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体验新版 GitCode,发现更多精彩内容 >>
提交
b4847d0d
编写于
9月 14, 2017
作者:
T
tanghai
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Queue的Enqueue复杂度有可能为O(n),封装了个EQueue使用,添加删除都是O(1)
上级
8bff1303
变更
19
隐藏空白更改
内联
并排
Showing
19 changed file
with
115 addition
and
57 deletion
+115
-57
Server/Base/Server.Base.csproj
Server/Base/Server.Base.csproj
+3
-0
Server/Model/Base/Object/ObjectEvents.cs
Server/Model/Base/Object/ObjectEvents.cs
+5
-5
Server/Model/Component/ActorComponent.cs
Server/Model/Component/ActorComponent.cs
+1
-1
Server/Model/Component/LocationComponent.cs
Server/Model/Component/LocationComponent.cs
+4
-4
Server/Model/Component/Unit/LockComponent.cs
Server/Model/Component/Unit/LockComponent.cs
+1
-1
Server/Model/Component/Unit/MasterComponent.cs
Server/Model/Component/Unit/MasterComponent.cs
+1
-1
Server/Model/Entity/ActorProxy.cs
Server/Model/Entity/ActorProxy.cs
+5
-5
Server/Model/Entity/DBTaskQueue.cs
Server/Model/Entity/DBTaskQueue.cs
+1
-2
Server/Model/Other/OneThreadSynchronizationContext.cs
Server/Model/Other/OneThreadSynchronizationContext.cs
+3
-3
Unity/Assets/Editor/BehaviorTreeEditor/NodeExtension.cs
Unity/Assets/Editor/BehaviorTreeEditor/NodeExtension.cs
+8
-8
Unity/Assets/Scripts/Base/EQueue.cs
Unity/Assets/Scripts/Base/EQueue.cs
+40
-0
Unity/Assets/Scripts/Base/EQueue.cs.meta
Unity/Assets/Scripts/Base/EQueue.cs.meta
+12
-0
Unity/Assets/Scripts/Base/Network/UNet/UPoller.cs
Unity/Assets/Scripts/Base/Network/UNet/UPoller.cs
+4
-4
Unity/Assets/Scripts/Base/Network/UNet/USocket.cs
Unity/Assets/Scripts/Base/Network/UNet/USocket.cs
+3
-3
Unity/Assets/Scripts/Base/Object/ObjectEvents.cs
Unity/Assets/Scripts/Base/Object/ObjectEvents.cs
+7
-7
Unity/Assets/Scripts/Component/TimerComponent.cs
Unity/Assets/Scripts/Component/TimerComponent.cs
+1
-1
Unity/Hotfix/Base/Object/ObjectEvents.cs
Unity/Hotfix/Base/Object/ObjectEvents.cs
+7
-7
Unity/Hotfix/Component/TimerComponent.cs
Unity/Hotfix/Component/TimerComponent.cs
+1
-1
Unity/Unity.csproj
Unity/Unity.csproj
+8
-4
未找到文件。
Server/Base/Server.Base.csproj
浏览文件 @
b4847d0d
...
...
@@ -50,6 +50,9 @@
<Compile
Include=
"..\..\Unity\Assets\Scripts\Base\DoubleMap.cs"
>
<Link>
DoubleMap.cs
</Link>
</Compile>
<Compile
Include=
"..\..\Unity\Assets\Scripts\Base\EQueue.cs"
>
<Link>
EQueue.cs
</Link>
</Compile>
<Compile
Include=
"..\..\Unity\Assets\Scripts\Base\Helper\ArrayHelper.cs"
>
<Link>
Helper\ArrayHelper.cs
</Link>
</Compile>
...
...
Server/Model/Base/Object/ObjectEvents.cs
浏览文件 @
b4847d0d
...
...
@@ -47,13 +47,13 @@ namespace Model
private
Dictionary
<
Type
,
IObjectEvent
>
disposerEvents
;
private
Queue
<
Disposer
>
updates
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
updates2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
updates
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
updates2
=
new
E
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
starts
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
starts
=
new
E
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
loaders
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
loaders2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
loaders
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
loaders2
=
new
E
Queue
<
Disposer
>();
public
void
Add
(
string
name
,
Assembly
assembly
)
{
...
...
Server/Model/Component/ActorComponent.cs
浏览文件 @
b4847d0d
...
...
@@ -39,7 +39,7 @@ namespace Model
private
long
actorId
;
// 队列处理消息
private
readonly
Queue
<
ActorMessageInfo
>
queue
=
new
Queue
<
ActorMessageInfo
>();
private
readonly
EQueue
<
ActorMessageInfo
>
queue
=
new
E
Queue
<
ActorMessageInfo
>();
private
TaskCompletionSource
<
ActorMessageInfo
>
tcs
;
...
...
Server/Model/Component/LocationComponent.cs
浏览文件 @
b4847d0d
...
...
@@ -94,7 +94,7 @@ namespace Model
private
readonly
Dictionary
<
long
,
int
>
lockDict
=
new
Dictionary
<
long
,
int
>();
private
readonly
Dictionary
<
long
,
Queue
<
LocationTask
>>
taskQueues
=
new
Dictionary
<
long
,
Queue
<
LocationTask
>>();
private
readonly
Dictionary
<
long
,
EQueue
<
LocationTask
>>
taskQueues
=
new
Dictionary
<
long
,
E
Queue
<
LocationTask
>>();
public
void
Add
(
long
key
,
int
appId
)
{
...
...
@@ -159,7 +159,7 @@ namespace Model
{
this
.
lockDict
.
Remove
(
key
);
if
(!
this
.
taskQueues
.
TryGetValue
(
key
,
out
Queue
<
LocationTask
>
tasks
))
if
(!
this
.
taskQueues
.
TryGetValue
(
key
,
out
E
Queue
<
LocationTask
>
tasks
))
{
return
;
}
...
...
@@ -210,9 +210,9 @@ namespace Model
public
void
AddTask
(
long
key
,
LocationTask
task
)
{
if
(!
this
.
taskQueues
.
TryGetValue
(
key
,
out
Queue
<
LocationTask
>
tasks
))
if
(!
this
.
taskQueues
.
TryGetValue
(
key
,
out
E
Queue
<
LocationTask
>
tasks
))
{
tasks
=
new
Queue
<
LocationTask
>();
tasks
=
new
E
Queue
<
LocationTask
>();
this
.
taskQueues
[
key
]
=
tasks
;
}
task
.
Scene
=
this
.
GetEntity
<
Scene
>();
...
...
Server/Model/Component/Unit/LockComponent.cs
浏览文件 @
b4847d0d
...
...
@@ -28,7 +28,7 @@ namespace Model
private
LockStatus
status
=
LockStatus
.
LockedNot
;
private
string
address
;
private
int
lockCount
;
private
readonly
Queue
<
TaskCompletionSource
<
bool
>>
queue
=
new
Queue
<
TaskCompletionSource
<
bool
>>();
private
readonly
EQueue
<
TaskCompletionSource
<
bool
>>
queue
=
new
E
Queue
<
TaskCompletionSource
<
bool
>>();
public
void
Awake
(
string
addr
)
{
...
...
Server/Model/Component/Unit/MasterComponent.cs
浏览文件 @
b4847d0d
...
...
@@ -24,7 +24,7 @@ namespace Model
private
string
lockedAddress
=
""
;
/// 请求锁的队列
private
readonly
Queue
<
LockInfo
>
queue
=
new
Queue
<
LockInfo
>();
private
readonly
EQueue
<
LockInfo
>
queue
=
new
E
Queue
<
LockInfo
>();
public
void
AddGhost
(
string
address
)
{
...
...
Server/Model/Entity/ActorProxy.cs
浏览文件 @
b4847d0d
...
...
@@ -95,10 +95,10 @@ namespace Model
public
string
Address
;
// 已发送等待回应的消息
public
Queue
<
ActorTask
>
RunningTasks
;
public
E
Queue
<
ActorTask
>
RunningTasks
;
// 还没发送的消息
public
Queue
<
ActorTask
>
WaitingTasks
;
public
E
Queue
<
ActorTask
>
WaitingTasks
;
// 发送窗口大小
public
int
WindowSize
=
1
;
...
...
@@ -114,8 +114,8 @@ namespace Model
public
void
Awake
()
{
this
.
RunningTasks
=
new
Queue
<
ActorTask
>();
this
.
WaitingTasks
=
new
Queue
<
ActorTask
>();
this
.
RunningTasks
=
new
E
Queue
<
ActorTask
>();
this
.
WaitingTasks
=
new
E
Queue
<
ActorTask
>();
this
.
WindowSize
=
1
;
this
.
CancellationTokenSource
=
new
CancellationTokenSource
();
}
...
...
@@ -264,7 +264,7 @@ namespace Model
}
}
public
string
DebugQueue
(
Queue
<
ActorTask
>
tasks
)
public
string
DebugQueue
(
E
Queue
<
ActorTask
>
tasks
)
{
string
s
=
""
;
foreach
(
ActorTask
task
in
tasks
)
...
...
Server/Model/Entity/DBTaskQueue.cs
浏览文件 @
b4847d0d
using
System
;
using
System.Collections.Generic
;
using
System.Threading.Tasks
;
namespace
Model
{
public
sealed
class
DBTaskQueue
:
Entity
{
public
Queue
<
DBTask
>
queue
=
new
Queue
<
DBTask
>();
public
EQueue
<
DBTask
>
queue
=
new
E
Queue
<
DBTask
>();
private
TaskCompletionSource
<
DBTask
>
tcs
;
...
...
Server/Model/Other/OneThreadSynchronizationContext.cs
浏览文件 @
b4847d0d
...
...
@@ -7,9 +7,9 @@ namespace Model
public
class
OneThreadSynchronizationContext
:
SynchronizationContext
{
// 线程同步队列,发送接收socket回调都放到该队列,由poll线程统一执行
private
Queue
<
Action
>
queue
=
new
Queue
<
Action
>();
private
EQueue
<
Action
>
queue
=
new
E
Queue
<
Action
>();
private
Queue
<
Action
>
localQueue
=
new
Queue
<
Action
>();
private
EQueue
<
Action
>
localQueue
=
new
E
Queue
<
Action
>();
private
readonly
object
lockObject
=
new
object
();
...
...
@@ -26,7 +26,7 @@ namespace Model
lock
(
lockObject
)
{
localQueue
=
queue
;
queue
=
new
Queue
<
Action
>();
queue
=
new
E
Queue
<
Action
>();
}
while
(
this
.
localQueue
.
Count
>
0
)
...
...
Unity/Assets/Editor/BehaviorTreeEditor/NodeExtension.cs
浏览文件 @
b4847d0d
...
...
@@ -17,8 +17,8 @@ namespace Model
Type
rootType
=
typeof
(
Game
).
Assembly
.
GetType
(
$"Model.
{
config
.
RootNodeProto
.
Name
}
"
);
Node
root
=
(
Node
)
Activator
.
CreateInstance
(
rootType
,
config
.
RootNodeProto
);
root
.
Id
=
BTEditor
.
NodeIdStartIndex
;
Queue
<
NodeProto
>
protoStack
=
new
Queue
<
NodeProto
>();
Queue
<
Node
>
nodeStack
=
new
Queue
<
Node
>();
EQueue
<
NodeProto
>
protoStack
=
new
E
Queue
<
NodeProto
>();
EQueue
<
Node
>
nodeStack
=
new
E
Queue
<
Node
>();
protoStack
.
Enqueue
(
config
.
RootNodeProto
);
nodeStack
.
Enqueue
(
root
);
while
(
protoStack
.
Count
>
0
)
...
...
@@ -101,7 +101,7 @@ namespace Model
public
T
GetChildInType
<
T
>()
where
T
:
Node
{
Queue
<
Node
>
nodeStack
=
new
Queue
<
Node
>();
EQueue
<
Node
>
nodeStack
=
new
E
Queue
<
Node
>();
nodeStack
.
Enqueue
(
_root
);
while
(
nodeStack
.
Count
>
0
)
{
...
...
@@ -126,7 +126,7 @@ namespace Model
public
T
[]
GetChildrenInType
<
T
>()
where
T
:
Node
{
Queue
<
Node
>
nodeStack
=
new
Queue
<
Node
>();
EQueue
<
Node
>
nodeStack
=
new
E
Queue
<
Node
>();
List
<
T
>
list
=
new
List
<
T
>();
nodeStack
.
Enqueue
(
_root
);
while
(
nodeStack
.
Count
>
0
)
...
...
@@ -189,7 +189,7 @@ namespace Model
public
static
T
GetChildInType
<
T
>(
this
Node
root
)
where
T
:
Node
{
Queue
<
Node
>
nodeStack
=
new
Queue
<
Node
>();
EQueue
<
Node
>
nodeStack
=
new
E
Queue
<
Node
>();
nodeStack
.
Enqueue
(
root
);
while
(
nodeStack
.
Count
>
0
)
{
...
...
@@ -208,7 +208,7 @@ namespace Model
public
static
T
[]
GetChildrenInType
<
T
>(
this
Node
root
)
where
T
:
Node
{
Queue
<
Node
>
nodeStack
=
new
Queue
<
Node
>();
EQueue
<
Node
>
nodeStack
=
new
E
Queue
<
Node
>();
List
<
T
>
list
=
new
List
<
T
>();
nodeStack
.
Enqueue
(
root
);
while
(
nodeStack
.
Count
>
0
)
...
...
@@ -230,8 +230,8 @@ namespace Model
{
config
.
Clear
();
BehaviorNodeConfig
rootNp
=
config
.
AddRootNode
(
root
.
GetType
().
Name
);
Queue
<
Node
>
queue
=
new
Queue
<
Node
>();
Queue
<
BehaviorNodeConfig
>
npQue
=
new
Queue
<
BehaviorNodeConfig
>();
EQueue
<
Node
>
queue
=
new
E
Queue
<
Node
>();
EQueue
<
BehaviorNodeConfig
>
npQue
=
new
E
Queue
<
BehaviorNodeConfig
>();
rootNp
.
describe
=
root
.
Description
;
queue
.
Enqueue
(
root
);
npQue
.
Enqueue
(
rootNp
);
...
...
Unity/Assets/Scripts/Base/EQueue.cs
0 → 100644
浏览文件 @
b4847d0d
using
System.Collections
;
using
System.Collections.Generic
;
namespace
Model
{
public
class
EQueue
<
T
>:
IEnumerable
{
private
readonly
LinkedList
<
T
>
list
=
new
LinkedList
<
T
>();
public
void
Enqueue
(
T
t
)
{
this
.
list
.
AddLast
(
t
);
}
public
T
Dequeue
()
{
T
t
=
this
.
list
.
First
.
Value
;
this
.
list
.
RemoveFirst
();
return
t
;
}
public
int
Count
{
get
{
return
this
.
list
.
Count
;
}
}
public
IEnumerator
GetEnumerator
()
{
return
this
.
list
.
GetEnumerator
();
}
public
void
Clear
()
{
this
.
list
.
Clear
();
}
}
}
\ No newline at end of file
Unity/Assets/Scripts/Base/EQueue.cs.meta
0 → 100644
浏览文件 @
b4847d0d
fileFormatVersion: 2
guid: dab3474e94a21ed4a87252287c00c567
timeCreated: 1505386149
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Unity/Assets/Scripts/Base/Network/UNet/UPoller.cs
浏览文件 @
b4847d0d
...
...
@@ -12,13 +12,13 @@ namespace Model
}
public
USocketManager
USocketManager
{
get
;
}
private
readonly
Queue
<
IntPtr
>
connQueue
=
new
Queue
<
IntPtr
>();
private
readonly
EQueue
<
IntPtr
>
connQueue
=
new
E
Queue
<
IntPtr
>();
private
IntPtr
host
;
// 线程同步队列,发送接收socket回调都放到该队列,由poll线程统一执行
private
Queue
<
Action
>
concurrentQueue
=
new
Queue
<
Action
>();
private
Queue
<
Action
>
localQueue
;
private
EQueue
<
Action
>
concurrentQueue
=
new
E
Queue
<
Action
>();
private
E
Queue
<
Action
>
localQueue
;
private
readonly
object
lockObject
=
new
object
();
private
ENetEvent
eNetEventCache
;
...
...
@@ -138,7 +138,7 @@ namespace Model
lock
(
lockObject
)
{
localQueue
=
concurrentQueue
;
concurrentQueue
=
new
Queue
<
Action
>();
concurrentQueue
=
new
E
Queue
<
Action
>();
}
while
(
this
.
localQueue
.
Count
>
0
)
...
...
Unity/Assets/Scripts/Base/Network/UNet/USocket.cs
浏览文件 @
b4847d0d
...
...
@@ -16,8 +16,8 @@ namespace Model
{
private
readonly
UPoller
poller
;
public
IntPtr
PeerPtr
{
get
;
set
;
}
private
readonly
Queue
<
byte
[
]>
recvQueue
=
new
Queue
<
byte
[
]>
();
private
readonly
Queue
<
BufferInfo
>
sendQueue
=
new
Queue
<
BufferInfo
>();
private
readonly
EQueue
<
byte
[
]>
recvQueue
=
new
E
Queue
<
byte
[
]>
();
private
readonly
EQueue
<
BufferInfo
>
sendQueue
=
new
E
Queue
<
BufferInfo
>();
private
bool
isConnected
;
private
Action
disconnect
;
private
Action
received
;
...
...
@@ -96,7 +96,7 @@ namespace Model
}
}
public
Queue
<
byte
[
]>
RecvQueue
public
E
Queue
<
byte
[
]>
RecvQueue
{
get
{
...
...
Unity/Assets/Scripts/Base/Object/ObjectEvents.cs
浏览文件 @
b4847d0d
...
...
@@ -49,16 +49,16 @@ namespace Model
private
readonly
Dictionary
<
Type
,
IObjectEvent
>
disposerEvents
=
new
Dictionary
<
Type
,
IObjectEvent
>();
private
Queue
<
Disposer
>
updates
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
updates2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
updates
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
updates2
=
new
E
Queue
<
Disposer
>();
private
readonly
Queue
<
Disposer
>
starts
=
new
Queue
<
Disposer
>();
private
readonly
EQueue
<
Disposer
>
starts
=
new
E
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
loaders
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
loaders2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
loaders
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
loaders2
=
new
E
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
lateUpdates
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
lateUpdates2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
lateUpdates
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
lateUpdates2
=
new
E
Queue
<
Disposer
>();
public
static
void
Close
()
{
...
...
Unity/Assets/Scripts/Component/TimerComponent.cs
浏览文件 @
b4847d0d
...
...
@@ -30,7 +30,7 @@ namespace Model
/// </summary>
private
readonly
MultiMap
<
long
,
long
>
timeId
=
new
MultiMap
<
long
,
long
>();
private
readonly
Queue
<
long
>
timeoutTimer
=
new
Queue
<
long
>();
private
readonly
EQueue
<
long
>
timeoutTimer
=
new
E
Queue
<
long
>();
public
void
Update
()
{
...
...
Unity/Hotfix/Base/Object/ObjectEvents.cs
浏览文件 @
b4847d0d
...
...
@@ -46,16 +46,16 @@ namespace Hotfix
private
readonly
Dictionary
<
Type
,
IObjectEvent
>
disposerEvents
=
new
Dictionary
<
Type
,
IObjectEvent
>();
private
Queue
<
Disposer
>
updates
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
updates2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
updates
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
updates2
=
new
E
Queue
<
Disposer
>();
private
readonly
Queue
<
Disposer
>
starts
=
new
Queue
<
Disposer
>();
private
readonly
EQueue
<
Disposer
>
starts
=
new
E
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
loaders
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
loaders2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
loaders
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
loaders2
=
new
E
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
lateUpdates
=
new
Queue
<
Disposer
>();
private
Queue
<
Disposer
>
lateUpdates2
=
new
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
lateUpdates
=
new
E
Queue
<
Disposer
>();
private
EQueue
<
Disposer
>
lateUpdates2
=
new
E
Queue
<
Disposer
>();
public
static
void
Close
()
{
...
...
Unity/Hotfix/Component/TimerComponent.cs
浏览文件 @
b4847d0d
...
...
@@ -30,7 +30,7 @@ namespace Hotfix
/// </summary>
private
readonly
MultiMap
<
long
,
long
>
timeId
=
new
MultiMap
<
long
,
long
>();
private
readonly
Queue
<
long
>
timeoutTimer
=
new
Queue
<
long
>();
private
readonly
EQueue
<
long
>
timeoutTimer
=
new
E
Queue
<
long
>();
public
void
Update
()
{
...
...
Unity/Unity.csproj
浏览文件 @
b4847d0d
...
...
@@ -12,12 +12,15 @@
<ProjectTypeGuids>
{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
</ProjectTypeGuids>
<TargetFrameworkIdentifier>
.NETFramework
</TargetFrameworkIdentifier>
<TargetFrameworkVersion>
v4.6
</TargetFrameworkVersion>
<TargetFrameworkProfile></TargetFrameworkProfile>
<CompilerResponseFile></CompilerResponseFile>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
<CompilerResponseFile>
</CompilerResponseFile>
<UnityProjectType>
Game:1
</UnityProjectType>
<UnityBuildTarget>
StandaloneWindows:5
</UnityBuildTarget>
<UnityVersion>
2017.1.0p5
</UnityVersion>
<RootNamespace></RootNamespace>
<RootNamespace>
</RootNamespace>
<LangVersion>
6
</LangVersion>
</PropertyGroup>
<PropertyGroup
Condition=
" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "
>
...
...
@@ -474,6 +477,7 @@
<Compile
Include=
"Assets\Scripts\Base\Object\Object.cs"
/>
<Compile
Include=
"Assets\Scripts\Base\Object\ObjectEventAttribute.cs"
/>
<Compile
Include=
"Assets\Scripts\Base\Object\ObjectEvents.cs"
/>
<Compile
Include=
"Assets\Scripts\Base\EQueue.cs"
/>
<Compile
Include=
"Assets\Scripts\Base\QueueDictionary.cs"
/>
<Compile
Include=
"Assets\Scripts\Base\TryLocker.cs"
/>
<Compile
Include=
"Assets\Scripts\Base\UI\LayerNames.cs"
/>
...
...
@@ -538,4 +542,4 @@
</ItemGroup>
<Import
Project=
"$(MSBuildToolsPath)\Microsoft.CSharp.targets"
/>
<Target
Name=
"GenerateTargetFrameworkMonikerAttribute"
/>
</Project>
</Project>
\ No newline at end of file
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