Move some config stuff out of main_loop.cpp, see #43

This commit is contained in:
kaetemi 2013-06-27 03:49:30 +02:00
parent 03e9acfab3
commit 8b761cc830
3 changed files with 395 additions and 319 deletions

View file

@ -144,6 +144,7 @@
#include "profiling.h" #include "profiling.h"
#include "main_loop_debug.h" #include "main_loop_debug.h"
#include "main_loop_temp.h" #include "main_loop_temp.h"
#include "main_loop_utilities.h"
/////////// ///////////
@ -388,325 +389,6 @@ void buildCameraClippingPyramid (vector<CPlane> &planes)
} }
} }
//---------------------------------------------------
// update the camera perspective setup
//---------------------------------------------------
void updateCameraPerspective()
{
float fov, aspectRatio;
computeCurrentFovAspectRatio(fov, aspectRatio);
// change the perspective of the scene
if(!MainCam.empty())
MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
// change the perspective of the root scene
if(SceneRoot)
{
UCamera cam= SceneRoot->getCam();
cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
}
}
//---------------------------------------------------
// Compare ClientCfg and LastClientCfg to know what we must update
//---------------------------------------------------
void updateFromClientCfg()
{
CClientConfig::setValues();
ClientCfg.IsInvalidated = false;
// GRAPHICS - GENERAL
//---------------------------------------------------
if ((ClientCfg.Windowed != LastClientCfg.Windowed) ||
(ClientCfg.Width != LastClientCfg.Width) ||
(ClientCfg.Height != LastClientCfg.Height) ||
(ClientCfg.Depth != LastClientCfg.Depth) ||
(ClientCfg.Frequency != LastClientCfg.Frequency))
{
setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
ClientCfg.Windowed, ClientCfg.Frequency));
}
if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2)
{
if (ClientCfg.DivideTextureSizeBy2)
Driver->forceTextureResize(2);
else
Driver->forceTextureResize(1);
}
//---------------------------------------------------
if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL)
{
if(ClientCfg.WaitVBL)
Driver->setSwapVBLInterval(1);
else
Driver->setSwapVBLInterval(0);
}
// GRAPHICS - LANDSCAPE
//---------------------------------------------------
if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold)
{
if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold());
}
//---------------------------------------------------
if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear)
{
if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear);
}
//---------------------------------------------------
if (Landscape)
{
if (ClientCfg.Vision != LastClientCfg.Vision)
{
if (!ClientCfg.Light)
{
// Not in an indoor ?
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
{
// Refresh All Zone in streaming according to the refine position
vector<string> zonesAdded;
vector<string> zonesRemoved;
const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL);
LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
LandscapeIGManager.loadArrayZoneIG(zonesAdded);
}
}
}
}
//---------------------------------------------------
if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV ||
ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio )
{
updateCameraPerspective();
}
//---------------------------------------------------
if (Landscape)
{
if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget)
{
if(ClientCfg.MicroVeget)
{
// if configured, enable the vegetable and load the texture.
Landscape->enableVegetable(true);
// Default setup. TODO later by gameDev.
Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0);
// Default setup. should work well for night/day transition in 30 minutes.
// Because all vegetables will be updated every 20 seconds => 90 steps.
Landscape->setVegetableUpdateLightingFrequency(1/20.f);
// Density (percentage to ratio)
Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
}
else
{
Landscape->enableVegetable(false);
}
}
}
//---------------------------------------------------
if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity)
{
// Density (percentage to ratio)
if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
}
// GRAPHICS - SPECIAL EFFECTS
//---------------------------------------------------
if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly)
{
if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly)
Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
}
//---------------------------------------------------
if (ClientCfg.Cloud != LastClientCfg.Cloud)
{
if (ClientCfg.Cloud)
{
InitCloudScape = true;
CloudScape = Scene->createCloudScape();
}
else
{
if (CloudScape != NULL)
Scene->deleteCloudScape(CloudScape);
CloudScape = NULL;
}
}
//---------------------------------------------------
if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality)
{
if (CloudScape != NULL)
CloudScape->setQuality(ClientCfg.CloudQuality);
}
//---------------------------------------------------
if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate)
{
if (CloudScape != NULL)
CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate);
}
//---------------------------------------------------
if (ClientCfg.Shadows != LastClientCfg.Shadows)
{
// Enable/Disable Receive on Landscape
if(Landscape)
{
Landscape->enableReceiveShadowMap(ClientCfg.Shadows);
}
// Enable/Disable Cast for all entities
for(uint i=0;i<EntitiesMngr.entities().size();i++)
{
CEntityCL *ent= EntitiesMngr.entities()[i];
if(ent)
ent->updateCastShadowMap();
}
}
// GRAPHICS - CHARACTERS
//---------------------------------------------------
if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly)
{
if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly)
Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
}
//---------------------------------------------------
if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod )
{
Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
}
//---------------------------------------------------
if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip)
{
// Nothing to do
}
//---------------------------------------------------
if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture)
{
// Don't reload Texture, will be done at next Game Start
}
// INTERFACE works
// INPUTS
//---------------------------------------------------
if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed)
SetMouseSpeed (ClientCfg.CursorSpeed);
if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration)
SetMouseAcceleration (ClientCfg.CursorAcceleration);
if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor)
{
if (ClientCfg.HardwareCursor != IsMouseCursorHardware())
{
InitMouseWithCursor (ClientCfg.HardwareCursor);
}
}
// SOUND
//---------------------------------------------------
bool mustReloadSoundMngrContinent= false;
// disable/enable sound?
if (ClientCfg.SoundOn != LastClientCfg.SoundOn)
{
if (SoundMngr && !ClientCfg.SoundOn)
{
nlwarning("Deleting sound manager...");
delete SoundMngr;
SoundMngr = NULL;
}
else if (SoundMngr == NULL && ClientCfg.SoundOn)
{
nlwarning("Creating sound manager...");
SoundMngr = new CSoundManager();
try
{
SoundMngr->init(NULL);
}
catch(const Exception &e)
{
nlwarning("init : Error when creating 'SoundMngr' : %s", e.what());
SoundMngr = 0;
}
// re-init with good SFX/Music Volume
if(SoundMngr)
{
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
}
}
else
{
nlwarning("Sound config error !");
}
mustReloadSoundMngrContinent= true;
}
// change EAX?
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.UseEax != LastClientCfg.UseEax) )
{
SoundMngr->reset();
mustReloadSoundMngrContinent= true;
}
// change SoundForceSoftwareBuffer?
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) )
{
SoundMngr->reset();
mustReloadSoundMngrContinent= true;
}
// change MaxTrack? don't reset
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.MaxTrack != LastClientCfg.MaxTrack))
{
SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack);
}
// change SoundFX Volume? don't reset
if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume)
{
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
}
// change Game Music Volume? don't reset
if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume)
{
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
}
// reload only if active and reseted
if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity)
{
SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos());
}
// Ok backup the new clientcfg
LastClientCfg = ClientCfg;
}
void preRenderNewSky () void preRenderNewSky ()
{ {
CSky &sky = ContinentMngr.cur()->CurrentSky; CSky &sky = ContinentMngr.cur()->CurrentSky;

View file

@ -0,0 +1,359 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "main_loop_utilities.h"
#include <nel/3d/u_driver.h>
#include <nel/3d/u_cloud_scape.h>
#include "game_share/scenario_entry_points.h"
#include "client_cfg.h"
#include "misc.h"
#include "global.h"
#include "world_database_manager.h"
#include "continent_manager.h"
#include "user_entity.h"
#include "view.h"
#include "ig_client.h"
#include "entities.h"
#include "input.h"
#include "sound_manager.h"
using namespace NLMISC;
using namespace NL3D;
//---------------------------------------------------
// update the camera perspective setup
//---------------------------------------------------
void updateCameraPerspective()
{
float fov, aspectRatio;
computeCurrentFovAspectRatio(fov, aspectRatio);
// change the perspective of the scene
if(!MainCam.empty())
MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
// change the perspective of the root scene
if(SceneRoot)
{
UCamera cam= SceneRoot->getCam();
cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
}
}
//---------------------------------------------------
// Compare ClientCfg and LastClientCfg to know what we must update
//---------------------------------------------------
void updateFromClientCfg()
{
CClientConfig::setValues();
ClientCfg.IsInvalidated = false;
// GRAPHICS - GENERAL
//---------------------------------------------------
if ((ClientCfg.Windowed != LastClientCfg.Windowed) ||
(ClientCfg.Width != LastClientCfg.Width) ||
(ClientCfg.Height != LastClientCfg.Height) ||
(ClientCfg.Depth != LastClientCfg.Depth) ||
(ClientCfg.Frequency != LastClientCfg.Frequency))
{
setVideoMode(UDriver::CMode(ClientCfg.Width, ClientCfg.Height, (uint8)ClientCfg.Depth,
ClientCfg.Windowed, ClientCfg.Frequency));
}
if (ClientCfg.DivideTextureSizeBy2 != LastClientCfg.DivideTextureSizeBy2)
{
if (ClientCfg.DivideTextureSizeBy2)
Driver->forceTextureResize(2);
else
Driver->forceTextureResize(1);
}
//---------------------------------------------------
if (ClientCfg.WaitVBL != LastClientCfg.WaitVBL)
{
if(ClientCfg.WaitVBL)
Driver->setSwapVBLInterval(1);
else
Driver->setSwapVBLInterval(0);
}
// GRAPHICS - LANDSCAPE
//---------------------------------------------------
if (ClientCfg.LandscapeThreshold != LastClientCfg.LandscapeThreshold)
{
if (Landscape) Landscape->setThreshold(ClientCfg.getActualLandscapeThreshold());
}
//---------------------------------------------------
if (ClientCfg.LandscapeTileNear != LastClientCfg.LandscapeTileNear)
{
if (Landscape) Landscape->setTileNear(ClientCfg.LandscapeTileNear);
}
//---------------------------------------------------
if (Landscape)
{
if (ClientCfg.Vision != LastClientCfg.Vision)
{
if (!ClientCfg.Light)
{
// Not in an indoor ?
if (ContinentMngr.cur() && !ContinentMngr.cur()->Indoor)
{
// Refresh All Zone in streaming according to the refine position
std::vector<string> zonesAdded;
std::vector<string> zonesRemoved;
const R2::CScenarioEntryPoints::CCompleteIsland *ci = R2::CScenarioEntryPoints::getInstance().getCompleteIslandFromCoords(CVector2f((float) UserEntity->pos().x, (float) UserEntity->pos().y));
Landscape->refreshAllZonesAround(View.refinePos(), ClientCfg.Vision + ExtraZoneLoadingVision, zonesAdded, zonesRemoved, ProgressBar, ci ? &(ci->ZoneIDs) : NULL);
LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
LandscapeIGManager.loadArrayZoneIG(zonesAdded);
}
}
}
}
//---------------------------------------------------
if (ClientCfg.Vision != LastClientCfg.Vision || ClientCfg.FoV!=LastClientCfg.FoV ||
ClientCfg.Windowed != LastClientCfg.Windowed || ClientCfg.ScreenAspectRatio != LastClientCfg.ScreenAspectRatio )
{
updateCameraPerspective();
}
//---------------------------------------------------
if (Landscape)
{
if (ClientCfg.MicroVeget != LastClientCfg.MicroVeget)
{
if(ClientCfg.MicroVeget)
{
// if configured, enable the vegetable and load the texture.
Landscape->enableVegetable(true);
// Default setup. TODO later by gameDev.
Landscape->setVegetableWind(CVector(0.5, 0.5, 0).normed(), 0.5, 1, 0);
// Default setup. should work well for night/day transition in 30 minutes.
// Because all vegetables will be updated every 20 seconds => 90 steps.
Landscape->setVegetableUpdateLightingFrequency(1/20.f);
// Density (percentage to ratio)
Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
}
else
{
Landscape->enableVegetable(false);
}
}
}
//---------------------------------------------------
if (ClientCfg.MicroVegetDensity != LastClientCfg.MicroVegetDensity)
{
// Density (percentage to ratio)
if (Landscape) Landscape->setVegetableDensity(ClientCfg.MicroVegetDensity/100.f);
}
// GRAPHICS - SPECIAL EFFECTS
//---------------------------------------------------
if (ClientCfg.FxNbMaxPoly != LastClientCfg.FxNbMaxPoly)
{
if (Scene->getGroupLoadMaxPolygon("Fx") != ClientCfg.FxNbMaxPoly)
Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
}
//---------------------------------------------------
if (ClientCfg.Cloud != LastClientCfg.Cloud)
{
if (ClientCfg.Cloud)
{
InitCloudScape = true;
CloudScape = Scene->createCloudScape();
}
else
{
if (CloudScape != NULL)
Scene->deleteCloudScape(CloudScape);
CloudScape = NULL;
}
}
//---------------------------------------------------
if (ClientCfg.CloudQuality != LastClientCfg.CloudQuality)
{
if (CloudScape != NULL)
CloudScape->setQuality(ClientCfg.CloudQuality);
}
//---------------------------------------------------
if (ClientCfg.CloudUpdate != LastClientCfg.CloudUpdate)
{
if (CloudScape != NULL)
CloudScape->setNbCloudToUpdateIn80ms(ClientCfg.CloudUpdate);
}
//---------------------------------------------------
if (ClientCfg.Shadows != LastClientCfg.Shadows)
{
// Enable/Disable Receive on Landscape
if(Landscape)
{
Landscape->enableReceiveShadowMap(ClientCfg.Shadows);
}
// Enable/Disable Cast for all entities
for(uint i=0;i<EntitiesMngr.entities().size();i++)
{
CEntityCL *ent= EntitiesMngr.entities()[i];
if(ent)
ent->updateCastShadowMap();
}
}
// GRAPHICS - CHARACTERS
//---------------------------------------------------
if (ClientCfg.SkinNbMaxPoly != LastClientCfg.SkinNbMaxPoly)
{
if (Scene->getGroupLoadMaxPolygon("Skin") != ClientCfg.SkinNbMaxPoly)
Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
}
//---------------------------------------------------
if (ClientCfg.NbMaxSkeletonNotCLod != LastClientCfg.NbMaxSkeletonNotCLod )
{
Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
}
//---------------------------------------------------
if (ClientCfg.CharacterFarClip != LastClientCfg.CharacterFarClip)
{
// Nothing to do
}
//---------------------------------------------------
if (ClientCfg.HDEntityTexture != LastClientCfg.HDEntityTexture)
{
// Don't reload Texture, will be done at next Game Start
}
// INTERFACE works
// INPUTS
//---------------------------------------------------
if (ClientCfg.CursorSpeed != LastClientCfg.CursorSpeed)
SetMouseSpeed (ClientCfg.CursorSpeed);
if (ClientCfg.CursorAcceleration != LastClientCfg.CursorAcceleration)
SetMouseAcceleration (ClientCfg.CursorAcceleration);
if (ClientCfg.HardwareCursor != LastClientCfg.HardwareCursor)
{
if (ClientCfg.HardwareCursor != IsMouseCursorHardware())
{
InitMouseWithCursor (ClientCfg.HardwareCursor);
}
}
// SOUND
//---------------------------------------------------
bool mustReloadSoundMngrContinent= false;
// disable/enable sound?
if (ClientCfg.SoundOn != LastClientCfg.SoundOn)
{
if (SoundMngr && !ClientCfg.SoundOn)
{
nlwarning("Deleting sound manager...");
delete SoundMngr;
SoundMngr = NULL;
}
else if (SoundMngr == NULL && ClientCfg.SoundOn)
{
nlwarning("Creating sound manager...");
SoundMngr = new CSoundManager();
try
{
SoundMngr->init(NULL);
}
catch(const Exception &e)
{
nlwarning("init : Error when creating 'SoundMngr' : %s", e.what());
SoundMngr = 0;
}
// re-init with good SFX/Music Volume
if(SoundMngr)
{
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
}
}
else
{
nlwarning("Sound config error !");
}
mustReloadSoundMngrContinent= true;
}
// change EAX?
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.UseEax != LastClientCfg.UseEax) )
{
SoundMngr->reset();
mustReloadSoundMngrContinent= true;
}
// change SoundForceSoftwareBuffer?
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.SoundForceSoftwareBuffer != LastClientCfg.SoundForceSoftwareBuffer) )
{
SoundMngr->reset();
mustReloadSoundMngrContinent= true;
}
// change MaxTrack? don't reset
if ( SoundMngr && LastClientCfg.SoundOn &&
(ClientCfg.MaxTrack != LastClientCfg.MaxTrack))
{
SoundMngr->getMixer()->changeMaxTrack(ClientCfg.MaxTrack);
}
// change SoundFX Volume? don't reset
if (SoundMngr && ClientCfg.SoundSFXVolume != LastClientCfg.SoundSFXVolume)
{
SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
}
// change Game Music Volume? don't reset
if (SoundMngr && ClientCfg.SoundGameMusicVolume != LastClientCfg.SoundGameMusicVolume)
{
SoundMngr->setGameMusicVolume(ClientCfg.SoundGameMusicVolume);
}
// reload only if active and reseted
if (mustReloadSoundMngrContinent && SoundMngr && ContinentMngr.cur() && !ContinentMngr.cur()->Indoor && UserEntity)
{
SoundMngr->loadContinent(ContinentMngr.getCurrentContinentSelectName(), UserEntity->pos());
}
// Ok backup the new clientcfg
LastClientCfg = ClientCfg;
}
/* end of file */

View file

@ -0,0 +1,35 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_MAIN_LOOP_UTILITIES_H
#define CL_MAIN_LOOP_UTILITIES_H
#include <nel/misc/types_nl.h>
// Update Utilities (configuration etc)
// Only put utility update functions here that are used in the main loop.
// This is mainly for system configuration related functions
// such as config file changes.
/// does not belong here
void updateCameraPerspective();
/// Compare ClientCfg and LastClientCfg to know what we must update
void updateFromClientCfg();
#endif // CL_MAIN_LOOP_UTILITIES_H
/* end of file */