roundmanager: Update to have Client and Server implementations
The client code now no longer has to rely on the GAMEMODE object to handle synchronization, and instead can use the actual RoundManager for it.
This commit is contained in:
@@ -0,0 +1,75 @@
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--[[
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The MIT License (MIT)
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Copyright (c) 2019 Xaymar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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--]]
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local CLASS = {}
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CLASS.__index = CLASS
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local netmsg = { -- Keep in sync with server table.
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refresh = "RoundManagerUpdate",
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winner = "RoundManagerWinner"
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}
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function CLASS:__construct()
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self.state = nil
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self.state_name = ""
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net.Receive(netmsg.refresh, function(len, pl) self:__netRefresh(len, pl) end)
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net.Receive(netmsg.winner, function(len, pl) self:__netWinner(len, pl) end)
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end
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function CLASS:GetStateId()
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return self.state
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end
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function CLASS:GetStateName()
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return self.state_name
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end
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function CLASS:CanJoinTeam(team)
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if (LocalPlayer():Team() == team) then
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return false
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end
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end
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function CLASS:__netRefresh(len, pl)
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local data = net.ReadTable()
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if (self.state != data.state) then
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hook.Run("RoundManagerLeaveState", self.state, self.state_name)
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self.state = data.state
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self.state_name = data.state_name
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hook.Run("RoundManagerEnterState", self.state, self.state_name)
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end
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end
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function CreateRoundManager()
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local obj = {}
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obj.__index = obj
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setmetatable(obj, CLASS)
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obj:__construct()
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return obj
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end
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_G["RoundManager"] = CreateRoundManager()
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@@ -22,65 +22,131 @@
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SOFTWARE.
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--]]
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local roundManagerDef = {}
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roundManagerDef.__index = roundManagerDef
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local CLASS = {}
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CLASS.__index = CLASS
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function roundManagerDef:__construct()
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self.State = nil
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self.NextState = nil
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local netmsg = {
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refresh = "RoundManagerUpdate",
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winner = "RoundManagerWinner"
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}
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function CLASS:__construct()
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self.state = nil
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self.next_state = nil
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-- Custom Timer Stuff
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self.timers = {}
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self.timers.funcs = {}
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self.timers.times = {}
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self.timers.delay = {}
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-- Register all network string
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for k, v in pairs(netmsg) do
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util.AddNetworkString(v)
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end
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function roundManagerDef:GetState()
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return self.State
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-- And some more Timers based functionality.
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self:_RegisterTimer("refresh", 2.0, function() self:RefreshAll() end)
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-- We need a Think hook.
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hook.Add("Think", "RoundManagerThink", function(...) self:Tick(...) end)
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end
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function roundManagerDef:GetNextState()
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return self.NextState
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function CLASS:_RegisterTimer(name, delay, func)
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self.timers.funcs[name] = func
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self.timers.delay[name] = delay
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self.timers.times[name] = CurTime()
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end
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function roundManagerDef:SetState(state)
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self.NextState = state
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function CLASS:GetState()
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return self.state
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end
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function roundManagerDef:Tick(...)
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if (self.State != nil) then
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if (self.State.Tick != nil) then
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self.State:Tick(...)
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function CLASS:GetNextState()
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return self.next_state
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end
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function CLASS:SetState(state)
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self.next_state = state
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end
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function CLASS:Tick(...)
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-- Tick State
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if (self.state != nil) then
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if (self.state.Tick != nil) then
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self.state:Tick(...)
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end
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end
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-- Advance States
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if (self.NextState != self.State) then
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-- Call OnLeave(NewState)
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if (self.State != nil) then
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if (self.State.OnLeave != nil) then
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self.State:OnLeave(self.NextState)
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if (self.next_state != self.state) then
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local to_id = -1
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local to_name = ""
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-- Call OnLeave
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if (self.state != nil) then
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if (self.state.OnLeave != nil) then
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self.state:OnLeave(self.next_state)
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end
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-- Run Hook
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hook.Run("RoundManagerLeaveState", self.State.Name)
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hook.Run("RoundManagerLeaveState", self.state:GetId(), self.state:GetName())
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end
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-- Call OnEnter(OldState)
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if (self.NextState != nil) then
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if (self.NextState.OnEnter != nil) then
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self.NextState:OnEnter(self.State)
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-- Call OnEnter
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if (self.next_state != nil) then
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if (self.next_state.OnEnter != nil) then
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self.next_state:OnEnter(self.state)
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end
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to_id = self.next_state:GetId()
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to_name = self.next_state:GetName()
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-- Run Hook
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hook.Run("RoundManagerEnterState", self.NextState.Name)
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hook.Run("RoundManagerEnterState", self.next_state:GetId(), self.next_state:GetName())
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end
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-- Send Network Message
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self:RefreshAll()
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-- Set State
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self.State = self.NextState
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self.state = self.next_state
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end
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-- Run all timers.
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for k, v in pairs(self.timers.times) do
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if ((CurTime() - self.timers.times[k]) >= self.timers.delay[k]) then
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self.timers.funcs[k]()
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self.timers.times[k] = CurTime()
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end
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end
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end
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function roundManager(initialState)
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function CLASS:RefreshAll()
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local data = {}
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if (self.state != nil) then
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data.state = self.state:GetId()
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data.state_name = self.state:GetName()
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else
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data.state = -1
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data.state_name = "Unknown"
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end
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net.Start(netmsg.refresh)
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net.WriteTable(data)
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net.Broadcast()
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end
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function CLASS:AnnounceWinner(team)
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end
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function CreateRoundManager()
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local obj = {}
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obj.__index = obj
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setmetatable(obj, roundManagerDef)
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setmetatable(obj, CLASS)
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obj:__construct()
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obj:SetState(initialState)
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return obj
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end
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_G["RoundManager"] = CreateRoundManager()
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