2022-09-06 09:02:17 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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{
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public partial class TestSceneSwellJudgements : JudgementTest
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{
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[Test]
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public void TestHitAllSwell()
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{
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const double hit_time = 1000;
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Swell swell = new Swell
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{
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StartTime = hit_time,
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Duration = 1000,
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RequiredHits = 10
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2001),
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};
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for (int i = 0; i < swell.RequiredHits; i++)
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{
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double frameTime = 1000 + i * 50;
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frames.Add(new TaikoReplayFrame(frameTime, i % 2 == 0 ? TaikoAction.LeftCentre : TaikoAction.LeftRim));
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frames.Add(new TaikoReplayFrame(frameTime + 10));
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}
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PerformTest(frames, CreateBeatmap(swell));
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AssertJudgementCount(11);
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for (int i = 0; i < swell.RequiredHits; i++)
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AssertResult<SwellTick>(i, HitResult.IgnoreHit);
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AssertResult<Swell>(0, HitResult.LargeBonus);
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}
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[Test]
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public void TestHitSomeSwell()
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{
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const double hit_time = 1000;
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Swell swell = new Swell
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{
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StartTime = hit_time,
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Duration = 1000,
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RequiredHits = 10
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2001),
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};
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for (int i = 0; i < swell.RequiredHits / 2; i++)
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{
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double frameTime = 1000 + i * 50;
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frames.Add(new TaikoReplayFrame(frameTime, i % 2 == 0 ? TaikoAction.LeftCentre : TaikoAction.LeftRim));
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frames.Add(new TaikoReplayFrame(frameTime + 10));
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}
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PerformTest(frames, CreateBeatmap(swell));
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AssertJudgementCount(11);
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for (int i = 0; i < swell.RequiredHits / 2; i++)
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AssertResult<SwellTick>(i, HitResult.IgnoreHit);
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for (int i = swell.RequiredHits / 2; i < swell.RequiredHits; i++)
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AssertResult<SwellTick>(i, HitResult.IgnoreMiss);
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AssertResult<Swell>(0, HitResult.IgnoreMiss);
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}
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[Test]
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public void TestHitNoneSwell()
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{
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const double hit_time = 1000;
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Swell swell = new Swell
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{
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StartTime = hit_time,
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Duration = 1000,
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RequiredHits = 10
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2001),
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};
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PerformTest(frames, CreateBeatmap(swell));
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AssertJudgementCount(11);
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for (int i = 0; i < swell.RequiredHits; i++)
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AssertResult<SwellTick>(i, HitResult.IgnoreMiss);
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AssertResult<Swell>(0, HitResult.IgnoreMiss);
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AddAssert("all tick offsets are 0", () => JudgementResults.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
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}
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2023-10-04 16:55:20 +00:00
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[Test]
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public void TestAtMostOneSwellTickJudgedPerFrame()
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{
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const double swell_time = 1000;
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Swell swell = new Swell
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{
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StartTime = swell_time,
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Duration = 1000,
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RequiredHits = 10
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(1000),
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new TaikoReplayFrame(1250, TaikoAction.LeftCentre, TaikoAction.LeftRim),
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new TaikoReplayFrame(1251),
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new TaikoReplayFrame(1500, TaikoAction.LeftCentre, TaikoAction.LeftRim, TaikoAction.RightCentre, TaikoAction.RightRim),
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new TaikoReplayFrame(1501),
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new TaikoReplayFrame(2000),
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};
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PerformTest(frames, CreateBeatmap(swell));
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AssertJudgementCount(11);
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// this is a charitable interpretation of the inputs.
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//
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// for the frame at time 1250, we only count either one of the input actions - simple.
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//
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// for the frame at time 1500, we give the user the benefit of the doubt,
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// and we ignore actions that wouldn't otherwise cause a hit due to not alternating,
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// but we still count one (just one) of the actions that _would_ normally cause a hit.
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// this is done as a courtesy to avoid stuff like key chattering after press blocking legitimate inputs.
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for (int i = 0; i < 2; i++)
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AssertResult<SwellTick>(i, HitResult.IgnoreHit);
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for (int i = 2; i < swell.RequiredHits; i++)
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AssertResult<SwellTick>(i, HitResult.IgnoreMiss);
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AssertResult<Swell>(0, HitResult.IgnoreMiss);
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}
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2023-07-13 04:22:45 +00:00
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/// <summary>
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/// Ensure input is correctly sent to subsequent hits if a swell is fully completed.
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/// </summary>
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[Test]
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public void TestHitSwellThenHitHit()
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{
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const double swell_time = 1000;
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const double hit_time = 1150;
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Swell swell = new Swell
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{
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StartTime = swell_time,
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Duration = 100,
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RequiredHits = 1
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};
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Hit hit = new Hit
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{
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StartTime = hit_time
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(swell_time, TaikoAction.LeftRim),
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new TaikoReplayFrame(hit_time, TaikoAction.RightCentre),
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};
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PerformTest(frames, CreateBeatmap(swell, hit));
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AssertJudgementCount(3);
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AssertResult<SwellTick>(0, HitResult.IgnoreHit);
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AssertResult<Swell>(0, HitResult.LargeBonus);
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AssertResult<Hit>(0, HitResult.Great);
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}
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[Test]
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public void TestMissSwellThenHitHit()
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{
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const double swell_time = 1000;
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const double hit_time = 1150;
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Swell swell = new Swell
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{
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StartTime = swell_time,
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Duration = 100,
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RequiredHits = 1
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};
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Hit hit = new Hit
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{
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StartTime = hit_time
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.RightCentre),
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};
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PerformTest(frames, CreateBeatmap(swell, hit));
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AssertJudgementCount(3);
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AssertResult<SwellTick>(0, HitResult.IgnoreMiss);
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AssertResult<Swell>(0, HitResult.IgnoreMiss);
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AssertResult<Hit>(0, HitResult.Great);
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}
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2022-09-06 09:02:17 +00:00
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}
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}
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