mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-12-25 12:08:39 +01:00
db2a803cf7
NO_OVERLAY define becomes EMU_OVERLAY which enables the overlay instead of disabling it. disable_overlay.txt moved to steam_settings.
209 lines
No EOL
6.1 KiB
C++
209 lines
No EOL
6.1 KiB
C++
#include "Windows_Hook.h"
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#include "../Renderer_Detector.h"
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#include "../../dll/dll.h"
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#ifdef EMU_OVERLAY
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#include <imgui.h>
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#include <impls/windows/imgui_impl_win32.h>
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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Windows_Hook* Windows_Hook::_inst = nullptr;
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bool Windows_Hook::start_hook()
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{
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bool res = true;
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if (!hooked)
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{
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GetRawInputBuffer = ::GetRawInputBuffer;
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GetRawInputData = ::GetRawInputData;
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PRINT_DEBUG("Hooked Windows\n");
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData)
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);
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EndHook();
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hooked = true;
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}
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return res;
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}
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void Windows_Hook::resetRenderState()
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{
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if (initialized)
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{
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initialized = false;
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SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc);
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_game_hwnd = nullptr;
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_game_wndproc = nullptr;
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ImGui_ImplWin32_Shutdown();
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}
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}
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void Windows_Hook::prepareForOverlay(HWND hWnd)
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{
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if (!initialized)
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{
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ImGui_ImplWin32_Init(hWnd);
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_game_hwnd = hWnd;
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_game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc);
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initialized = true;
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}
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ImGui_ImplWin32_NewFrame();
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}
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HWND Windows_Hook::GetGameHwnd() const
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{
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return _game_hwnd;
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}
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WNDPROC Windows_Hook::GetGameWndProc() const
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{
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return _game_wndproc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// Windows window hooks
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bool IgnoreMsg(UINT uMsg)
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{
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switch (uMsg)
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{
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// Mouse Events
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
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case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE:
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// Keyboard Events
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case WM_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR:
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case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR:
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// Raw Input Events
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case WM_INPUT:
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return true;
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}
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return false;
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}
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void RawMouseEvent(RAWINPUT& raw)
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{
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if (raw.header.dwType == RIM_TYPEMOUSE)
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{
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONDOWN, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONUP, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONDOWN, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONUP, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONDOWN, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONUP, 0, 0);
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}
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}
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LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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bool show = overlay->ShowOverlay();
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// Is the event is a key press
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if (uMsg == WM_KEYDOWN)
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{
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// Tab is pressed and was not pressed before
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if (wParam == VK_TAB && !(lParam & (1 << 30)))
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{
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// If Left Shift is pressed
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if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
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{
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show = !overlay->ShowOverlay();
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overlay->ShowOverlay(show);
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}
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}
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}
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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if (show)
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{
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if (IgnoreMsg(uMsg))
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return 0;
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}
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// Call the overlay window procedure
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return CallWindowProc(Windows_Hook::Inst()->_game_wndproc, hWnd, uMsg, wParam, lParam);
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}
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UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay())
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return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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int num = Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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for (int i = 0; i < num; ++i)
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RawMouseEvent(pData[i]);
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return 0;
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}
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UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay())
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return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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RawMouseEvent(*reinterpret_cast<RAWINPUT*>(pData));
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*pcbSize = 0;
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return 0;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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Windows_Hook::Windows_Hook() :
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initialized(false),
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hooked(false),
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_game_hwnd(nullptr),
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_game_wndproc(nullptr),
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GetRawInputBuffer(nullptr),
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GetRawInputData(nullptr)
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{
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//_library = LoadLibrary(DLL_NAME);
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}
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Windows_Hook::~Windows_Hook()
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{
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PRINT_DEBUG("Windows Hook removed\n");
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resetRenderState();
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//FreeLibrary(reinterpret_cast<HMODULE>(_library));
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_inst = nullptr;
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}
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Windows_Hook* Windows_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new Windows_Hook;
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return _inst;
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}
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const char* Windows_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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#endif//EMU_OVERLAY
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