256 lines
5.2 KiB
C++
256 lines
5.2 KiB
C++
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/*++
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Copyright (C) 1996-2001 Microsoft Corporation
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Module Name:
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SYNC.CPP
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Abstract:
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Synchronization
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History:
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--*/
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#include "precomp.h"
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#include "sync.h"
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#include <cominit.h>
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#include <wbemutil.h>
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#include <corex.h>
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CSimpleLock::CSimpleLock()
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: m_hEvent(NULL), m_dwOwningThread(0), m_bLocked(false), m_lWaiting(0)
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{
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m_hEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
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}
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CSimpleLock::~CSimpleLock()
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{
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CloseHandle(m_hEvent);
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}
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DWORD CSimpleLock::Enter(DWORD dwTimeout)
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{
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m_cs.Enter();
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if(m_bLocked || m_lWaiting > 0)
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{
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//
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// Locked. Make sure the unlocker sets the event
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//
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m_lWaiting++;
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m_cs.Leave();
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DWORD dwRes = WaitForSingleObject(m_hEvent, dwTimeout);
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if(dwRes != WAIT_OBJECT_0)
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{
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if(dwRes != WAIT_TIMEOUT)
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{
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ERRORTRACE((LOG_ESS, "FAILED TO ACQUIRE LOCK: %d\n", dwRes));
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}
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return dwRes;
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}
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m_cs.Enter();
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m_lWaiting--;
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}
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else
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{
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//
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// Nobody has the lock, and nobody is in the middle, so just grab it
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//
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}
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m_bLocked = true;
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m_cs.Leave();
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m_dwOwningThread = GetCurrentThreadId();
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return WAIT_OBJECT_0;
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}
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void CSimpleLock::Leave()
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{
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m_dwOwningThread = 0;
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m_cs.Enter();
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//
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// Only set the event if someone is waiting
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//
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if(m_lWaiting > 0)
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SetEvent(m_hEvent);
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m_bLocked = false;
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m_cs.Leave();
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}
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CHaltable::CHaltable() : m_lJustResumed(1), m_dwHaltCount(0), m_csHalt()
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{
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// This event will be signaled whenever we are not halted
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// ======================================================
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m_hReady = CreateEvent(
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NULL,
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TRUE, // manual reset
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TRUE, // signaled: not halted
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NULL);
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}
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CHaltable::~CHaltable()
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{
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CloseHandle(m_hReady);
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}
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HRESULT CHaltable::Halt()
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{
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CInCritSec ics(&m_csHalt); // in critical section
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m_dwHaltCount++;
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ResetEvent(m_hReady);
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return S_OK;
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}
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HRESULT CHaltable::Resume()
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{
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CInCritSec ics(&m_csHalt); // in critical section
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m_dwHaltCount--;
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if(m_dwHaltCount == 0)
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{
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SetEvent(m_hReady);
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m_lJustResumed = 1;
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}
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return S_OK;
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}
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HRESULT CHaltable::ResumeAll()
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{
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CInCritSec ics(&m_csHalt); // in critical section
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m_dwHaltCount = 1;
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return Resume();
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}
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HRESULT CHaltable::WaitForResumption()
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{
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while (WbemWaitForSingleObject(m_hReady, INFINITE) == WAIT_FAILED)
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Sleep(0);
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if(InterlockedDecrement(&m_lJustResumed) == 0)
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{
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// The first call after resumption
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return S_OK;
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}
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else
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{
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// weren't halted
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return S_FALSE;
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}
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}
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BOOL CHaltable::IsHalted()
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{
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// Approximate!
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return m_dwHaltCount > 0;
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}
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CWbemCriticalSection::CWbemCriticalSection( void )
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: m_lLock( -1 ), m_lRecursionCount( 0 ), m_dwThreadId( 0 ), m_hEvent( NULL )
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{
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m_hEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
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if ( NULL == m_hEvent )
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{
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throw CX_MemoryException();
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}
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}
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CWbemCriticalSection::~CWbemCriticalSection( void )
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{
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if ( NULL != m_hEvent )
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{
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CloseHandle( m_hEvent );
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m_hEvent = NULL;
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}
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}
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BOOL CWbemCriticalSection::Enter( DWORD dwTimeout /* = 0xFFFFFFFF */ )
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{
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BOOL fReturn = FALSE;
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// Only do this once
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DWORD dwCurrentThreadId = GetCurrentThreadId();
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// Check if we are the current owning thread. We can do this here because
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// this test will ONLY succeed in the case where we have a Nested Lock(),
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// AND because we are zeroing out the thread id when the lock count hits
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// 0.
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if( dwCurrentThreadId == m_dwThreadId )
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{
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// It's us - Bump the lock count
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// =============================
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InterlockedIncrement( &m_lRecursionCount );
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return TRUE;
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}
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// 0 means we got the lock
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if ( 0 == InterlockedIncrement( &m_lLock ) )
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{
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m_dwThreadId = dwCurrentThreadId;
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m_lRecursionCount = 1;
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fReturn = TRUE;
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}
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else
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{
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// We wait. If we got a signalled event, then we now own the
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// critical section. Otherwise, we should perform an InterlockedDecrement
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// to account for the Increment that got us here in the first place.
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if ( WaitForSingleObject( m_hEvent, dwTimeout ) == WAIT_OBJECT_0 )
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{
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m_dwThreadId = dwCurrentThreadId;
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m_lRecursionCount = 1;
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fReturn = TRUE;
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}
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else
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{
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InterlockedDecrement( &m_lLock );
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}
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}
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return fReturn;
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}
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void CWbemCriticalSection::Leave( void )
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{
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// We don't check the thread id, so we can lock/unlock resources
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// across multiple threads
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BOOL fReturn = FALSE;
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long lRecurse = InterlockedDecrement( &m_lRecursionCount );
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// The recursion count hit zero, so it's time to unlock the object
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if ( 0 == lRecurse )
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{
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// If the lock count is >= 0, threads are waiting, so we need to
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// signal the event
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m_dwThreadId = 0;
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if ( InterlockedDecrement( &m_lLock ) >= 0 )
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{
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SetEvent( m_hEvent );
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}
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} // If recursion count is at 0
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}
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