2012-05-29 13:31:11 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//-----------------------------------------------------------------------------
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// includes
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//-----------------------------------------------------------------------------
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#include "stdnet.h"
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#include "nel/misc/common.h"
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#include "nel/misc/thread.h"
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#include "nel/misc/command.h"
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#include "stdin_monitor_thread.h"
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//-----------------------------------------------------------------------------
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// namespace: NLNET
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//-----------------------------------------------------------------------------
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namespace NLNET
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{
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//-----------------------------------------------------------------------------
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// class CStdinMonitorThread
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//-----------------------------------------------------------------------------
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class CStdinMonitorThread : public NLMISC::IRunnable
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{
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public:
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// ctor
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CStdinMonitorThread();
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// main routine executed when the thread is started
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void run();
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// interface for adding commands, retrieving commands and verifying whether there are commands waiting
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void pushCommand(std::string nextCommand);
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std::string popCommand();
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bool commandWaiting() const;
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private:
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std::string _NextCommand;
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volatile bool _CommandWaiting;
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};
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//-----------------------------------------------------------------------------
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// methods CStdinMonitorThread
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//-----------------------------------------------------------------------------
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CStdinMonitorThread::CStdinMonitorThread()
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{
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_CommandWaiting= false;
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}
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void CStdinMonitorThread::run ()
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{
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while(!feof(stdin))
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{
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// wait for the main thread to deal with the previous command
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while (commandWaiting())
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{
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NLMISC::nlSleep(1);
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}
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// get the next command from the command line
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char theCommand[1024] = "";
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if (!fgets(theCommand, sizeofarray(theCommand), stdin))
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{
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nlwarning("fgets failed");
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break;
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}
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// push the command to allow reader thread to deal with it
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pushCommand(theCommand);
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}
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}
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void CStdinMonitorThread::pushCommand(std::string nextCommand)
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{
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// wait for the previous command to be treated
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while (_CommandWaiting)
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{
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NLMISC::nlSleep(1);
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}
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// copy the next command into the appropriate buffer
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_NextCommand= nextCommand;
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while (!_NextCommand.empty()
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&& (_NextCommand[_NextCommand.size()-1] == '\n'
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|| _NextCommand[_NextCommand.size()-1] == '\r'))
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{
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_NextCommand = _NextCommand.substr(0, _NextCommand.size()-1);
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}
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// set the _CommandWaiting flag, to allow reader thread to treat the new command
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_CommandWaiting= true;
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}
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std::string CStdinMonitorThread::popCommand()
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{
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// wait for a command to be ligned up (waiting)
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while (!_CommandWaiting)
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{
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}
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// copy out the next command
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std::string result= _NextCommand;
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// clear out the next command variable ready for its next use
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_NextCommand.clear();
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// clear the _CommandWaiting flag, to allow writer thread to add a new command
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_CommandWaiting= false;
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// all done so return the command
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return result;
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}
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bool CStdinMonitorThread::commandWaiting() const
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{
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return _CommandWaiting;
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}
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//-----------------------------------------------------------------------------
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// class CStdinMonitorSingleton
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//-----------------------------------------------------------------------------
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class CStdinMonitorSingleton: public IStdinMonitorSingleton
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{
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public:
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// static for getting hold of the singleton instance
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static CStdinMonitorSingleton* getInstance();
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// methods required by IStdinMonitorSingleton
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void init();
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void update();
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void release();
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private:
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// this is a singleton so dissallow construction from outside...
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CStdinMonitorSingleton();
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CStdinMonitorSingleton(const CStdinMonitorSingleton&);
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CStdinMonitorSingleton& operator =(const CStdinMonitorSingleton&);
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private:
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// data for the singleton instance
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CStdinMonitorThread* _StdinMonitorThreadInstance;
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NLMISC::IThread* _StdinMonitorThreadHandle;
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};
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//-----------------------------------------------------------------------------
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// methods IStdinMonitorSingleton
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//-----------------------------------------------------------------------------
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IStdinMonitorSingleton* IStdinMonitorSingleton::getInstance()
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{
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return CStdinMonitorSingleton::getInstance();
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}
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//-----------------------------------------------------------------------------
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// methods CStdinMonitorSingleton
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//-----------------------------------------------------------------------------
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CStdinMonitorSingleton* CStdinMonitorSingleton::getInstance()
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{
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static CStdinMonitorSingleton* instance= NULL;
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if (instance==NULL)
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instance= new CStdinMonitorSingleton;
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return instance;
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}
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void CStdinMonitorSingleton::init()
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{
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_StdinMonitorThreadInstance= new CStdinMonitorThread;
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_StdinMonitorThreadHandle = NLMISC::IThread::create (_StdinMonitorThreadInstance, 1024*4*4);
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_StdinMonitorThreadHandle->start();
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}
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void CStdinMonitorSingleton::update()
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{
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// if we're not initialised yet then return
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if (_StdinMonitorThreadInstance== NULL)
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return;
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// if there's a command waiting then treat it (not more than one command per visit)
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if (_StdinMonitorThreadInstance->commandWaiting())
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{
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std::string nextCommand= _StdinMonitorThreadInstance->popCommand();
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if (!nextCommand.empty())
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{
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NLMISC::ICommand::execute(nextCommand,*NLMISC::InfoLog);
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}
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}
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}
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void CStdinMonitorSingleton::release()
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{
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// if we've never been initialised or we've already been released thent there's nothing more to do...
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if (_StdinMonitorThreadInstance== NULL)
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return;
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// terminate the thread and wait for it to finish
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_StdinMonitorThreadHandle->terminate();
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_StdinMonitorThreadHandle->wait();
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// destroy the thread object instance and reset the pointer to NULL to mark as 'uninitialised'
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delete _StdinMonitorThreadInstance;
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_StdinMonitorThreadInstance= NULL;
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}
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CStdinMonitorSingleton::CStdinMonitorSingleton()
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{
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_StdinMonitorThreadHandle= NULL;
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_StdinMonitorThreadInstance= NULL;
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}
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CStdinMonitorSingleton::CStdinMonitorSingleton(const CStdinMonitorSingleton&)
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{
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_StdinMonitorThreadHandle= NULL;
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_StdinMonitorThreadInstance= NULL;
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}
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CStdinMonitorSingleton& CStdinMonitorSingleton::operator =(const CStdinMonitorSingleton&)
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{
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return *this;
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}
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} // NLNET
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