Provide an Empire clock with ETU resolution that is properly
synchronized to updates (the one based on s_p_etu isn't synchronized): (gamestr): New members game_turn, game_tick, game_rt. (game_ca): New selectors for them. Restrict tick and rt to deity for now. We'd need xdump update the Empire clock to make them safe for players. (game_record_update): New. (update_main): Call it. (game_tick_tick, game_tick_to_now, game_step_a_tick): New, not yet used.
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4 changed files with 157 additions and 0 deletions
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@ -34,13 +34,27 @@
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#ifndef GAME_H
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#ifndef GAME_H
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#define GAME_H
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#define GAME_H
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#include <time.h>
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struct gamestr {
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struct gamestr {
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/* initial part must match struct empobj */
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/* initial part must match struct empobj */
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short ef_type;
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short ef_type;
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/* end of part matching struct empobj */
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/* end of part matching struct empobj */
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/*
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* The Empire clock.
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* Access it through game_tick_tick(), or else it'll be late.
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*/
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short game_turn; /* turn number */
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short game_tick; /* elapsed etus in this turn */
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time_t game_rt; /* when game_tick last ticked */
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};
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};
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#define putgame() ef_write(EF_GAME, 0, ef_ptr(EF_GAME, 0))
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#define putgame() ef_write(EF_GAME, 0, ef_ptr(EF_GAME, 0))
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#define getgamep() ((struct gamestr *)ef_ptr(EF_GAME, 0))
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#define getgamep() ((struct gamestr *)ef_ptr(EF_GAME, 0))
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extern void game_record_update(time_t);
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extern struct gamestr *game_tick_tick(void);
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extern int game_tick_to_now(short *);
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extern int game_step_a_tick(struct gamestr *, short *);
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#endif
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#endif
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137
src/lib/common/game.c
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137
src/lib/common/game.c
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@ -0,0 +1,137 @@
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* game.c: Game file access
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*
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* Known contributors to this file:
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* Markus Armbruster, 2007
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*/
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/*
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* On Empire Time:
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*
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* A turn is terminated by an update and consists of etu_per_update
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* ETUs. The Empire clock counts turns and ETUs. When updates move
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* around in real time (schedule change, downtime, etc.), the Empire
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* clock automatically adapts the length of an ETU in seconds
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* accordingly.
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*/
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#include <config.h>
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#include <math.h>
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#include "file.h"
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#include "game.h"
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#include "optlist.h"
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#include "prototypes.h"
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#include "server.h"
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/*
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* Record an update in the game file, the current time is NOW.
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*/
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void
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game_record_update(time_t now)
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{
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struct gamestr *game = getgamep();
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game->game_turn++;
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game->game_tick = 0;
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game->game_rt = now;
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putgame();
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}
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/*
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* Return current duration of an ETU in seconds.
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* Note: may return HUGE_VAL when the Empire clock is not ticking.
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*/
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static double
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secs_per_etu(struct gamestr *game)
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{
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double secs;
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if (!update_time[0])
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return HUGE_VAL; /* no update scheduled */
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secs = update_time[0] - game->game_rt;
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if (secs < 0)
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return HUGE_VAL; /* update seems to be late */
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return secs / (etu_per_update - game->game_tick);
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}
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/*
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* Update the Empire clock according to the current real time.
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* Return the game struct.
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*/
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struct gamestr *
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game_tick_tick(void)
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{
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struct gamestr *game = getgamep();
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double dsecs, s_p_etu;
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int detu;
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dsecs = time(NULL) - game->game_rt;
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if (CANT_HAPPEN(dsecs < 0))
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dsecs = 0;
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s_p_etu = secs_per_etu(game);
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detu = (int)(dsecs / s_p_etu);
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if (detu > 0) {
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if (CANT_HAPPEN(game->game_tick + detu > etu_per_update))
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detu = etu_per_update - game->game_tick;
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game->game_tick += detu;
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game->game_rt += detu * s_p_etu;
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putgame();
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}
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return game;
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}
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/*
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* Set ETU timestamp *TICK to the current ETU time.
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* Return by how many ETUs it was increased.
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*/
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int
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game_tick_to_now(short *tick)
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{
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return game_step_a_tick(game_tick_tick(), tick);
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}
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/*
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* Set ETU timestamp *TICK to the ETU time recorded in the game struct.
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* The Empire clock is not updated.
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* Return by how many ETUs it was increased.
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*/
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int
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game_step_a_tick(struct gamestr *game, short *tick)
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{
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int d;
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d = game->game_tick - *tick;
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if (CANT_HAPPEN(d < 0))
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d = 0;
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*tick = game->game_tick;
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return d;
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}
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};
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};
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struct castr game_ca[] = {
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struct castr game_ca[] = {
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{NSC_SHORT, 0, 0, offsetof(struct gamestr, game_turn), "turn", EF_BAD},
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{NSC_SHORT, NSC_DEITY, 0, offsetof(struct gamestr, game_tick), "tick",
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EF_BAD},
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{NSC_TIME, NSC_DEITY, 0, offsetof(struct gamestr, game_rt), "rt", EF_BAD},
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{NSC_NOTYPE, 0, 0, 0, NULL, EF_BAD}
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{NSC_NOTYPE, 0, 0, 0, NULL, EF_BAD}
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};
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};
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#include "budg.h"
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#include "budg.h"
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#include "empthread.h"
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#include "empthread.h"
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#include "game.h"
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#include "journal.h"
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#include "journal.h"
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#include "player.h"
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#include "player.h"
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#include "server.h"
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#include "server.h"
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struct natstr *np;
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struct natstr *np;
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logerror("production update (%d etus)", etu);
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logerror("production update (%d etus)", etu);
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game_record_update(time(NULL));
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journal_update(etu);
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journal_update(etu);
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/* First, make sure all mobility is updated correctly. */
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/* First, make sure all mobility is updated correctly. */
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