all repos — mgba @ 6f24064f4f6ee35d7926a5dd347dc545e88dd5bf

mGBA Game Boy Advance Emulator

src/platform/qt/GameController.cpp (view raw)

  1/* Copyright (c) 2013-2014 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "GameController.h"
  7
  8#include "AudioProcessor.h"
  9#include "InputController.h"
 10#include "MultiplayerController.h"
 11
 12#include <QDateTime>
 13#include <QThread>
 14
 15#include <ctime>
 16
 17extern "C" {
 18#include "gba/audio.h"
 19#include "gba/gba.h"
 20#include "gba/serialize.h"
 21#include "gba/sharkport.h"
 22#include "gba/renderers/video-software.h"
 23#include "gba/supervisor/config.h"
 24#include "util/vfs.h"
 25}
 26
 27using namespace QGBA;
 28using namespace std;
 29
 30const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
 31
 32GameController::GameController(QObject* parent)
 33	: QObject(parent)
 34	, m_drawContext(new uint32_t[256 * 256])
 35	, m_threadContext()
 36	, m_activeKeys(0)
 37	, m_inactiveKeys(0)
 38	, m_logLevels(0)
 39	, m_gameOpen(false)
 40	, m_audioThread(new QThread(this))
 41	, m_audioProcessor(AudioProcessor::create())
 42	, m_videoSync(VIDEO_SYNC)
 43	, m_audioSync(AUDIO_SYNC)
 44	, m_turbo(false)
 45	, m_turboForced(false)
 46	, m_inputController(nullptr)
 47	, m_multiplayer(nullptr)
 48{
 49	m_renderer = new GBAVideoSoftwareRenderer;
 50	GBAVideoSoftwareRendererCreate(m_renderer);
 51	m_renderer->outputBuffer = (color_t*) m_drawContext;
 52	m_renderer->outputBufferStride = 256;
 53
 54	GBACheatDeviceCreate(&m_cheatDevice);
 55
 56	m_threadContext.state = THREAD_INITIALIZED;
 57	m_threadContext.debugger = 0;
 58	m_threadContext.frameskip = 0;
 59	m_threadContext.bios = 0;
 60	m_threadContext.renderer = &m_renderer->d;
 61	m_threadContext.userData = this;
 62	m_threadContext.rewindBufferCapacity = 0;
 63	m_threadContext.cheats = &m_cheatDevice;
 64	m_threadContext.logLevel = GBA_LOG_ALL;
 65
 66	m_lux.p = this;
 67	m_lux.sample = [] (GBALuminanceSource* context) {
 68		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 69		lux->value = 0xFF - lux->p->m_luxValue;
 70	};
 71
 72	m_lux.readLuminance = [] (GBALuminanceSource* context) {
 73		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 74		return lux->value;
 75	};
 76	setLuminanceLevel(0);
 77
 78	m_rtc.p = this;
 79	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
 80	m_rtc.sample = [] (GBARTCSource* context) { };
 81	m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
 82		GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
 83		switch (rtc->override) {
 84		case GameControllerRTC::NO_OVERRIDE:
 85		default:
 86			return time(nullptr);
 87		case GameControllerRTC::FIXED:
 88			return rtc->value;
 89		case GameControllerRTC::FAKE_EPOCH:
 90			return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
 91		}
 92	};
 93
 94	m_threadContext.startCallback = [] (GBAThread* context) {
 95		GameController* controller = static_cast<GameController*>(context->userData);
 96		controller->m_audioProcessor->setInput(context);
 97		context->gba->luminanceSource = &controller->m_lux;
 98		context->gba->rtcSource = &controller->m_rtc;
 99		context->gba->rumble = controller->m_inputController->rumble();
100		context->gba->rotationSource = controller->m_inputController->rotationSource();
101		controller->gameStarted(context);
102	};
103
104	m_threadContext.cleanCallback = [] (GBAThread* context) {
105		GameController* controller = static_cast<GameController*>(context->userData);
106		controller->gameStopped(context);
107	};
108
109	m_threadContext.frameCallback = [] (GBAThread* context) {
110		GameController* controller = static_cast<GameController*>(context->userData);
111		controller->m_pauseMutex.lock();
112		if (controller->m_pauseAfterFrame) {
113			GBAThreadPauseFromThread(context);
114			controller->m_pauseAfterFrame = false;
115			controller->gamePaused(&controller->m_threadContext);
116		}
117		controller->m_pauseMutex.unlock();
118		if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
119			controller->frameAvailable(controller->m_drawContext);
120		} else {
121			controller->frameAvailable(nullptr);
122		}
123	};
124
125	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
126		static const char* stubMessage = "Stub software interrupt";
127		if (!context) {
128			return;
129		}
130		GameController* controller = static_cast<GameController*>(context->userData);
131		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
132			va_list argc;
133			va_copy(argc, args);
134			int immediate = va_arg(argc, int);
135			controller->unimplementedBiosCall(immediate);
136		}
137		if (level == GBA_LOG_FATAL) {
138			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
139		} else if (!(controller->m_logLevels & level)) {
140			return;
141		}
142		QString message(QString().vsprintf(format, args));
143		if (level == GBA_LOG_STATUS) {
144			controller->statusPosted(message);
145		}
146		controller->postLog(level, message);
147	};
148
149	m_audioThread->start(QThread::TimeCriticalPriority);
150	m_audioProcessor->moveToThread(m_audioThread);
151	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
152	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
153	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
154	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
155	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
156}
157
158GameController::~GameController() {
159	m_audioThread->quit();
160	m_audioThread->wait();
161	disconnect();
162	clearMultiplayerController();
163	closeGame();
164	GBACheatDeviceDestroy(&m_cheatDevice);
165	delete m_renderer;
166	delete[] m_drawContext;
167}
168
169void GameController::setMultiplayerController(std::shared_ptr<MultiplayerController> controller) {
170	if (controller == m_multiplayer) {
171		return;
172	}
173	clearMultiplayerController();
174	m_multiplayer = controller;
175	controller->attachGame(this);
176}
177
178void GameController::clearMultiplayerController() {
179	if (!m_multiplayer) {
180		return;
181	}
182	m_multiplayer->detachGame(this);
183	m_multiplayer.reset();
184}
185
186void GameController::setOverride(const GBACartridgeOverride& override) {
187	m_threadContext.override = override;
188	m_threadContext.hasOverride = true;
189}
190
191void GameController::setOptions(const GBAOptions* opts) {
192	setFrameskip(opts->frameskip);
193	setAudioSync(opts->audioSync);
194	setVideoSync(opts->videoSync);
195	setSkipBIOS(opts->skipBios);
196	setUseBIOS(opts->useBios);
197	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
198	setVolume(opts->volume);
199	setMute(opts->mute);
200
201	threadInterrupt();
202	m_threadContext.idleOptimization = opts->idleOptimization;
203	threadContinue();
204}
205
206#ifdef USE_GDB_STUB
207ARMDebugger* GameController::debugger() {
208	return m_threadContext.debugger;
209}
210
211void GameController::setDebugger(ARMDebugger* debugger) {
212	threadInterrupt();
213	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
214		GBADetachDebugger(m_threadContext.gba);
215	}
216	m_threadContext.debugger = debugger;
217	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
218		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
219	}
220	threadContinue();
221}
222#endif
223
224void GameController::loadGame(const QString& path, bool dirmode) {
225	closeGame();
226	if (!dirmode) {
227		QFile file(path);
228		if (!file.open(QIODevice::ReadOnly)) {
229			return;
230		}
231		file.close();
232	}
233
234	m_fname = path;
235	m_dirmode = dirmode;
236	openGame();
237}
238
239void GameController::openGame() {
240	m_gameOpen = true;
241
242	m_pauseAfterFrame = false;
243
244	if (m_turbo) {
245		m_threadContext.sync.videoFrameWait = false;
246		m_threadContext.sync.audioWait = false;
247	} else {
248		m_threadContext.sync.videoFrameWait = m_videoSync;
249		m_threadContext.sync.audioWait = m_audioSync;
250	}
251
252	m_threadContext.gameDir = 0;
253	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
254	if (m_dirmode) {
255		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
256		m_threadContext.stateDir = m_threadContext.gameDir;
257	} else {
258		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
259#if USE_LIBZIP
260		if (!m_threadContext.gameDir) {
261			m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
262		}
263#endif
264#if USE_LZMA
265		if (!m_threadContext.gameDir) {
266			m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
267		}
268#endif
269	}
270
271	if (!m_bios.isNull() &&m_useBios) {
272		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
273	} else {
274		m_threadContext.bios = nullptr;
275	}
276
277	if (!m_patch.isNull()) {
278		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
279	}
280
281	m_inputController->recalibrateAxes();
282
283	if (!GBAThreadStart(&m_threadContext)) {
284		m_gameOpen = false;
285		emit gameFailed();
286	}
287}
288
289void GameController::loadBIOS(const QString& path) {
290	if (m_bios == path) {
291		return;
292	}
293	m_bios = path;
294	if (m_gameOpen) {
295		closeGame();
296		openGame();
297	}
298}
299
300void GameController::loadPatch(const QString& path) {
301	if (m_gameOpen) {
302		closeGame();
303		m_patch = path;
304		openGame();
305	} else {
306		m_patch = path;
307	}
308}
309
310void GameController::importSharkport(const QString& path) {
311	if (!m_gameOpen) {
312		return;
313	}
314	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_RDONLY);
315	if (!vf) {
316		return;
317	}
318	threadInterrupt();
319	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
320	threadContinue();
321	vf->close(vf);
322}
323
324void GameController::exportSharkport(const QString& path) {
325	if (!m_gameOpen) {
326		return;
327	}
328	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_WRONLY | O_CREAT | O_TRUNC);
329	if (!vf) {
330		return;
331	}
332	threadInterrupt();
333	GBASavedataExportSharkPort(m_threadContext.gba, vf);
334	threadContinue();
335	vf->close(vf);
336}
337
338void GameController::closeGame() {
339	if (!m_gameOpen) {
340		return;
341	}
342	if (GBAThreadIsPaused(&m_threadContext)) {
343		GBAThreadUnpause(&m_threadContext);
344	}
345	GBAThreadEnd(&m_threadContext);
346	GBAThreadJoin(&m_threadContext);
347	if (m_threadContext.fname) {
348		free(const_cast<char*>(m_threadContext.fname));
349		m_threadContext.fname = nullptr;
350	}
351
352	m_patch = QString();
353
354	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
355		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
356		GBACheatSetDeinit(set);
357		delete set;
358	}
359	GBACheatSetsClear(&m_cheatDevice.cheats);
360
361	m_gameOpen = false;
362	emit gameStopped(&m_threadContext);
363}
364
365void GameController::crashGame(const QString& crashMessage) {
366	closeGame();
367	emit gameCrashed(crashMessage);
368}
369
370bool GameController::isPaused() {
371	if (!m_gameOpen) {
372		return false;
373	}
374	return GBAThreadIsPaused(&m_threadContext);
375}
376
377void GameController::setPaused(bool paused) {
378	if (!m_gameOpen || paused == GBAThreadIsPaused(&m_threadContext)) {
379		return;
380	}
381	if (paused) {
382		GBAThreadPause(&m_threadContext);
383		emit gamePaused(&m_threadContext);
384	} else {
385		GBAThreadUnpause(&m_threadContext);
386		emit gameUnpaused(&m_threadContext);
387	}
388}
389
390void GameController::reset() {
391	GBAThreadReset(&m_threadContext);
392}
393
394void GameController::threadInterrupt() {
395	if (m_gameOpen) {
396		GBAThreadInterrupt(&m_threadContext);
397	}
398}
399
400void GameController::threadContinue() {
401	if (m_gameOpen) {
402		GBAThreadContinue(&m_threadContext);
403	}
404}
405
406void GameController::frameAdvance() {
407	m_pauseMutex.lock();
408	m_pauseAfterFrame = true;
409	setPaused(false);
410	m_pauseMutex.unlock();
411}
412
413void GameController::setRewind(bool enable, int capacity, int interval) {
414	if (m_gameOpen) {
415		threadInterrupt();
416		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
417		threadContinue();
418	} else {
419		if (enable) {
420			m_threadContext.rewindBufferInterval = interval;
421			m_threadContext.rewindBufferCapacity = capacity;
422		} else {
423			m_threadContext.rewindBufferInterval = 0;
424			m_threadContext.rewindBufferCapacity = 0;
425		}
426	}
427}
428
429void GameController::rewind(int states) {
430	threadInterrupt();
431	if (!states) {
432		GBARewindAll(&m_threadContext);
433	} else {
434		GBARewind(&m_threadContext, states);
435	}
436	threadContinue();
437	emit rewound(&m_threadContext);
438	emit frameAvailable(m_drawContext);
439}
440
441void GameController::keyPressed(int key) {
442	int mappedKey = 1 << key;
443	m_activeKeys |= mappedKey;
444	if (!m_inputController->allowOpposing()) {
445		if ((m_activeKeys & 0x30) == 0x30) {
446			m_inactiveKeys |= mappedKey ^ 0x30;
447			m_activeKeys ^= mappedKey ^ 0x30;
448		}
449		if ((m_activeKeys & 0xC0) == 0xC0) {
450			m_inactiveKeys |= mappedKey ^ 0xC0;
451			m_activeKeys ^= mappedKey ^ 0xC0;
452		}
453	}
454	updateKeys();
455}
456
457void GameController::keyReleased(int key) {
458	int mappedKey = 1 << key;
459	m_activeKeys &= ~mappedKey;
460	if (!m_inputController->allowOpposing()) {
461		if (mappedKey & 0x30) {
462			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
463			m_inactiveKeys &= ~0x30;
464		}
465		if (mappedKey & 0xC0) {
466			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
467			m_inactiveKeys &= ~0xC0;
468		}
469	}
470	updateKeys();
471}
472
473void GameController::clearKeys() {
474	m_activeKeys = 0;
475	m_inactiveKeys = 0;
476	updateKeys();
477}
478
479void GameController::setAudioBufferSamples(int samples) {
480	threadInterrupt();
481	redoSamples(samples);
482	threadContinue();
483	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
484}
485
486void GameController::setFPSTarget(float fps) {
487	threadInterrupt();
488	m_threadContext.fpsTarget = fps;
489	redoSamples(m_audioProcessor->getBufferSamples());
490	threadContinue();
491	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
492}
493
494void GameController::setSkipBIOS(bool set) {
495	threadInterrupt();
496	m_threadContext.skipBios = set;
497	threadContinue();
498}
499
500void GameController::setUseBIOS(bool use) {
501	threadInterrupt();
502	m_useBios = use;
503	threadContinue();
504}
505
506void GameController::loadState(int slot) {
507	m_stateSlot = slot;
508	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
509		GameController* controller = static_cast<GameController*>(context->userData);
510		GBALoadState(context, context->stateDir, controller->m_stateSlot);
511		controller->stateLoaded(context);
512		controller->frameAvailable(controller->m_drawContext);
513	});
514}
515
516void GameController::saveState(int slot) {
517	m_stateSlot = slot;
518	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
519		GameController* controller = static_cast<GameController*>(context->userData);
520		GBASaveState(context, context->stateDir, controller->m_stateSlot, true);
521	});
522}
523
524void GameController::setVideoSync(bool set) {
525	m_videoSync = set;
526	if (!m_turbo) {
527		threadInterrupt();
528		m_threadContext.sync.videoFrameWait = set;
529		threadContinue();
530	}
531}
532
533void GameController::setAudioSync(bool set) {
534	m_audioSync = set;
535	if (!m_turbo) {
536		threadInterrupt();
537		m_threadContext.sync.audioWait = set;
538		threadContinue();
539	}
540}
541
542void GameController::setFrameskip(int skip) {
543	m_threadContext.frameskip = skip;
544}
545
546void GameController::setVolume(int volume) {
547	threadInterrupt();
548	m_threadContext.volume = volume;
549	if (m_gameOpen) {
550		m_threadContext.gba->audio.masterVolume = volume;
551	}
552	threadContinue();
553}
554
555void GameController::setMute(bool mute) {
556	threadInterrupt();
557	m_threadContext.mute = mute;
558	if (m_gameOpen) {
559		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
560	}
561	threadContinue();
562}
563
564void GameController::setTurbo(bool set, bool forced) {
565	if (m_turboForced && !forced) {
566		return;
567	}
568	if (m_turbo == set && m_turboForced == forced) {
569		// Don't interrupt the thread if we don't need to
570		return;
571	}
572	m_turbo = set;
573	m_turboForced = set && forced;
574	threadInterrupt();
575	m_threadContext.sync.audioWait = set ? false : m_audioSync;
576	m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
577	threadContinue();
578}
579
580void GameController::setAVStream(GBAAVStream* stream) {
581	threadInterrupt();
582	m_threadContext.stream = stream;
583	if (m_gameOpen) {
584		m_threadContext.gba->stream = stream;
585	}
586	threadContinue();
587}
588
589void GameController::clearAVStream() {
590	threadInterrupt();
591	m_threadContext.stream = nullptr;
592	if (m_gameOpen) {
593		m_threadContext.gba->stream = nullptr;
594	}
595	threadContinue();
596}
597
598#ifdef USE_PNG
599void GameController::screenshot() {
600	GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
601}
602#endif
603
604void GameController::reloadAudioDriver() {
605	QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
606	int samples = m_audioProcessor->getBufferSamples();
607	delete m_audioProcessor;
608	m_audioProcessor = AudioProcessor::create();
609	m_audioProcessor->setBufferSamples(samples);
610	m_audioProcessor->moveToThread(m_audioThread);
611	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
612	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
613	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
614	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
615	if (isLoaded()) {
616		m_audioProcessor->setInput(&m_threadContext);
617		QMetaObject::invokeMethod(m_audioProcessor, "start");
618	}
619}
620
621void GameController::setLuminanceValue(uint8_t value) {
622	m_luxValue = value;
623	value = std::max<int>(value - 0x16, 0);
624	m_luxLevel = 10;
625	for (int i = 0; i < 10; ++i) {
626		if (value < LUX_LEVELS[i]) {
627			m_luxLevel = i;
628			break;
629		}
630	}
631	emit luminanceValueChanged(m_luxValue);
632}
633
634void GameController::setLuminanceLevel(int level) {
635	int value = 0x16;
636	level = std::max(0, std::min(10, level));
637	if (level > 0) {
638		value += LUX_LEVELS[level - 1];
639	}
640	setLuminanceValue(value);
641}
642
643void GameController::setRealTime() {
644	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
645}
646
647void GameController::setFixedTime(const QDateTime& time) {
648	m_rtc.override = GameControllerRTC::FIXED;
649	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
650}
651
652void GameController::setFakeEpoch(const QDateTime& time) {
653	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
654	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
655}
656
657void GameController::updateKeys() {
658	int activeKeys = m_activeKeys;
659	activeKeys |= m_activeButtons;
660	activeKeys &= ~m_inactiveKeys;
661	m_threadContext.activeKeys = activeKeys;
662}
663
664void GameController::redoSamples(int samples) {
665#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
666	float sampleRate = 0x8000;
667	float ratio;
668	if (m_threadContext.gba) {
669		sampleRate = m_threadContext.gba->audio.sampleRate;
670	}
671	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
672	m_threadContext.audioBuffers = ceil(samples / ratio);
673#else
674	m_threadContext.audioBuffers = samples;
675#endif
676	if (m_threadContext.gba) {
677		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
678	}
679}
680
681void GameController::setLogLevel(int levels) {
682	threadInterrupt();
683	m_logLevels = levels;
684	threadContinue();
685}
686
687void GameController::enableLogLevel(int levels) {
688	threadInterrupt();
689	m_logLevels |= levels;
690	threadContinue();
691}
692
693void GameController::disableLogLevel(int levels) {
694	threadInterrupt();
695	m_logLevels &= ~levels;
696	threadContinue();
697}
698
699void GameController::pollEvents() {
700	if (!m_inputController) {
701		return;
702	}
703
704	m_activeButtons = m_inputController->pollEvents();
705	updateKeys();
706}