{
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// Read the data from the TLS session:
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// Read the data from the TLS session:
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struct ClientToServerMessage message;
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struct ClientToServerMessage message;
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int returnValue = gnutls_record_recv(*connection->tlsSession, &message, sizeof(struct ClientToServerMessage));
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int returnValue = gnutls_record_recv(*connection->tlsSession, &message, sizeof(struct ClientToServerMessage));
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if (returnValue == 0 || returnValue == -10)
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if (returnValue == 0 || returnValue == -10)
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{
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{
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printf("Closing session ID: %u.\n", *connection->tlsSession);
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epoll_ctl(connectedClients, EPOLL_CTL_DEL, connection->fileDescriptor, &watchedEvents);
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epoll_ctl(connectedClients, EPOLL_CTL_DEL, connection->fileDescriptor, &watchedEvents);
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gnutls_bye(*connection->tlsSession, 2);
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shutdown(connection->fileDescriptor, 2);
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shutdown(connection->fileDescriptor, 2);
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close(connection->fileDescriptor);
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deallocatePlayer(&connection->player);
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removeConnectionByFileDescriptor(&clientConnections, connection->fileDescriptor);
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removeConnectionByFileDescriptor(&clientConnections, connection->fileDescriptor);
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close(connection->fileDescriptor);
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//deallocatePlayer(&connection->player);
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continue;
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}
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}
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else if (returnValue == sizeof(struct ClientToServerMessage))
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else if (returnValue == sizeof(struct ClientToServerMessage))
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{
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{
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@ -231,6 +234,9 @@ int main (int argc, char ** argv)
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// Wait for all other threads to terminate:
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// Wait for all other threads to terminate:
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//pthread_join(schemeREPLThread, NULL);
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//pthread_join(schemeREPLThread, NULL);
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// Deallocate the global state structures:
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deallocatePlayerList(&globalPlayerList);
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// Return a successful status code to the operating system:
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// Return a successful status code to the operating system:
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return 0;
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return 0;
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@ -3,9 +3,29 @@
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// | Copyright (C) 2023, Barra Ó Catháin |
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// | Copyright (C) 2023, Barra Ó Catháin |
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// | See end of file for copyright notice. |
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// | See end of file for copyright notice. |
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// =========================================
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// =========================================
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#include <string.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include "player-data.h"
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#include "player-data.h"
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// Internal Functions:
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// ===================
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static struct PlayerListNode * findMiddle(struct PlayerListNode * start, struct PlayerListNode * end)
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{
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while (start != end)
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{
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start = start->next;
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if(start == end)
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{
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return start;
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}
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end = end->previous;
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}
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return start;
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}
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// ====================
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// Allocates and sets up a new player according to the world's starter character sheet:
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// Allocates and sets up a new player according to the world's starter character sheet:
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struct Player * createNewPlayer(struct ClientConnection * connection)
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struct Player * createNewPlayer(struct ClientConnection * connection)
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{
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{
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@ -22,6 +42,152 @@ void deallocatePlayer(struct Player ** player)
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*player = NULL;
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*player = NULL;
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}
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}
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struct PlayerList * createPlayerList()
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{
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struct PlayerList * newPlayerList = calloc(1, sizeof(struct PlayerList));
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newPlayerList->count = 0;
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newPlayerList->head = NULL;
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newPlayerList->tail = NULL;
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return newPlayerList;
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}
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void deallocatePlayerList(struct PlayerList ** playerList)
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{
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struct PlayerListNode * node = (*playerList)->head, * nextNode;
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// Deallocate all nodes in the list:
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while (node != NULL)
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{
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nextNode = node->next;
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free(node);
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node = nextNode;
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}
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// Deallocate the list itself:
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free(*playerList);
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// Set the pointer to null:
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playerList = NULL;
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}
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int addToPlayerList(struct Player * player, struct PlayerList * playerList)
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{
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// Check that the player isn't already in the list:
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if (isInPlayerList(player, playerList))
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{
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return playerList->count;
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}
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else
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{
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// Create a node to add to the list:
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struct PlayerListNode * newNode = calloc(1, sizeof(struct PlayerListNode));
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newNode->player = player;
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newNode->next = NULL;
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newNode->previous = NULL;
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// Find the position that the new node is to go into:
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// If the list is empty:
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if (playerList->count == 0)
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{
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playerList->head = newNode;
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playerList->tail = newNode;
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playerList->count = 1;
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return playerList->count;
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}
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struct PlayerListNode * currentNode = playerList->head;
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while (strncmp(player->name, currentNode->player->name, 64) < 0)
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{
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// If we reach the end of the list:
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if (currentNode->next == NULL)
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{
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currentNode->next = newNode;
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newNode->previous = currentNode;
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playerList->tail = newNode;
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playerList->count++;
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return playerList->count;
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}
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else
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{
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currentNode = currentNode->next;
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}
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}
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// Set the appropriate pointers in the new node:
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newNode->previous = currentNode->previous;
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currentNode->previous = newNode;
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newNode->next = currentNode;
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// Set the proper pointers if we're at the ends of the list:
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if (newNode->previous == NULL)
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{
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playerList->head = newNode;
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}
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if (newNode->next == NULL)
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{
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playerList->tail = newNode;
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}
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playerList->count++;
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return playerList->count;
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}
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}
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// Returns the Player with the given name from a PlayerList, or NULL otherwise:
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struct Player * getFromPlayerList(char * playerName, struct PlayerList * playerList)
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{
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struct PlayerListNode * start = playerList->head, * end = playerList->tail, * middle = findMiddle(start, end);
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int returnValue = 0;
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while (start != end)
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{
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returnValue = strncmp(middle->player->name, playerName, 64);
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if (returnValue < 0)
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{
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start = middle->next;
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middle = findMiddle(start, end);
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}
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else if (returnValue > 0)
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{
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end = middle->next;
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middle = findMiddle(start, end);
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}
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else if (returnValue == 0)
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{
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return middle->player;
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}
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}
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if (strncmp(start->player->name, playerName, 64) == 0)
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{
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return start->player;
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}
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else
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{
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return NULL;
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}
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}
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// Returns true if the given Player is in the given PlayerList:
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bool isInPlayerList(struct Player * player, struct PlayerList * playerList)
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{
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struct PlayerListNode * currentNode = playerList->head;
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while (currentNode != NULL)
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{
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if (currentNode->player == player)
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{
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return true;
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}
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currentNode = currentNode->next;
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}
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return false;
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}
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// ===================================================
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// ===================================================
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// | End of player-data.c, copyright notice follows. |
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// | End of player-data.c, copyright notice follows. |
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// ===================================================
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// ===================================================
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// =========================================
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// =========================================
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#ifndef PLAYER_DATA_H
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#ifndef PLAYER_DATA_H
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#define PLAYER_DATA_H
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#define PLAYER_DATA_H
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#include <stdbool.h>
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#include "connections.h"
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#include "connections.h"
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// =================================================================
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// Players - A structure for representing a single player character:
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// =================================================================
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struct Player
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struct Player
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{
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{
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struct ClientConnection * connection;
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struct ClientConnection * connection;
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char name[64];
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char name[64];
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};
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};
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// Functions:
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// ==========
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// Allocates and sets up a new player according to the world's starter character sheet:
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// Allocates and sets up a new player according to the world's starter character sheet:
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struct Player * createNewPlayer(struct ClientConnection * connection);
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struct Player * createNewPlayer(struct ClientConnection * connection);
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// Deallocates a player:
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// Deallocates a player:
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void deallocatePlayer(struct Player ** player);
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void deallocatePlayer(struct Player ** player);
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// ========================================================================================
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// Player Lists - A structure for managing a collection of players in a doubly linked list:
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// ========================================================================================
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struct PlayerListNode
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{
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struct Player * player;
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struct PlayerListNode * next, * previous;
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};
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struct PlayerList
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{
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size_t count;
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struct PlayerListNode * head, * tail;
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};
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// Functions:
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// ==========
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struct PlayerList * createPlayerList();
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void deallocatePlayerList(struct PlayerList ** playerList);
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// Adds a Player into a PlayerList, in a sorted position by character name.
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// Returns the count of players in the list:
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int addToPlayerList(struct Player * player, struct PlayerList * playerList);
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// Remove a Player from a PlayerList. Returns the count of players in the list:
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int removeFromPlayerList(struct Player * player, struct PlayerList * playerList);
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// Returns the Player with the given name from a PlayerList, or NULL otherwise:
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struct Player * getFromPlayerList(char * playerName, struct PlayerList * playerList);
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// Returns true if the given Player is in the given PlayerList:
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bool isInPlayerList(struct Player * player, struct PlayerList * playerList);
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#endif
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#endif
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// ===================================================
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// ===================================================
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// | End of player-data.h, copyright notice follows. |
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// | End of player-data.h, copyright notice follows. |
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// ===========================================
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// ===========================================
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#include <libguile.h>
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#include <libguile.h>
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#include "scheme-integration.h"
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SCM scheme_get_player_by_name(SCM name);
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// The function ran by the Scheme thread which runs a text-based REPL:
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void * schemeREPLHandler (void * threadParameters)
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{
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// Initialize Scheme:
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scm_init_guile();
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// Enable Readline support:
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scm_c_eval_string("(begin (use-modules (ice-9 readline)) (activate-readline))");
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// Start a Scheme REPL:
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scm_shell(0, NULL);
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// Return NULL to the calling thread:
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return NULL;
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}
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// ==========================================================
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// ==========================================================
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// | End of scheme-integration.c, copyright notice follows. |
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// | End of scheme-integration.c, copyright notice follows. |
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@ -6,14 +6,8 @@
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#ifndef SCHEME_INTEGRATION_H
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#ifndef SCHEME_INTEGRATION_H
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#define SCHEME_INTEGRATION_H
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#define SCHEME_INTEGRATION_H
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struct SchemeThreadArguments
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SCM scheme_get_player_by_name(SCM name);
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{
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};
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// The function ran by the Scheme thread which initializes the REPL:
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void * schemeREPLHandler (void * threadParameters);
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#endif
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#endif
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// ==========================================================
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// ==========================================================
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// | End of scheme-integration.h, copyright notice follows. |
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// | End of scheme-integration.h, copyright notice follows. |
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