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* feat: base content card component * fix: tooltips + colors * feat: fix orgs * feat: base content tab internals rewrite * feat: fix invalidmodal * feat: add ContentModpackCard * fix: extract types * draft: layout * feat: unlink modal * feat: impl content tab * fix: lint * fix: toggling * temp: disable updating stuff * feat: selection v-model * feat: bulk selection * feat: mods tab rough draft * feat: use fuse.js * feat: add project combobox * clean up project combobox * feat: start install to play modal * fix: events * feat: use v-on * feat: bulk actions + fix floating action bar width * feat: figma alignments * feat: migrate toggle to tailwind * fix: row borders * feat: disabled state * feat: virtual list impl for card table based on window scroll * fix: lint * feat: virtualization + smaller contentcard items * feat: use ContentCardTable + ContentCardItems * feat: fix gap + border issues on last elm * feat: cleanup + use proper searching * fix: use TeleportOverflowMenu * fix: fallback to svg if src is invalid on avatar component * fix: storybook * feat: start on updater modal * feat: finish content updater modal * feat: i18n pass * feat: impl modal * feat(app): backend changes for content tab refactor (#5237) * feat: include_changelog=false for updater modal * fix: hash overrides * feat: update checking for modpack * feat: qa * feat: modpack content modal * fix: padding in table to match modals + tightness * fix: lint * feat: delete modal * feat: fix toggle bugs * fix: prepr * fix: duplicate messages * qa: full width search * qa: use bg-surface-1.5 * qa: animation for filter pills * qa: standardize hover colors * fix: border-[1px] is border * qa: mass de-select actually mass selecting * qa: match figma designs for floating action bar * qa: modal fixes * q: modal fixes x2 * fix: table border * qa: confirm modals * qa: modal alignment * qa: re-add stuck heading + dedupe logic * qa: dedupe virtual scrolling + remove dead components * qa: responsiveness for content table + link fixes * qa: version column link, tooltips + lint fixes * qa: instance busy protections * fix: installation freeze bug * chore: remove old mods page * refactor: deduplicate layout * chore: delete old content page(s) * qa * qa * qa * feat: sort btn - to iterate * fix: ml * feat: date added * fix: lint * fix: formatting.ts removal * feat: get_dependencies_as_content_items * qa: final QA changes * refactor: deduplicate + polish content.rs * feat: hook up content.vue with v1 * feat: hide v1 content api behind frontend feature flag * fix: query keys + copy on empty state * chore: i18n pass * feat: reimpl unlink + upload endpoint * feat: use bulk endpoints v1 * fix: lint * fix: flags * fix: responsiveness via container queries * fix: lint * qa: 1 * qa: fixes * qa: fix ssr issues with browse content * qa: header page divider * qa: modals * fix: prepr * fix: issues * fix: lint * fix: toggle v1 ff * qa: 5 * qa: delete modal copy * feat: creation flow modals (#5383) * refactor: delete content v0 usages + impl * feat: qa + fixes * feat: installing banner using state event * feat: fix modpack card bugs + filtering issues * refactor: delete backups v0 api module * feat: v1 servers GET endpoint * fix: backups * feat: swap to kyros upload v1 addon * fix: use tanstack for loader.vue * feat: finish install from discovery modal * qa: bug fixes * feat: set up installation settings * fix: lint * fix: typos * fix: bugs * fix: disable inline content * feat: content tab improvements — upload UX, installation settings, and client-only indicators Upload cancellation and navigation guard: - Add ConfirmLeaveModal that prompts when navigating away during upload - Cancel in-flight XHR uploads when user confirms leaving the page - Add beforeunload handler to warn on browser/tab close during upload - Track uploadedBytes/totalBytes in UploadState for progress display - Replace Collapsible with Transition for upload progress admonition - Show byte progress and percentage in upload banner - Clamp upload progress to prevent exceeding 100% Installation settings (server.properties): - Add KnownPropertiesFields and PropertiesFields types to Archon types - Add buildProperties() to creation flow context to collect gamemode, difficulty, seed, world type, structures, and generator settings - Pass properties through installContent on onboarding, discovery, and ServerSetupModal flows Server setup and discovery flow improvements: - Migrate ServerSetupModal from servers_v0.reinstall to content_v1.installContent - Replace loaderApiNames lookup with toApiLoader() helper - Remove eraseDataOnInstall toggle — always use soft_override: false - Simplify modpack install on discovery page to use first available version and route through creation flow modal for both onboarding and non-onboarding - Differentiate post-install navigation: content page for onboarding, loader options for existing servers Modpack update flow: - Replace updateModpack() call with installContent() using soft_override: true to support version selection in the content updater modal Client-only mod indicators: - Add environment field to AddonVersion (reuses Labrinth.Projects.v3.Environment) - Add environment to ContentItem and isClientOnly to ContentCardTableItem - Show orange TriangleAlertIcon with tooltip on client-only mods in content table - Add "Client-only" filter pill to content filtering (controlled via showClientOnlyFilter on ContentManagerContext) - Apply client-only indicators in both ContentPageLayout and ModpackContentModal Misc: - Add CLAUDE.md note about using prepr commands for lint checks - Export ConfirmLeaveModal from instances barrel * fix: piping * fix: switch content disable for linked server instances * feat: client only filter * fix: prepr * feat: hasUpdate shape update * feat: bulk update endpoint impl for content in panel * feat: websocket state impl again with new phases * fix: ws * fix: use timeout fn for sync admon + fix content card layout scroll for browsers with overflow anchor bug * fix: qa bugs * fix: lint, a11y and i18n * refactor: set up layouts folder properly * fix: linked data cache stuff + lint * feat: move installationsettings to shared layout * fix: lint * fix: issues * feat: temp fuck staging up * fix: lockfile * fix: data sync issues on loader.vue * fix: lint * Hide shader configuration files from content list (#5499) * feat: workaround search problem + split out reset * fix: qa * fix: changelog not showing on first open * fix: qa + optimistic updating improvements * fix: prepr+lint * fix: qa * feat: qa * fix: lint * fix: lint * fix: build * fix: build * fix: type errors * fix: fade and JAVA_HOME passthrough * feat: qa * feat: impl diff shit * fix: qa * fix: app qa * feat: update diff modal * fix: endpoint * fix: qa * fix: qa * fix: use bulk in modpack modal * feat: abort signal impl + fix issues * fix: diff modal trunc * feat: qa * fix: qa * feat: tooltip content tab * fix: prepr * fix: dismiss on settings btn * feat: qa * feat: dont clear handlers on disconnect * fix: lint * fix: wrangler + introduce staging-archon env file --------- Signed-off-by: Calum H. <calum@modrinth.com> Co-authored-by: tdgao <mr.trumgao@gmail.com> Co-authored-by: Artyom Ezri <61311568+Artezon@users.noreply.github.com>
195 lines
5.2 KiB
Rust
195 lines
5.2 KiB
Rust
//! Theseus state management system
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use crate::util::fetch::{FetchSemaphore, IoSemaphore};
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use std::sync::Arc;
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use tokio::sync::{OnceCell, Semaphore};
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use crate::state::fs_watcher::FileWatcher;
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use sqlx::SqlitePool;
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// Submodules
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mod dirs;
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pub use self::dirs::*;
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mod profiles;
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pub use self::profiles::*;
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mod instances;
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pub use self::instances::*;
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mod settings;
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pub use self::settings::*;
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mod process;
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pub use self::process::*;
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mod java_globals;
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pub use self::java_globals::*;
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mod discord;
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pub use self::discord::*;
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mod minecraft_auth;
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pub use self::minecraft_auth::*;
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pub mod minecraft_skins;
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mod cache;
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pub use self::cache::*;
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mod friends;
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pub use self::friends::*;
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mod tunnel;
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pub use self::tunnel::*;
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pub mod db;
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pub mod fs_watcher;
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mod mr_auth;
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pub use self::mr_auth::*;
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mod legacy_converter;
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pub mod attached_world_data;
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pub mod server_join_log;
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// Global state
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// RwLock on state only has concurrent reads, except for config dir change which takes control of the State
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static LAUNCHER_STATE: OnceCell<Arc<State>> = OnceCell::const_new();
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pub struct State {
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/// Information on the location of files used in the launcher
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pub directories: DirectoryInfo,
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/// Semaphore used to limit concurrent network requests and avoid errors
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pub fetch_semaphore: FetchSemaphore,
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/// Semaphore used to limit concurrent I/O and avoid errors
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pub io_semaphore: IoSemaphore,
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/// Semaphore to limit concurrent API requests. This is separate from the fetch semaphore
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/// to keep API functionality while the app is performing intensive tasks.
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pub api_semaphore: FetchSemaphore,
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/// Discord RPC
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pub discord_rpc: DiscordGuard,
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/// Process manager
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pub process_manager: ProcessManager,
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/// App identifier string (like com.modrinth.ModrinthApp)
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pub app_identifier: String,
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/// Friends socket
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pub friends_socket: FriendsSocket,
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pub(crate) pool: SqlitePool,
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pub(crate) file_watcher: FileWatcher,
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}
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impl State {
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pub async fn init(app_identifier: String) -> crate::Result<()> {
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let state = LAUNCHER_STATE
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.get_or_try_init(move || Self::initialize_state(app_identifier))
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.await?;
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tokio::task::spawn(async move {
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let res = tokio::try_join!(
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state.discord_rpc.clear_to_default(true),
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Profile::refresh_all(),
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Settings::migrate(&state.pool),
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ModrinthCredentials::refresh_all(),
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);
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if let Err(e) = res {
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tracing::error!("Error running discord RPC: {e}");
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}
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let _ = state
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.friends_socket
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.connect(
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&state.pool,
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&state.api_semaphore,
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&state.process_manager,
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)
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.await;
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let _ = FriendsSocket::socket_loop().await;
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});
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Ok(())
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}
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/// Get the current launcher state, waiting for initialization
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pub async fn get() -> crate::Result<Arc<Self>> {
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if !LAUNCHER_STATE.initialized() {
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tracing::error!(
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"Attempted to get state before it is initialized - this should never happen!"
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);
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while !LAUNCHER_STATE.initialized() {
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tokio::time::sleep(std::time::Duration::from_millis(100)).await;
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}
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}
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Ok(Arc::clone(
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LAUNCHER_STATE.get().expect("State is not initialized!"),
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))
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}
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pub fn initialized() -> bool {
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LAUNCHER_STATE.initialized()
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}
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#[tracing::instrument]
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async fn initialize_state(
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app_identifier: String,
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) -> crate::Result<Arc<Self>> {
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tracing::info!("Connecting to app database");
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let pool = db::connect(&app_identifier).await?;
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legacy_converter::migrate_legacy_data(&pool).await?;
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tracing::info!("Fetching app settings");
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let mut settings = Settings::get(&pool).await?;
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let fetch_semaphore =
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FetchSemaphore(Semaphore::new(settings.max_concurrent_downloads));
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let io_semaphore =
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IoSemaphore(Semaphore::new(settings.max_concurrent_writes));
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let api_semaphore =
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FetchSemaphore(Semaphore::new(settings.max_concurrent_downloads));
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tracing::info!("Initializing directories");
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DirectoryInfo::move_launcher_directory(
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&mut settings,
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&pool,
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&io_semaphore,
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&app_identifier,
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)
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.await?;
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let directories =
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DirectoryInfo::init(settings.custom_dir, &app_identifier).await?;
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let discord_rpc = DiscordGuard::init()?;
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tracing::info!("Initializing file watcher");
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let file_watcher = fs_watcher::init_watcher().await?;
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fs_watcher::watch_profiles_init(&file_watcher, &directories).await;
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let process_manager = ProcessManager::new();
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let friends_socket = FriendsSocket::new();
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Ok(Arc::new(Self {
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directories,
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fetch_semaphore,
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io_semaphore,
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api_semaphore,
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discord_rpc,
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process_manager,
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friends_socket,
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pool,
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file_watcher,
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app_identifier,
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}))
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}
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}
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