9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
232 lines
7.6 KiB
C#
232 lines
7.6 KiB
C#
using System;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEngine;
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using Codice.Client.Common.Connection;
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using Codice.CM.Common;
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using Unity.PlasticSCM.Editor.AssetMenu;
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using Unity.PlasticSCM.Editor.AssetsOverlays;
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using Unity.PlasticSCM.Editor.AssetsOverlays.Cache;
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using Unity.PlasticSCM.Editor.AssetUtils.Processor;
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using Unity.PlasticSCM.Editor.CollabMigration;
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using Unity.PlasticSCM.Editor.Inspector;
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using Unity.PlasticSCM.Editor.ProjectDownloader;
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using Unity.PlasticSCM.Editor.SceneView;
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using Unity.PlasticSCM.Editor.UI;
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namespace Unity.PlasticSCM.Editor
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{
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/// <summary>
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/// The Plastic SCM plugin for Unity editor.
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/// </summary>
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[InitializeOnLoad]
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public static class PlasticPlugin
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{
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/// <summary>
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/// Invoked when notification status changed.
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/// </summary>
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public static event Action OnNotificationUpdated = delegate { };
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internal static IAssetStatusCache AssetStatusCache
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{
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get { return mAssetStatusCache; }
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}
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internal static WorkspaceOperationsMonitor WorkspaceOperationsMonitor
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{
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get { return mWorkspaceOperationsMonitor; }
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}
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internal static PlasticConnectionMonitor ConnectionMonitor
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{
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get { return mPlasticConnectionMonitor; }
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}
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static PlasticPlugin()
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{
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CloudProjectDownloader.Initialize();
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MigrateCollabProject.Initialize();
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EditorDispatcher.Initialize();
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if (!FindWorkspace.HasWorkspace(ApplicationDataPath.Get()))
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return;
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if (!PlasticPluginIsEnabledPreference.IsEnabled())
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return;
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CooldownWindowDelayer cooldownInitializeAction = new CooldownWindowDelayer(
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Enable, UnityConstants.PLUGIN_DELAYED_INITIALIZE_INTERVAL);
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cooldownInitializeAction.Ping();
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}
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/// <summary>
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/// Open the Plastic SCM window.
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/// Also, it enables the plugin IsEnabled preference if it is disabled.
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/// </summary>
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public static void OpenPlasticWindowDisablingOfflineModeIfNeeded()
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{
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// It's pending to rename the OpenPlasticWindowDisablingOfflineModeIfNeeded
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// method to OpenPlasticWindowAndEnablePluginIfNeeded. We cannot do it now
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// because it's a public method and this rename breaks the API validation
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// check. We will do it when we change the major version number to v3.0.0.
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if (!PlasticPluginIsEnabledPreference.IsEnabled())
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{
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PlasticPluginIsEnabledPreference.Enable();
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Enable();
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}
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ShowWindow.Plastic();
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}
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/// <summary>
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/// Get the plugin status icon.
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/// </summary>
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public static Texture GetPluginStatusIcon()
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{
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return PlasticNotification.GetIcon(mNotificationStatus);
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}
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internal static void Enable()
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{
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if (mIsEnabled)
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return;
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mIsEnabled = true;
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PlasticApp.InitializeIfNeeded();
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if (!FindWorkspace.HasWorkspace(ApplicationDataPath.Get()))
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return;
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EnableForWorkspace();
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}
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internal static void EnableForWorkspace()
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{
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if (mIsEnabledForWorkspace)
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return;
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WorkspaceInfo wkInfo = FindWorkspace.InfoForApplicationPath(
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ApplicationDataPath.Get(), PlasticGui.Plastic.API);
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if (wkInfo == null)
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return;
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mIsEnabledForWorkspace = true;
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PlasticApp.SetWorkspace(wkInfo);
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HandleCredsAliasAndServerCert.InitializeHostUnreachableExceptionListener(
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mPlasticConnectionMonitor);
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bool isGluonMode = PlasticGui.Plastic.API.IsGluonWorkspace(wkInfo);
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mAssetStatusCache = new AssetStatusCache(wkInfo, isGluonMode);
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PlasticAssetsProcessor plasticAssetsProcessor = new PlasticAssetsProcessor();
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mWorkspaceOperationsMonitor = BuildWorkspaceOperationsMonitor(
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plasticAssetsProcessor, isGluonMode);
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mWorkspaceOperationsMonitor.Start();
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AssetsProcessors.Enable(
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wkInfo.ClientPath, plasticAssetsProcessor, mAssetStatusCache);
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AssetMenuItems.Enable(
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wkInfo, mAssetStatusCache);
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DrawAssetOverlay.Enable(
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wkInfo.ClientPath, mAssetStatusCache);
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DrawInspectorOperations.Enable(
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wkInfo.ClientPath, mAssetStatusCache);
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DrawSceneOperations.Enable(
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wkInfo.ClientPath, mWorkspaceOperationsMonitor, mAssetStatusCache);
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Task.Run(() => EnsureServerConnection(wkInfo, mPlasticConnectionMonitor));
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}
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internal static void Disable()
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{
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if (!mIsEnabled)
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return;
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try
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{
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PlasticApp.Dispose();
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if (!mIsEnabledForWorkspace)
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return;
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mWorkspaceOperationsMonitor.Stop();
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AssetsProcessors.Disable();
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AssetMenuItems.Disable();
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DrawAssetOverlay.Disable();
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DrawInspectorOperations.Disable();
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DrawSceneOperations.Disable();
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}
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finally
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{
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mIsEnabled = false;
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mIsEnabledForWorkspace = false;
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}
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}
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internal static void SetNotificationStatus(
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PlasticWindow plasticWindow,
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PlasticNotification.Status status)
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{
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mNotificationStatus = status;
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plasticWindow.SetupWindowTitle(status);
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if (OnNotificationUpdated != null)
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OnNotificationUpdated.Invoke();
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}
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static WorkspaceOperationsMonitor BuildWorkspaceOperationsMonitor(
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PlasticAssetsProcessor plasticAssetsProcessor,
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bool isGluonMode)
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{
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WorkspaceOperationsMonitor result = new WorkspaceOperationsMonitor(
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PlasticGui.Plastic.API, plasticAssetsProcessor, isGluonMode);
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plasticAssetsProcessor.SetWorkspaceOperationsMonitor(result);
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return result;
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}
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static void EnsureServerConnection(
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WorkspaceInfo wkInfo,
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PlasticConnectionMonitor plasticConnectionMonitor)
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{
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RepositorySpec repSpec = PlasticGui.Plastic.API.GetRepositorySpec(wkInfo);
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plasticConnectionMonitor.SetRepositorySpecForEventTracking(repSpec);
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try
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{
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// set the PlasticConnectionMonitor initially to have a valid connection
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// then check that the server connection is valid. If failed, we call
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// PlasticConnectionMonitor.OnConnectionError that fires the Plugin disable
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// and the reconnection mechanism
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plasticConnectionMonitor.SetAsConnected();
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if (!PlasticGui.Plastic.API.CheckServerConnection(repSpec.Server))
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throw new Exception(string.Format("Failed to connect to {0}", repSpec.Server));
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}
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catch (Exception ex)
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{
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plasticConnectionMonitor.OnConnectionError(ex, repSpec.Server);
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}
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}
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static PlasticNotification.Status mNotificationStatus;
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static AssetStatusCache mAssetStatusCache;
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static WorkspaceOperationsMonitor mWorkspaceOperationsMonitor;
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static PlasticConnectionMonitor mPlasticConnectionMonitor = new PlasticConnectionMonitor();
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static bool mIsEnabled;
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static bool mIsEnabledForWorkspace;
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}
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}
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