Successfully running PCx86 and PC8080 machines on the same page now
This commit is contained in:
parent
145ec9d125
commit
f0509bc5d1
30 changed files with 2773 additions and 3118 deletions
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@ -69,8 +69,8 @@ At the time of this writing, the recommended order is:
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* [pcx86/fdc.js](lib/fdc.js)
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* [pcx86/hdc.js](lib/hdc.js)
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* [pcx86/debugger.js](lib/debugger.js)
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* [pcx86/state.js](lib/state.js)
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* [pcx86/computer.js](lib/computer.js)
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* [shared/state.js](../shared/lib/state.js)
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* [shared/embed.js](../shared/lib/embed.js)
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* [shared/save.js](../shared/lib/save.js)
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@ -1,400 +0,0 @@
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/**
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* @fileoverview The State class used by C1Pjs and PCx86.
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* @author <a href="mailto:Jeff@pcjs.org">Jeff Parsons</a>
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* @version 1.0
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* Created 2012-May-14
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*
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* Copyright © 2012-2016 Jeff Parsons <Jeff@pcjs.org>
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*
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* This file is part of PCjs, a computer emulation software project at <http://pcjs.org/>.
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*
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* PCjs is free software: you can redistribute it and/or modify it under the terms of the
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* GNU General Public License as published by the Free Software Foundation, either version 3
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* of the License, or (at your option) any later version.
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*
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* PCjs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
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* even the implied warranty of 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 along with PCjs. If not,
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* see <http://www.gnu.org/licenses/gpl.html>.
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*
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* You are required to include the above copyright notice in every source code file of every
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* copy or modified version of this work, and to display that copyright notice on every screen
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* that loads or runs any version of this software (see COPYRIGHT in /modules/shared/lib/defines.js).
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*
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* Some PCjs files also attempt to load external resource files, such as character-image files,
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* ROM files, and disk image files. Those external resource files are not considered part of PCjs
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* for purposes of the GNU General Public License, and the author does not claim any copyright
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* as to their contents.
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*/
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"use strict";
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if (NODE) {
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var web = require("./../../shared/lib/weblib");
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var Component = require("./../../shared/lib/component");
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var Messages = require("./messages");
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}
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/**
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* State(component, sVersion, sSuffix)
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*
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* State objects are used by components to save/restore their state.
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*
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* During a save operation, components add data to a State object via set(), and then return
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* the resulting data using data().
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*
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* During a restore operation, the Computer component passes the results of each data() call
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* back to the originating component.
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*
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* WARNING: Since State objects are low-level objects that have no UI requirements, they do not
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* inherit from the Component class, so you should only use class methods of Component, such as
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* Component.assert(), or Debugger methods if the Debugger is available.
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*
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* NOTE: 1.01 is the first version to provide limited save/restore support using localStorage.
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* From that point on, care must be taken to insure that any new version that's incompatible with
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* previous localStorage data be released with a version number that is at least 1 greater,
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* since we're tagging the localStorage data with the integer portion of the version string.
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*
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* @constructor
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* @param {Component} component
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* @param {string} [sVersion] is used to append a major version number to the key
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* @param {string} [sSuffix] is used to append any additional suffixes to the key
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*/
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function State(component, sVersion, sSuffix) {
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this.id = component.id;
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this.key = State.key(component, sVersion, sSuffix);
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this.dbg = component.dbg;
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this.unload(component.parms);
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}
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/**
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* State.key(component, sVersion, sSuffix)
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*
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* This encapsulates the key generation code.
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*
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* @param {Component} component
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* @param {string} [sVersion] is used to append a major version number to the key
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* @param {string} [sSuffix] is used to append any additional suffixes to the key
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* @return {string} key
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*/
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State.key = function(component, sVersion, sSuffix) {
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var key = component.id;
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if (sVersion) {
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var i = sVersion.indexOf('.');
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if (i > 0) key += ".v" + sVersion.substr(0, i);
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}
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if (sSuffix) {
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key += "." + sSuffix;
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}
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return key;
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};
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/**
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* State.compress(aSrc)
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*
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* @param {Array.<number>|null} aSrc
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* @return {Array.<number>|null} is either the original array (aSrc), or a smaller array of "count, value" pairs (aComp)
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*/
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State.compress = function(aSrc) {
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if (aSrc) {
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var iSrc = 0;
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var iComp = 0;
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var aComp = [];
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while (iSrc < aSrc.length) {
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var n = aSrc[iSrc];
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Component.assert(n !== undefined);
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var iCompare = iSrc + 1;
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while (iCompare < aSrc.length && aSrc[iCompare] === n) iCompare++;
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aComp[iComp++] = iCompare - iSrc;
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aComp[iComp++] = n;
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iSrc = iCompare;
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}
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if (aComp.length < aSrc.length) return aComp;
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}
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return aSrc;
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};
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/**
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* State.decompress(aComp)
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*
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* @param {Array.<number>} aComp
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* @param {number} nLength is expected length of decompressed data
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* @return {Array.<number>}
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*/
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State.decompress = function(aComp, nLength) {
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var iDst = 0;
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var aDst = new Array(nLength);
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var iComp = 0;
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while (iComp < aComp.length - 1) {
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var c = aComp[iComp++];
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var n = aComp[iComp++];
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while (c--) {
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aDst[iDst++] = n;
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}
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}
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Component.assert(aDst.length == nLength);
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return aDst;
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};
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/**
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* State.compressEvenOdd(aSrc)
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*
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* This is a very simple variation on compress() that compresses all the EVEN elements of aSrc first,
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* followed by all the ODD elements. This tends to work better on EGA video memory, because when odd/even
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* addressing is enabled (eg, for text modes), the DWORD values tend to alternate, which is the worst case
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* for compress(), but the best case for compressEvenOdd().
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*
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* One wrinkle we support: if the first element is uninitialized, then we assume the entire array is undefined,
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* and return an empty compressed array. Conversely, decompressEvenOdd() will take an empty compressed array
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* and return an uninitialized array.
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*
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* @param {Array.<number>|null} aSrc
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* @return {Array.<number>|null} is either the original array (aSrc), or a smaller array of "count, value" pairs (aComp)
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*/
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State.compressEvenOdd = function(aSrc) {
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if (aSrc) {
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var iComp = 0, aComp = [];
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if (aSrc[0] !== undefined) {
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for (var off = 0; off < 2; off++) {
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var iSrc = off;
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while (iSrc < aSrc.length) {
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var n = aSrc[iSrc];
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var iCompare = iSrc + 2;
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while (iCompare < aSrc.length && aSrc[iCompare] === n) iCompare += 2;
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aComp[iComp++] = (iCompare - iSrc) >> 1;
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aComp[iComp++] = n;
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iSrc = iCompare;
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}
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}
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}
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if (aComp.length < aSrc.length) return aComp;
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}
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return aSrc;
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};
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/**
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* State.decompressEvenOdd(aComp, nLength)
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*
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* This is the counterpart to compressEvenOdd(). Note that because there's nothing in the compressed sequence
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* that differentiates a compress() sequence from a compressEvenOdd() sequence, you simply have to be consistent:
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* if you used even/odd compression, then you must use even/odd decompression.
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*
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* @param {Array.<number>} aComp
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* @param {number} nLength is expected length of decompressed data
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* @return {Array.<number>}
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*/
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State.decompressEvenOdd = function(aComp, nLength) {
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var iDst = 0;
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var aDst = new Array(nLength);
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var iComp = 0;
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while (iComp < aComp.length - 1) {
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var c = aComp[iComp++];
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var n = aComp[iComp++];
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while (c--) {
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aDst[iDst] = n;
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iDst += 2;
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}
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/*
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* The output of a "count,value" pair will never exceed the end of the output array, so as soon as we reach it
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* the first time, we know it's time to switch to ODD elements, and as soon as we reach it again, we should be
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* done.
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*/
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Component.assert(iDst <= nLength || iComp == aComp.length);
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if (iDst == nLength) iDst = 1;
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}
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Component.assert(aDst.length == nLength);
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return aDst;
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};
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State.prototype = {
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constructor: State,
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/**
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* set(id, data)
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*
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* @this {State}
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* @param {number|string} id
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* @param {Object|string} data
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*/
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set: function(id, data) {
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try {
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this[this.id][id] = data;
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} catch(e) {
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Component.log(e.message);
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}
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},
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/**
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* get(id)
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*
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* @this {State}
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* @param {number|string} id
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* @return {Object|string|null}
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*/
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get: function(id) {
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return this[this.id][id] || null;
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},
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/**
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* value()
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*
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* Use this instead of data() if you haven't called parse() yet.
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*
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* @this {State}
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* @return {string}
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*/
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value: function() {
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return this[this.id];
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},
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/**
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* data()
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*
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* @this {State}
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* @return {Object}
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*/
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data: function() {
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return this[this.id];
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},
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/**
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* load(s)
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*
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* WARNING: Make sure you follow this call with either a call to parse() or unload(),
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* because any stringified data that we've loaded isn't usable until it's been parsed.
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*
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* @this {State}
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* @param {Object|string|null} [s]
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* @return {boolean} true if state exists in localStorage, false if not
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*/
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load: function(s) {
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if (s) {
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this[this.id] = s;
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this.fLoaded = true;
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return true;
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}
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if (this.fLoaded) {
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/*
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* This is assumed to be a redundant load().
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*/
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return true;
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}
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if (web.hasLocalStorage()) {
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s = web.getLocalStorageItem(this.key);
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if (s) {
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this[this.id] = s;
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this.fLoaded = true;
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if (DEBUG) this.printString("localStorage(" + this.key + "): " + s.length + " bytes loaded");
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return true;
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}
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}
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return false;
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},
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/**
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* parse()
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*
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* This completes the load() operation, by parsing what was loaded, on the assumption there
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* might be some benefit to deferring parsing until we've given the user a chance to confirm.
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* Otherwise, load() could have just as easily done this, too.
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*
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* @this {State}
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* @return {boolean} true if successful, false if error
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*/
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parse: function() {
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var fSuccess = true;
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try {
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this[this.id] = JSON.parse(this[this.id]);
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} catch (e) {
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Component.error(e.message || e);
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fSuccess = false;
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}
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return fSuccess;
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},
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/**
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* store()
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*
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* @this {State}
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* @return {boolean} true if successful, false if error
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*/
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store: function() {
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var fSuccess = true;
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if (web.hasLocalStorage()) {
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var s = JSON.stringify(this[this.id]);
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if (web.setLocalStorageItem(this.key, s)) {
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if (DEBUG) this.printString("localStorage(" + this.key + "): " + s.length + " bytes stored");
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} else {
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/*
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* WARNING: Because browsers tend to disable all alerts() during an "unload" operation,
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* it's unlikely anyone will ever see the "quota" errors that occur at this point. Need to
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* think of some way to notify the user that there's a problem, and offer a way of cleaning
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* up old states.
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*/
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Component.error("Unable to store " + s.length + " bytes in browser local storage");
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fSuccess = false;
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}
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}
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return fSuccess;
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},
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/**
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* toString()
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*
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* We can't know whether this might be called before parse() or after parse(), so we check.
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* If before, then this[this.id] will still be in string form; if after, it will be an Object.
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*
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* @this {State}
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* @return {string} JSON-encoded state
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*/
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toString: function() {
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var value = this[this.id];
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return (typeof value == "string"? value : JSON.stringify(value));
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},
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/**
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* unload(parms)
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*
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* This discards any data saved via set() or loaded via load(), creating an empty State object.
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* Note that you have to follow this call with an explicit call to store() if you want to remove
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* the state from localStorage as well.
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*
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* @this {State}
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* @param {Object} [parms]
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*/
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unload: function(parms) {
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this[this.id] = {};
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if (parms) this.set("parms", parms);
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this.fLoaded = false;
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},
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/**
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* clear(fAll)
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*
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* This unloads the current state, and then clears ALL localStorage for the current machine,
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* independent of version, to reduce the chance of orphaned states wasting part of our limited allocation.
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*
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* @this {State}
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* @param {boolean} [fAll] true to unconditionally clear ALL localStorage for the current domain
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*/
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clear: function(fAll) {
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this.unload();
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var aKeys = web.getLocalStorageKeys();
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for (var i = 0; i < aKeys.length; i++) {
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var sKey = aKeys[i];
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if (sKey && (fAll || sKey.substr(0, this.key.length) == this.key)) {
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web.removeLocalStorageItem(sKey);
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if (DEBUG) this.printString("localStorage(" + sKey + ") removed");
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aKeys.splice(i, 1);
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i = 0;
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}
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}
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},
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/**
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* printString(s)
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*
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* @this {State}
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* @param {string} s is any caller-defined string
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*/
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printString: function(s) {
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if (DEBUG && DEBUGGER && this.dbg) {
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if (this.dbg.messageEnabled(Messages.LOG)) {
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this.dbg.message(s);
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}
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}
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}
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};
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if (NODE) module.exports = State;
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Loading…
Reference in a new issue