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/**
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* Feature represents a certain subset of Acedia's functionality that
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* can be enabled or disabled, according to server owner's wishes.
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* In the current version of Acedia enabling or disabling a feature requires
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* manually editing configuration file and restarting a server.
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* Creating a `Feature` instance should be done by using
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* `EnableMe()` / `DisableMe()` methods; instead of regular `Constructor()`
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* and `Finalizer()` one should use `OnEnabled() and `OnDisabled()` methods.
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* Any instances created through other means will be automatically deallocated,
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* enforcing `Singleton`-like behavior for the `Feature` class.
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* Copyright 2019 - 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* 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
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class Feature extends AcediaObject
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abstract;
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// Default value of this variable will store one and only existing version
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// of `Feature` of this class.
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var private Feature activeInstance;
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var private int activeInstanceLifeVersion;
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// Setting default value of this variable to 'true' prevents creation of
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// a `Feature`, even if no instances of it exist. This is used to ensure active
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// `Feature`s can only be created through the proper means and behave like
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// singletons.
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// Only a default value is ever used.
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var protected bool blockSpawning;
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// Setting that tells Acedia whether or not to enable this feature
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// during initialization.
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// Only it's default value is ever used.
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var private config bool autoEnable;
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// Listeners listed here will be automatically activated.
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var public const array< class<Listener> > requiredListeners;
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// `Service` that will be launched and shut down along with this `Feature`.
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// One should never launch or shut down this service manually.
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var protected const class<FeatureService> serviceClass;
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protected function Constructor()
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{
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local FeatureService myService;
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if (default.blockSpawning)
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{
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FreeSelf();
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return;
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}
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SetListenersActiveStatus(true);
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if (serviceClass != none) {
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myService = FeatureService(serviceClass.static.Require());
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}
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if (myService != none) {
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myService.SetOwnerFeature(self);
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}
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OnEnabled();
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}
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protected function Finalizer()
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{
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local FeatureService service;
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if (GetInstance() != self) {
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return;
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}
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SetListenersActiveStatus(false);
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OnDisabled();
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if (serviceClass != none) {
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service = FeatureService(serviceClass.static.GetInstance());
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}
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if (service != none) {
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service.Destroy();
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}
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default.activeInstance = none;
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}
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/**
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* Returns an instance of the `Feature` of the class used to call
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* this method.
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*
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* @return Active `Feature` instance of the class used to call
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* this method (i.e. `class'MyFunFeature'.static.GetInstance()`).
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* `none` if particular `Feature` in question is not currently active.
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*/
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public final static function Feature GetInstance()
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{
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if (default.activeInstance == none) {
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return none;
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}
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if ( default.activeInstance.GetLifeVersion()
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!= default.activeInstanceLifeVersion)
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{
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default.activeInstance = none;
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return none;
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}
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return default.activeInstance;
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}
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/**
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* Returns reference to this `Feature`'s `FeatureService`.
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*
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* @return Reference to this `Feature`'s `FeatureService`.
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* `none` if caller `Feature` did not set a proper `serviceClass`,
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* otherwise guaranteed to be not `none`.
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*/
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public final function Service GetService()
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{
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if (serviceClass == none) {
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return none;
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}
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return serviceClass.static.Require();
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}
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/**
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* Checks if caller `Feature` should be auto-enabled on game starting.
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*
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* @return `true` if caller `Feature` should be auto-enabled and
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* `false` otherwise.
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*/
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public static final function bool IsAutoEnabled()
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{
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return default.autoEnable;
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}
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/**
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* Checks whether caller `Feature` is currently enabled.
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*
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* @return `true` if caller `Feature` is currently enabled and
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* `false` otherwise.
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*/
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public static final function bool IsEnabled()
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{
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return (GetInstance() != none);
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}
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/**
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* Enables the feature and returns it's active instance.
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*
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* Cannot fail. Any checks on whether it's appropriate to enable `Feature`
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* must be done separately, before calling this method.
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*
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* @return Active instance of the caller `Feature` class.
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*/
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public static final function Feature EnableMe()
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{
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local Feature newInstance;
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if (IsEnabled()) {
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return GetInstance();
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}
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default.blockSpawning = false;
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newInstance = Feature(__().memory.Allocate(default.class));
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default.activeInstance = newInstance;
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default.activeInstanceLifeVersion = newInstance.GetLifeVersion();
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default.blockSpawning = true;
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return newInstance;
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}
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/**
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* Disables this feature in case it is enabled. Does nothing otherwise.
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*
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* @return `true` if `Feature` in question was enabled at th moment of
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* the call and `false` otherwise.
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*/
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public static final function bool DisableMe()
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{
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local Feature myself;
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myself = GetInstance();
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if (myself != none)
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{
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myself.FreeSelf();
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return true;
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}
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return false;
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}
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/**
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* When using proper methods for enabling a `Feature`,
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* this method is guaranteed to be called right after it is enabled.
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*
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* AVOID MANUALLY CALLING IT.
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*/
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protected function OnEnabled(){}
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/**
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* When using proper methods for enabling a `Feature`,
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* this method is guaranteed to be called right after it is disabled.
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*
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* AVOID MANUALLY CALLING IT.
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*/
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protected function OnDisabled(){}
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private static function SetListenersActiveStatus(bool newStatus)
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{
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local int i;
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for (i = 0; i < default.requiredListeners.length; i += 1)
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{
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if (default.requiredListeners[i] == none) continue;
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default.requiredListeners[i].static.SetActive(newStatus);
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}
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}
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defaultproperties
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{
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autoEnable = false
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blockSpawning = true
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serviceClass = none
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}
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