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source: code/branches/cpp11_v2/src/libraries/core/Game.cc @ 10775

Last change on this file since 10775 was 10772, checked in by landauf, 9 years ago

use std::make_shared for better performance with shared_ptr

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of the Game class.
33*/
34
35#include "Game.h"
36
37#include <exception>
38#include <loki/ScopeGuard.h>
39
40#include "util/Clock.h"
41#include "util/Output.h"
42#include "util/Exception.h"
43#include "util/Sleep.h"
44#include "util/SubString.h"
45#include "Core.h"
46#include "commandline/CommandLineParser.h"
47#include "GameConfig.h"
48#include "GameMode.h"
49#include "GameState.h"
50#include "GraphicsManager.h"
51#include "GUIManager.h"
52#include "command/ConsoleCommandIncludes.h"
53
54namespace orxonox
55{
56    static void stop_game()
57        { Game::getInstance().stop(); }
58    SetConsoleCommand("exit", &stop_game);
59    static void printFPS()
60        { orxout(message) << Game::getInstance().getAvgFPS() << endl; }
61    SetConsoleCommand("Stats", "printFPS", &printFPS);
62    static void printTickTime()
63        { orxout(message) << Game::getInstance().getAvgTickTime() << endl; }
64    SetConsoleCommand("Stats", "printTickTime", &printTickTime);
65
66    std::map<std::string, GameStateInfo> Game::gameStateDeclarations_s;
67    Game* Game::singletonPtr_s = nullptr;
68
69    //! Represents one node of the game state tree.
70    struct GameStateTreeNode
71    {
72        std::string name_;
73        std::weak_ptr<GameStateTreeNode> parent_;
74        std::vector<std::shared_ptr<GameStateTreeNode>> children_;
75    };
76
77    Game::Game(const std::string& cmdLine)
78        : gameClock_(nullptr)
79        , core_(nullptr)
80        , bChangingState_(false)
81        , bAbort_(false)
82        , config_(nullptr)
83        , destructionHelper_(this)
84    {
85        orxout(internal_status) << "initializing Game object..." << endl;
86
87#ifdef ORXONOX_PLATFORM_WINDOWS
88        minimumSleepTime_ = 1000/*us*/;
89#else
90        minimumSleepTime_ = 0/*us*/;
91#endif
92
93        // reset statistics
94        this->statisticsStartTime_ = 0;
95        this->statisticsTickTimes_.clear();
96        this->periodTickTime_ = 0;
97        this->periodTime_ = 0;
98        this->avgFPS_ = 0.0f;
99        this->avgTickTime_ = 0.0f;
100        this->excessSleepTime_ = 0;
101
102        // Create an empty root state
103        this->declareGameState<GameState>("GameState", "emptyRootGameState", true, false);
104
105        // Set up a basic clock to keep time
106        this->gameClock_ = new Clock();
107
108        // Create the Core
109        orxout(internal_info) << "creating Core object:" << endl;
110        this->core_ = new Core(cmdLine);
111        this->core_->loadModules();
112
113        // Do this after the Core creation!
114        this->config_ = new GameConfig();
115
116        // After the core has been created, we can safely instantiate the GameStates that don't require graphics
117        for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
118            it != gameStateDeclarations_s.end(); ++it)
119        {
120            if (!it->second.bGraphicsMode)
121                constructedStates_[it->second.stateName] = GameStateFactory::fabricate(it->second);
122        }
123
124        // The empty root state is ALWAYS loaded!
125        this->rootStateNode_ = std::shared_ptr<GameStateTreeNode>(std::make_shared<GameStateTreeNode>());
126        this->rootStateNode_->name_ = "emptyRootGameState";
127        this->loadedTopStateNode_ = this->rootStateNode_;
128        this->loadedStates_.push_back(this->getState(rootStateNode_->name_));
129
130        orxout(internal_status) << "finished initializing Game object" << endl;
131    }
132
133    void Game::destroy()
134    {
135        orxout(internal_status) << "destroying Game object..." << endl;
136
137        assert(loadedStates_.size() <= 1); // Just empty root GameState
138        // Destroy all GameStates (std::shared_ptrs take care of actual destruction)
139        constructedStates_.clear();
140
141        GameStateFactory::getFactories().clear();
142        safeObjectDelete(&config_);
143        if (this->core_)
144            this->core_->unloadModules();
145        safeObjectDelete(&core_);
146        safeObjectDelete(&gameClock_);
147
148        orxout(internal_status) << "finished destroying Game object..." << endl;
149    }
150
151    /**
152    @brief
153        Main loop of the orxonox game.
154    @note
155        We use the Ogre::Timer to measure time since it uses the most precise
156        method an any platform (however the windows timer lacks time when under
157        heavy kernel load!).
158    */
159    void Game::run()
160    {
161        if (this->requestedStateNodes_.empty())
162            orxout(user_error) << "Starting game without requesting GameState. This automatically terminates the program." << endl;
163
164        // Update the GameState stack if required. We do this already here to have a properly initialized game before entering the main loop
165        this->updateGameStateStack();
166
167        orxout(user_status) << "Game loaded" << endl;
168        orxout(internal_status) << "-------------------- starting main loop --------------------" << endl;
169
170        // START GAME
171        // first delta time should be about 0 seconds
172        this->gameClock_->capture();
173        // A first item is required for the fps limiter
174        StatisticsTickInfo tickInfo = {0, 0};
175        statisticsTickTimes_.push_back(tickInfo);
176        while (!this->bAbort_ && (!this->loadedStates_.empty() || this->requestedStateNodes_.size() > 0))
177        {
178            // Generate the dt
179            this->gameClock_->capture();
180
181            // Statistics init
182            StatisticsTickInfo tickInfo = {gameClock_->getMicroseconds(), 0};
183            statisticsTickTimes_.push_back(tickInfo);
184            this->periodTime_ += this->gameClock_->getDeltaTimeMicroseconds();
185
186            // Update the GameState stack if required
187            this->updateGameStateStack();
188
189            // Core preUpdate
190            try
191                { this->core_->preUpdate(*this->gameClock_); }
192            catch (...)
193            {
194                orxout(user_error) << "An exception occurred in the Core preUpdate: " << Exception::handleMessage() << endl;
195                orxout(user_error) << "This should really never happen! Closing the program." << endl;
196                this->stop();
197                break;
198            }
199
200            // Update the GameStates bottom up in the stack
201            this->updateGameStates();
202
203            // Core postUpdate
204            try
205                { this->core_->postUpdate(*this->gameClock_); }
206            catch (...)
207            {
208                orxout(user_error) << "An exception occurred in the Core postUpdate: " << Exception::handleMessage() << endl;
209                orxout(user_error) << "This should really never happen! Closing the program." << endl;
210                this->stop();
211                break;
212            }
213
214            // Evaluate statistics
215            this->updateStatistics();
216
217            // Limit frame rate
218            static bool hasVSync = GameMode::showsGraphics() && GraphicsManager::getInstance().hasVSyncEnabled(); // can be static since changes of VSync currently require a restart
219            if (this->config_->getFpsLimit() > 0 && !hasVSync)
220                this->updateFPSLimiter();
221        }
222
223        orxout(internal_status) << "-------------------- finished main loop --------------------" << endl;
224
225        // UNLOAD all remaining states
226        while (this->loadedStates_.size() > 1)
227            this->unloadState(this->loadedStates_.back()->getName());
228        this->loadedTopStateNode_ = this->rootStateNode_;
229        this->requestedStateNodes_.clear();
230    }
231
232    void Game::updateGameStateStack()
233    {
234        while (this->requestedStateNodes_.size() > 0)
235        {
236            std::shared_ptr<GameStateTreeNode> requestedStateNode = this->requestedStateNodes_.front();
237            assert(this->loadedTopStateNode_);
238            if (!this->loadedTopStateNode_->parent_.expired() && requestedStateNode == this->loadedTopStateNode_->parent_.lock())
239                this->unloadState(loadedTopStateNode_->name_);
240            else // has to be child
241            {
242                try
243                {
244                    this->loadState(requestedStateNode->name_);
245                }
246                catch (...)
247                {
248                    orxout(user_error) << "Loading GameState '" << requestedStateNode->name_ << "' failed: " << Exception::handleMessage() << endl;
249                    // All scheduled operations have now been rendered inert --> flush them and issue a warning
250                    if (this->requestedStateNodes_.size() > 1)
251                        orxout(internal_info) << "All " << this->requestedStateNodes_.size() - 1 << " scheduled transitions have been ignored." << endl;
252                    this->requestedStateNodes_.clear();
253                    break;
254                }
255            }
256            this->loadedTopStateNode_ = requestedStateNode;
257            this->requestedStateNodes_.erase(this->requestedStateNodes_.begin());
258        }
259    }
260
261    void Game::updateGameStates()
262    {
263        // Note: The first element is the empty root state, which doesn't need ticking
264        for (GameStateVector::const_iterator it = this->loadedStates_.begin() + 1;
265            it != this->loadedStates_.end(); ++it)
266        {
267            try
268            {
269                // Add tick time for most of the states
270                uint64_t timeBeforeTick = 0;
271                if ((*it)->getInfo().bIgnoreTickTime)
272                    timeBeforeTick = this->gameClock_->getRealMicroseconds();
273                (*it)->update(*this->gameClock_);
274                if ((*it)->getInfo().bIgnoreTickTime)
275                    this->subtractTickTime(static_cast<int32_t>(this->gameClock_->getRealMicroseconds() - timeBeforeTick));
276            }
277            catch (...)
278            {
279                orxout(user_error) << "An exception occurred while updating '" << (*it)->getName() << "': " << Exception::handleMessage() << endl;
280                orxout(user_error) << "This should really never happen!" << endl;
281                orxout(user_error) << "Unloading all GameStates depending on the one that crashed." << endl;
282                std::shared_ptr<GameStateTreeNode> current = this->loadedTopStateNode_;
283                while (current->name_ != (*it)->getName() && current)
284                    current = current->parent_.lock();
285                if (current && current->parent_.lock())
286                    this->requestState(current->parent_.lock()->name_);
287                else
288                    this->stop();
289                break;
290            }
291        }
292    }
293
294    void Game::updateStatistics()
295    {
296        // Add the tick time of this frame (rendering time has already been subtracted)
297        uint64_t currentTime = gameClock_->getMicroseconds();
298        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
299        this->statisticsTickTimes_.back().tickLength += (uint32_t)(currentRealTime - currentTime);
300        this->periodTickTime_ += (uint32_t)(currentRealTime - currentTime);
301        if (this->periodTime_ > this->config_->getStatisticsRefreshCycle())
302        {
303            std::list<StatisticsTickInfo>::iterator it = this->statisticsTickTimes_.begin();
304            assert(it != this->statisticsTickTimes_.end());
305            int64_t lastTime = currentTime - this->config_->getStatisticsAvgLength();
306            if (static_cast<int64_t>(it->tickTime) < lastTime)
307            {
308                do
309                {
310                    assert(this->periodTickTime_ >= it->tickLength);
311                    this->periodTickTime_ -= it->tickLength;
312                    ++it;
313                    assert(it != this->statisticsTickTimes_.end());
314                } while (static_cast<int64_t>(it->tickTime) < lastTime);
315                this->statisticsTickTimes_.erase(this->statisticsTickTimes_.begin(), it);
316            }
317
318            uint32_t framesPerPeriod = this->statisticsTickTimes_.size();
319            // Why minus 1? No idea, but otherwise the fps rate is always (from 10 to 200!) one frame too low
320            this->avgFPS_ = -1 + static_cast<float>(framesPerPeriod) / (currentTime - this->statisticsTickTimes_.front().tickTime) * 1000000.0f;
321            this->avgTickTime_ = static_cast<float>(this->periodTickTime_) / framesPerPeriod / 1000.0f;
322
323            this->periodTime_ -= this->config_->getStatisticsRefreshCycle();
324        }
325    }
326
327    void Game::updateFPSLimiter()
328    {
329        uint64_t nextTime = gameClock_->getMicroseconds() - excessSleepTime_ + static_cast<uint32_t>(1000000.0f / this->config_->getFpsLimit());
330        uint64_t currentRealTime = gameClock_->getRealMicroseconds();
331        while (currentRealTime < nextTime - minimumSleepTime_)
332        {
333            usleep((unsigned long)(nextTime - currentRealTime));
334            currentRealTime = gameClock_->getRealMicroseconds();
335        }
336        // Integrate excess to avoid steady state error
337        excessSleepTime_ = (int)(currentRealTime - nextTime);
338        // Anti windup
339        if (excessSleepTime_ > 50000) // 20ms is about the maximum time Windows would sleep for too long
340            excessSleepTime_ = 50000;
341    }
342
343    void Game::stop()
344    {
345        orxout(user_status) << "Exit" << endl;
346        this->bAbort_ = true;
347    }
348
349    void Game::subtractTickTime(int32_t length)
350    {
351        assert(!this->statisticsTickTimes_.empty());
352        this->statisticsTickTimes_.back().tickLength -= length;
353        this->periodTickTime_ -= length;
354    }
355
356
357    /***** GameState related *****/
358
359    void Game::requestState(const std::string& name)
360    {
361        if (!this->checkState(name))
362        {
363            orxout(user_warning) << "GameState named '" << name << "' doesn't exist!" << endl;
364            return;
365        }
366
367        if (this->bChangingState_)
368        {
369            orxout(user_warning) << "Requesting GameStates while loading/unloading a GameState is illegal! Ignoring." << endl;
370            return;
371        }
372
373        std::shared_ptr<GameStateTreeNode> lastRequestedNode;
374        if (this->requestedStateNodes_.empty())
375            lastRequestedNode = this->loadedTopStateNode_;
376        else
377            lastRequestedNode = this->requestedStateNodes_.back();
378        if (name == lastRequestedNode->name_)
379        {
380            orxout(user_warning) << "Requesting the currently active state! Ignoring." << endl;
381            return;
382        }
383
384        // Check children first
385        std::vector<std::shared_ptr<GameStateTreeNode>> requestedNodes;
386        for (unsigned int i = 0; i < lastRequestedNode->children_.size(); ++i)
387        {
388            if (lastRequestedNode->children_[i]->name_ == name)
389            {
390                requestedNodes.push_back(lastRequestedNode->children_[i]);
391                break;
392            }
393        }
394
395        if (requestedNodes.empty())
396        {
397            // Check parent and all its grand parents
398            std::shared_ptr<GameStateTreeNode> currentNode = lastRequestedNode;
399            while (currentNode != nullptr)
400            {
401                if (currentNode->name_ == name)
402                    break;
403                currentNode = currentNode->parent_.lock();
404                requestedNodes.push_back(currentNode);
405            }
406            if (currentNode == nullptr)
407                requestedNodes.clear();
408        }
409
410        if (requestedNodes.empty())
411            orxout(user_error) << "Requested GameState transition is not allowed. Ignoring." << endl;
412        else
413            this->requestedStateNodes_.insert(requestedStateNodes_.end(), requestedNodes.begin(), requestedNodes.end());
414    }
415
416    void Game::requestStates(const std::string& names)
417    {
418        SubString tokens(names, ",;", " ");
419        for (unsigned int i = 0; i < tokens.size(); ++i)
420            this->requestState(tokens[i]);
421    }
422
423    void Game::popState()
424    {
425        std::shared_ptr<GameStateTreeNode> lastRequestedNode;
426        if (this->requestedStateNodes_.empty())
427            lastRequestedNode = this->loadedTopStateNode_;
428        else
429            lastRequestedNode = this->requestedStateNodes_.back();
430        if (lastRequestedNode != this->rootStateNode_)
431            this->requestState(lastRequestedNode->parent_.lock()->name_);
432        else
433            orxout(internal_warning) << "Can't pop the internal dummy root GameState" << endl;
434    }
435
436    std::shared_ptr<GameState> Game::getState(const std::string& name)
437    {
438        GameStateMap::const_iterator it = constructedStates_.find(name);
439        if (it != constructedStates_.end())
440            return it->second;
441        else
442        {
443            std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
444            if (it != gameStateDeclarations_s.end())
445                orxout(internal_error) << "GameState '" << name << "' has not yet been loaded." << endl;
446            else
447                orxout(internal_error) << "Could not find GameState '" << name << "'." << endl;
448            return std::shared_ptr<GameState>();
449        }
450    }
451
452    void Game::setStateHierarchy(const std::string& str)
453    {
454        // Split string into pieces of the form whitespacesText
455        std::vector<std::pair<std::string, int>> stateStrings;
456        size_t pos = 0;
457        size_t startPos = 0;
458        while (pos < str.size())
459        {
460            int indentation = 0;
461            while (pos < str.size() && str[pos] == ' ')
462                ++indentation, ++pos;
463            startPos = pos;
464            while (pos < str.size() && str[pos] != ' ')
465                ++pos;
466            stateStrings.push_back(std::make_pair(str.substr(startPos, pos - startPos), indentation));
467        }
468        if (stateStrings.empty())
469            ThrowException(GameState, "Emtpy GameState hierarchy provided, terminating.");
470        // Add element with large identation to detect the last with just an iterator
471        stateStrings.push_back(std::make_pair(std::string(), -1));
472
473        // Parse elements recursively
474        std::vector<std::pair<std::string, int>>::const_iterator begin = stateStrings.begin();
475        parseStates(begin, this->rootStateNode_);
476    }
477
478    /*** Internal ***/
479
480    void Game::parseStates(std::vector<std::pair<std::string, int>>::const_iterator& it, std::shared_ptr<GameStateTreeNode> currentNode)
481    {
482        SubString tokens(it->first, ",");
483        std::vector<std::pair<std::string, int>>::const_iterator startIt = it;
484
485        for (unsigned int i = 0; i < tokens.size(); ++i)
486        {
487            it = startIt; // Reset iterator to the beginning of the sub tree
488            if (!this->checkState(tokens[i]))
489                ThrowException(GameState, "GameState with name '" << tokens[i] << "' not found!");
490            if (tokens[i] == this->rootStateNode_->name_)
491                ThrowException(GameState, "You shouldn't use 'emptyRootGameState' in the hierarchy...");
492            std::shared_ptr<GameStateTreeNode> node(std::make_shared<GameStateTreeNode>());
493            node->name_ = tokens[i];
494            node->parent_ = currentNode;
495            currentNode->children_.push_back(node);
496
497            int currentLevel = it->second;
498            ++it;
499            while (it->second != -1)
500            {
501                if (it->second <= currentLevel)
502                    break;
503                else if (it->second == currentLevel + 1)
504                    parseStates(it, node);
505                else
506                    ThrowException(GameState, "Indentation error while parsing the hierarchy.");
507            }
508        }
509    }
510
511    void Game::loadGraphics()
512    {
513        if (!GameMode::showsGraphics())
514        {
515            orxout(user_status) << "Loading graphics" << endl;
516            orxout(internal_info) << "loading graphics in Game" << endl;
517
518            core_->loadGraphics();
519            Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true);
520
521            // Construct all the GameStates that require graphics
522            for (std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.begin();
523                it != gameStateDeclarations_s.end(); ++it)
524            {
525                if (it->second.bGraphicsMode)
526                {
527                    // Game state loading failure is serious --> don't catch
528                    std::shared_ptr<GameState> gameState = GameStateFactory::fabricate(it->second);
529                    if (!constructedStates_.insert(std::make_pair(
530                        it->second.stateName, gameState)).second)
531                        assert(false); // GameState was already created!
532                }
533            }
534            graphicsUnloader.Dismiss();
535
536            orxout(internal_info) << "finished loading graphics in Game" << endl;
537        }
538    }
539
540    void Game::unloadGraphics(bool loadGraphicsManagerWithoutRenderer)
541    {
542        if (GameMode::showsGraphics())
543        {
544            orxout(user_status) << "Unloading graphics" << endl;
545            orxout(internal_info) << "unloading graphics in Game" << endl;
546
547            // Destroy all the GameStates that require graphics
548            for (GameStateMap::iterator it = constructedStates_.begin(); it != constructedStates_.end();)
549            {
550                if (it->second->getInfo().bGraphicsMode)
551                    constructedStates_.erase(it++);
552                else
553                    ++it;
554            }
555
556            core_->unloadGraphics(loadGraphicsManagerWithoutRenderer);
557        }
558    }
559
560    bool Game::checkState(const std::string& name) const
561    {
562        std::map<std::string, GameStateInfo>::const_iterator it = gameStateDeclarations_s.find(name);
563        if (it == gameStateDeclarations_s.end())
564            return false;
565        else
566            return true;
567    }
568
569    void Game::loadState(const std::string& name)
570    {
571        orxout(internal_status) << "loading state '" << name << "'" << endl;
572
573        this->bChangingState_ = true;
574        LOKI_ON_BLOCK_EXIT_OBJ(*this, &Game::resetChangingState); (void)LOKI_ANONYMOUS_VARIABLE(scopeGuard);
575
576        // If state requires graphics, load it
577        Loki::ScopeGuard graphicsUnloader = Loki::MakeObjGuard(*this, &Game::unloadGraphics, true);
578        if (gameStateDeclarations_s[name].bGraphicsMode && !GameMode::showsGraphics())
579            this->loadGraphics();
580        else
581            graphicsUnloader.Dismiss();
582
583        std::shared_ptr<GameState> state = this->getState(name);
584        state->activateInternal();
585        if (!this->loadedStates_.empty())
586            this->loadedStates_.back()->activity_.topState = false;
587        this->loadedStates_.push_back(state);
588        state->activity_.topState = true;
589
590        graphicsUnloader.Dismiss();
591    }
592
593    void Game::unloadState(const std::string& name)
594    {
595        orxout(internal_status) << "unloading state '" << name << "'" << endl;
596
597        this->bChangingState_ = true;
598        try
599        {
600            std::shared_ptr<GameState> state = this->getState(name);
601            state->activity_.topState = false;
602            this->loadedStates_.pop_back();
603            if (!this->loadedStates_.empty())
604                this->loadedStates_.back()->activity_.topState = true;
605            state->deactivateInternal();
606        }
607        catch (...)
608        {
609            orxout(internal_warning) << "Unloading GameState '" << name << "' threw an exception: " << Exception::handleMessage() << endl;
610            orxout(internal_warning) << "There might be potential resource leaks involved! To avoid this, improve exception-safety." << endl;
611        }
612        // Check if graphics is still required
613        bool graphicsRequired = false;
614        for (unsigned i = 0; i < loadedStates_.size(); ++i)
615            graphicsRequired |= loadedStates_[i]->getInfo().bGraphicsMode;
616        if (!graphicsRequired)
617            this->unloadGraphics(!this->bAbort_); // if abort is false, that means the game is still running while unloading graphics. in this case we load a graphics manager without renderer (to keep all necessary ogre instances alive)
618        this->bChangingState_ = false;
619    }
620
621    /*static*/ std::map<std::string, std::shared_ptr<Game::GameStateFactory>>& Game::GameStateFactory::getFactories()
622    {
623        static std::map<std::string, std::shared_ptr<GameStateFactory>> factories;
624        return factories;
625    }
626
627    /*static*/ std::shared_ptr<GameState> Game::GameStateFactory::fabricate(const GameStateInfo& info)
628    {
629        std::map<std::string, std::shared_ptr<Game::GameStateFactory>>::const_iterator it = getFactories().find(info.className);
630        assert(it != getFactories().end());
631        return it->second->fabricateInternal(info);
632    }
633}
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