Implement root reload and title debug launcher
This commit is contained in:
127
godot/Main.cs
127
godot/Main.cs
@@ -1,8 +1,10 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Versioning;
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using System.Text.Json;
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using System.Threading.Tasks;
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using Godot;
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using Age.Engine.Diagnostics;
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using Age.Engine.Hosting;
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using Age.Engine.Model;
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using Age.Engine.Sys4;
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@@ -45,6 +47,9 @@ public partial class Main : Godot.Control
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private readonly int[] _sfxGenerations = new int[10];
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private VirtualMachine _vm = null!;
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private GodotAdvHost _host = null!;
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private Sys4ScriptProvider? _scripts;
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private DebugSceneLauncher? _debugSceneLauncher;
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private IReadOnlyList<DebugSceneEntry> _debugSceneEntries = System.Array.Empty<DebugSceneEntry>();
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private readonly Age.Engine.Hosting.FrameClock _clock = new();
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private readonly System.Collections.Generic.Dictionary<long, MovieRuntime> _movies = new();
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private readonly System.Collections.Generic.HashSet<long> _movieFrameSeen = new();
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@@ -200,6 +205,7 @@ public partial class Main : Godot.Control
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Sys4ScriptProvider? scripts = null;
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if (_selftest) (script, provider) = BuildSelfTestScene(table);
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else { scripts = Sys4ScriptProvider.Load(table); script = scripts.RequireByName(scene + ".BIN"); provider = scripts; }
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_scripts = scripts;
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bool directSceneHarness = !_selftest
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&& !scene.Equals("SYSTEM4", System.StringComparison.OrdinalIgnoreCase);
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if (_timelineLogPath != null) _timeline = new GodotTimelineLog(_timelineLogPath);
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@@ -218,6 +224,13 @@ public partial class Main : Godot.Control
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if (histFile != null) { _hist = new Age.Engine.Diagnostics.HistogramTraceSink();
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sink = new Age.Engine.Diagnostics.CompositeTraceSink(_trace, _hist); }
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_vm = new VirtualMachine(script, table, _host, new VmOptions(MaxSteps: 20_000_000), provider, sink);
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if (scripts != null)
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{
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_debugSceneEntries = DebugSceneCatalog.Build(scripts.Catalog);
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_debugSceneLauncher = new DebugSceneLauncher();
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_debugSceneLauncher.LaunchRequested += LaunchDebugScene;
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AddChild(_debugSceneLauncher);
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}
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// SYSTEM4.BIN defines these nine shared ADV text layouts before dispatching any scene. The
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// single-scene harness starts after that prefix, so carry forward its exact script-owned state
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// alongside the inherited SO000/SO001 state below. Full Phase-B SYSTEM4 replay will replace this
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@@ -359,6 +372,21 @@ public partial class Main : Godot.Control
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_locatorHud.Text = _locator.CurrentDisplay + " · copied";
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return;
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}
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if (e is InputEventKey debugKey && debugKey.Pressed && !debugKey.Echo && debugKey.Keycode == Key.F4)
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{
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ToggleDebugSceneLauncher();
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GetViewport().SetInputAsHandled();
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return;
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}
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if (_debugSceneLauncher?.Visible == true)
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{
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if (e is InputEventKey escape && escape.Pressed && !escape.Echo && escape.Keycode == Key.Escape)
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{
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_debugSceneLauncher.Hide();
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GetViewport().SetInputAsHandled();
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}
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return;
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}
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if (e is InputEventMouseMotion motion)
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{
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var p = ToNativeScreen(motion.Position);
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@@ -435,6 +463,82 @@ public partial class Main : Godot.Control
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}
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}
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private void ToggleDebugSceneLauncher()
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{
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if (_debugSceneLauncher == null) return;
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if (_debugSceneLauncher.Visible)
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{
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_debugSceneLauncher.Hide();
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return;
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}
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if (!TryGetTitleDebugFrame(out var frame, out string reason))
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{
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_status.Text = reason;
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GD.Print($"[debug-launcher] unavailable: {reason}");
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return;
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}
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_debugSceneLauncher.Open(_debugSceneEntries, string.Join(" > ", frame.CallStack));
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}
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private void LaunchDebugScene(DebugSceneEntry entry)
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{
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if (_debugSceneLauncher == null || _scripts == null) return;
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if (!TryGetTitleDebugFrame(out var frame, out string reason))
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{
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_debugSceneLauncher.SetStatus(reason);
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return;
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}
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if (!entry.Launchable || _scripts.GetById(entry.PackedId) == null)
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{
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_debugSceneLauncher.SetStatus("The selected packed script could not be parsed; no state was changed.");
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return;
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}
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var coordinatorWrites = new Dictionary<int, long>
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{
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[0] = 1,
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[0xaba5c] = -1,
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[0x62ccf] = 0,
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[0x699] = entry.PackedId,
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};
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if (!_vm.TryRequestDebugFrameReturn(frame.FrameId, coordinatorWrites))
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{
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_debugSceneLauncher.SetStatus("TITLE changed frames before launch; reopen the launcher and try again.");
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return;
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}
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_timeline?.Event("debug-scene-launch-request", new()
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{
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["script"] = entry.Name,
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["packed_id"] = entry.PackedId,
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});
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GD.Print($"[debug-launcher] SYSTEM4 dispatch requested: {entry.Name} (0x{entry.PackedId:x8})");
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_debugSceneLauncher.Hide();
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// ADV waits need an explicit wake; TITLE's actual menu is a 1 ms sleep/poll loop and will consume
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// the request at its next opcode boundary without leaving a stale input signal for the child scene.
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if (_host.IsWaiting) _host.SignalInput();
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}
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private bool TryGetTitleDebugFrame(out DebugFrameSnapshot frame, out string reason)
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{
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frame = _vm.DebugFrame!;
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if (_done || frame == null)
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{
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reason = "Available only while TITLE is the active SYSTEM4 child.";
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return false;
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}
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if (frame.CallStack.Count != 2
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|| !frame.CallStack[0].Equals("SYSTEM4.BIN", System.StringComparison.OrdinalIgnoreCase)
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|| !frame.CallStack[1].Equals("TITLE.BIN", System.StringComparison.OrdinalIgnoreCase)
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|| !frame.CurrentScript.Equals("TITLE.BIN", System.StringComparison.OrdinalIgnoreCase))
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{
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reason = "Refused: the active stack is not SYSTEM4 > TITLE.";
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return false;
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}
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reason = "";
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return true;
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}
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private (int X, int Y) ToNativeScreen(Vector2 position)
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{
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Vector2 size = GetViewportRect().Size;
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@@ -973,6 +1077,14 @@ public partial class Main : Godot.Control
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GetTree().CreateTimer(realDelaySeconds).Timeout += StartIfCurrent;
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}
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public void CancelScheduledSoundEffectStarts()
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{
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// Native scene_context_init_reset calls sfx_clear_scheduled_starts. Generation invalidation
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// cancels the timer callbacks without stopping active sounds or unloading their channel streams.
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for (int channel = 0; channel < _sfxGenerations.Length; channel++)
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_sfxGenerations[channel]++;
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}
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public void ReleaseSoundEffect(int channel)
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{
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if ((uint)channel >= (uint)_sfx.Length) return;
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@@ -1068,8 +1180,19 @@ public partial class Main : Godot.Control
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var actual = _host.Captured.ConvertAll(c => c.Offset);
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bool ok = actual.Count == expected.Count;
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for (int i = 0; ok && i < actual.Count; i++) ok = actual[i] == expected[i];
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if (ok) GD.Print($"SELFTEST OK: threaded host matches headless ({actual.Count} lines, full handling)");
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else GD.Print($"SELFTEST FAIL: threaded={actual.Count} vs headless={expected.Count}");
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var debugEntries = DebugSceneCatalog.Build(Sys4AssetCatalog.Load(Paths.Sys4Ini));
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bool launcherOk = debugEntries.Any(entry => entry.Name == "DEBUG.BIN" && entry.Launchable)
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&& debugEntries.Select(entry => entry.PackedId).Distinct().Count() == debugEntries.Count;
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var launcherSmoke = new DebugSceneLauncher();
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AddChild(launcherSmoke);
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launcherSmoke.Open(debugEntries, "SYSTEM4.BIN > TITLE.BIN");
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launcherSmoke.Hide();
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launcherSmoke.QueueFree();
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ok &= launcherOk;
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if (ok) GD.Print($"SELFTEST OK: threaded host matches headless ({actual.Count} lines, full handling); " +
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$"debug launcher catalog/UI smoke ({debugEntries.Count} packed scripts)");
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else GD.Print($"SELFTEST FAIL: threaded={actual.Count} vs headless={expected.Count}; " +
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$"debug-launcher={launcherOk}");
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GetTree().Quit(ok ? 0 : 1);
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}
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