* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
228 lines
4.9 KiB
C#
228 lines
4.9 KiB
C#
using System;
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using System.Text;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.ConPVP
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{
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public class Participant
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{
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public Participant(DuelContext context, int count)
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{
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Context = context;
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//m_Stakes = new StakesContainer( context, this );
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Resize(count);
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}
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public int Count => Players.Length;
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public DuelPlayer[] Players{ get; private set; }
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public DuelContext Context{ get; }
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public TourneyParticipant TourneyPart{ get; set; }
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public int FilledSlots
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{
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get
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{
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int count = 0;
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for (int i = 0; i < Players.Length; ++i)
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if (Players[i] != null)
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++count;
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return count;
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}
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}
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public bool HasOpenSlot
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{
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get
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{
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for (int i = 0; i < Players.Length; ++i)
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if (Players[i] == null)
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return true;
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return false;
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}
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}
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public bool Eliminated
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{
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get
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{
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for (int i = 0; i < Players.Length; ++i)
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if (Players[i]?.Eliminated == false)
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return false;
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return true;
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}
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}
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public string NameList
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{
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get
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{
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StringBuilder sb = new StringBuilder();
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for (int i = 0; i < Players.Length; ++i)
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{
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if (Players[i] == null)
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continue;
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Mobile mob = Players[i].Mobile;
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if (sb.Length > 0)
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sb.Append(", ");
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sb.Append(mob.Name);
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}
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if (sb.Length == 0)
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return "Empty";
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return sb.ToString();
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}
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}
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public DuelPlayer Find(Mobile mob)
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{
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if (mob is PlayerMobile pm)
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{
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if (pm.DuelContext == Context && pm.DuelPlayer.Participant == this)
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return pm.DuelPlayer;
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return null;
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}
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for (int i = 0; i < Players.Length; ++i)
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if (Players[i]?.Mobile == mob)
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return Players[i];
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return null;
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}
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public bool Contains(Mobile mob) => Find(mob) != null;
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public void Broadcast(int hue, string message, string nonLocalOverhead, string localOverhead)
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{
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for (int i = 0; i < Players.Length; ++i)
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if (Players[i] != null)
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{
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if (message != null)
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Players[i].Mobile.SendMessage(hue, message);
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if (nonLocalOverhead != null)
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Players[i].Mobile.NonlocalOverheadMessage(MessageType.Regular, hue, false,
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string.Format(nonLocalOverhead, Players[i].Mobile.Name,
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Players[i].Mobile.Female ? "her" : "his"));
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if (localOverhead != null)
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Players[i].Mobile.LocalOverheadMessage(MessageType.Regular, hue, false, localOverhead);
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}
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}
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public void Nullify(DuelPlayer player)
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{
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if (player == null)
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return;
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int index = Array.IndexOf(Players, player);
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if (index == -1)
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return;
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Players[index] = null;
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}
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public void Remove(DuelPlayer player)
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{
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if (player == null)
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return;
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int index = Array.IndexOf(Players, player);
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if (index == -1)
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return;
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DuelPlayer[] old = Players;
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Players = new DuelPlayer[old.Length - 1];
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for (int i = 0; i < index; ++i)
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Players[i] = old[i];
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for (int i = index + 1; i < old.Length; ++i)
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Players[i - 1] = old[i];
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}
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public void Remove(Mobile player)
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{
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Remove(Find(player));
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}
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public void Add(Mobile player)
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{
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if (Contains(player))
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return;
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for (int i = 0; i < Players.Length; ++i)
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if (Players[i] == null)
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{
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Players[i] = new DuelPlayer(player, this);
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return;
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}
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Resize(Players.Length + 1);
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Players[^1] = new DuelPlayer(player, this);
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}
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public void Resize(int count)
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{
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DuelPlayer[] old = Players;
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Players = new DuelPlayer[count];
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if (old != null)
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{
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int ct = 0;
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for (int i = 0; i < old.Length; ++i)
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if (old[i] != null && ct < count)
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Players[ct++] = old[i];
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}
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}
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}
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public class DuelPlayer
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{
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private bool m_Eliminated;
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public DuelPlayer(Mobile mob, Participant p)
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{
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Mobile = mob;
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Participant = p;
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if (mob is PlayerMobile mobile)
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mobile.DuelPlayer = this;
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}
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public Mobile Mobile{ get; }
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public bool Ready{ get; set; }
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public bool Eliminated
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{
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get => m_Eliminated;
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set
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{
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m_Eliminated = value;
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if (Participant.Context.m_Tournament != null && m_Eliminated)
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{
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Participant.Context.m_Tournament.OnEliminated(this);
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Mobile.SendEverything();
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}
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}
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}
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public Participant Participant{ get; set; }
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}
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}
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