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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Lua: Further centralize code, fix Bizhawk 2.9 (#1685)
* Fixes the socket library for bizhawk 2.9/lua 5.4 by including another one in parallel * Fixes lua 5.4 support by making socket.lua into a "modern" module (the `module` keyword is gone) * Adds the linux version and 32 bit windows socket dlls because why not * Merges common functions into `common.lua` - the only functional change of this should be that: * Some things that were locals are globals now - this can be changed, I just was lazy and it likely doesn't matter * `drawText` now uses middle/bottom for all prints - feel free to do what you like with that change
This commit is contained in:
221
data/lua/connector_pkmn_rb.lua
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221
data/lua/connector_pkmn_rb.lua
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@@ -0,0 +1,221 @@
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local socket = require("socket")
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local json = require('json')
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local math = require('math')
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require("common")
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local STATE_OK = "Ok"
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local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
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local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
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local STATE_UNINITIALIZED = "Uninitialized"
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local SCRIPT_VERSION = 3
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local APIndex = 0x1A6E
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local APDeathLinkAddress = 0x00FD
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local APItemAddress = 0x00FF
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local EventFlagAddress = 0x1735
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local MissableAddress = 0x161A
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local HiddenItemsAddress = 0x16DE
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local RodAddress = 0x1716
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local DexSanityAddress = 0x1A71
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local InGameAddress = 0x1A84
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local ClientCompatibilityAddress = 0xFF00
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local ItemsReceived = nil
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local playerName = nil
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local seedName = nil
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local deathlink_rec = nil
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local deathlink_send = false
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local prevstate = ""
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local curstate = STATE_UNINITIALIZED
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local gbSocket = nil
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local frame = 0
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local compat = nil
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local function defineMemoryFunctions()
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local memDomain = {}
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local domains = memory.getmemorydomainlist()
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memDomain["rom"] = function() memory.usememorydomain("ROM") end
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memDomain["wram"] = function() memory.usememorydomain("WRAM") end
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return memDomain
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end
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local memDomain = defineMemoryFunctions()
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u8 = memory.read_u8
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wU8 = memory.write_u8
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u16 = memory.read_u16_le
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function uRange(address, bytes)
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data = memory.readbyterange(address - 1, bytes + 1)
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data[0] = nil
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return data
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end
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function generateLocationsChecked()
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memDomain.wram()
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events = uRange(EventFlagAddress, 0x140)
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missables = uRange(MissableAddress, 0x20)
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hiddenitems = uRange(HiddenItemsAddress, 0x0E)
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dexsanity = uRange(DexSanityAddress, 19)
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rod = u8(RodAddress)
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data = {}
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table.foreach(events, function(k, v) table.insert(data, v) end)
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table.foreach(missables, function(k, v) table.insert(data, v) end)
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table.foreach(hiddenitems, function(k, v) table.insert(data, v) end)
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table.insert(data, rod)
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if compat > 1 then
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table.foreach(dexsanity, function(k, v) table.insert(data, v) end)
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end
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return data
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end
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local function arrayEqual(a1, a2)
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if #a1 ~= #a2 then
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return false
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end
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for i, v in ipairs(a1) do
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if v ~= a2[i] then
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return false
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end
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end
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return true
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end
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function receive()
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l, e = gbSocket:receive()
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if e == 'closed' then
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if curstate == STATE_OK then
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print("Connection closed")
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end
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curstate = STATE_UNINITIALIZED
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return
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elseif e == 'timeout' then
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return
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elseif e ~= nil then
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print(e)
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curstate = STATE_UNINITIALIZED
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return
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end
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if l ~= nil then
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block = json.decode(l)
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if block ~= nil then
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local itemsBlock = block["items"]
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if itemsBlock ~= nil then
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ItemsReceived = itemsBlock
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end
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deathlink_rec = block["deathlink"]
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end
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end
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-- Determine Message to send back
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memDomain.rom()
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newPlayerName = uRange(0xFFF0, 0x10)
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newSeedName = uRange(0xFFDB, 21)
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if (playerName ~= nil and not arrayEqual(playerName, newPlayerName)) or (seedName ~= nil and not arrayEqual(seedName, newSeedName)) then
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print("ROM changed, quitting")
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curstate = STATE_UNINITIALIZED
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return
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end
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playerName = newPlayerName
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seedName = newSeedName
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local retTable = {}
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retTable["scriptVersion"] = SCRIPT_VERSION
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if compat == nil then
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compat = u8(ClientCompatibilityAddress)
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if compat < 2 then
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InGameAddress = 0x1A71
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end
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end
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retTable["clientCompatibilityVersion"] = compat
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retTable["playerName"] = playerName
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retTable["seedName"] = seedName
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memDomain.wram()
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in_game = u8(InGameAddress)
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if in_game == 0x2A or in_game == 0xAC then
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retTable["locations"] = generateLocationsChecked()
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elseif in_game ~= 0 then
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print("Game may have crashed")
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curstate = STATE_UNINITIALIZED
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return
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end
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retTable["deathLink"] = deathlink_send
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deathlink_send = false
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msg = json.encode(retTable).."\n"
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local ret, error = gbSocket:send(msg)
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if ret == nil then
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print(error)
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elseif curstate == STATE_INITIAL_CONNECTION_MADE then
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curstate = STATE_TENTATIVELY_CONNECTED
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elseif curstate == STATE_TENTATIVELY_CONNECTED then
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print("Connected!")
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curstate = STATE_OK
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end
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end
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function main()
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if not checkBizhawkVersion() then
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return
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end
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server, error = socket.bind('localhost', 17242)
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while true do
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frame = frame + 1
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if not (curstate == prevstate) then
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print("Current state: "..curstate)
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prevstate = curstate
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end
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if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
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if (frame % 5 == 0) then
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receive()
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in_game = u8(InGameAddress)
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if in_game == 0x2A or in_game == 0xAC then
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if u8(APItemAddress) == 0x00 then
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ItemIndex = u16(APIndex)
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if deathlink_rec == true then
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wU8(APDeathLinkAddress, 1)
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elseif u8(APDeathLinkAddress) == 3 then
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wU8(APDeathLinkAddress, 0)
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deathlink_send = true
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end
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if ItemsReceived[ItemIndex + 1] ~= nil then
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item_id = ItemsReceived[ItemIndex + 1] - 172000000
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if item_id > 255 then
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item_id = item_id - 256
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end
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wU8(APItemAddress, item_id)
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end
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end
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end
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end
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elseif (curstate == STATE_UNINITIALIZED) then
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if (frame % 60 == 0) then
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print("Waiting for client.")
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emu.frameadvance()
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server:settimeout(2)
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print("Attempting to connect")
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local client, timeout = server:accept()
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if timeout == nil then
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curstate = STATE_INITIAL_CONNECTION_MADE
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gbSocket = client
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gbSocket:settimeout(0)
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end
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end
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end
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emu.frameadvance()
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end
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end
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main()
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