mirror of https://github.com/ppy/osu
248 lines
8.5 KiB
C#
248 lines
8.5 KiB
C#
// 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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#nullable disable
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using System;
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using System.Diagnostics;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Graphics
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{
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public abstract partial class ParticleSpewer : Sprite
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{
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private readonly FallingParticle[] particles;
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private int currentIndex;
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private double? lastParticleAdded;
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private readonly double timeBetweenSpawns;
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private readonly double maxDuration;
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/// <summary>
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/// Determines whether particles are being spawned.
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/// </summary>
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public readonly BindableBool Active = new BindableBool();
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public override bool IsPresent => base.IsPresent && hasActiveParticles;
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protected virtual bool CanSpawnParticles => true;
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protected virtual float ParticleGravity => 0;
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private bool hasActiveParticles => Active.Value || (lastParticleAdded + maxDuration) > Time.Current;
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protected ParticleSpewer(Texture texture, int perSecond, double maxDuration)
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{
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Texture = texture;
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Blending = BlendingParameters.Additive;
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particles = new FallingParticle[perSecond * (int)Math.Ceiling(maxDuration / 1000)];
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timeBetweenSpawns = 1000f / perSecond;
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this.maxDuration = maxDuration;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Active.BindValueChanged(active =>
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{
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// ensure that particles can be spawned immediately after the spewer becomes active.
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if (active.NewValue)
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lastParticleAdded = null;
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});
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}
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protected override void Update()
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{
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base.Update();
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Invalidate(Invalidation.DrawNode);
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if (!Active.Value || !CanSpawnParticles)
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return;
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if (lastParticleAdded == null)
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{
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lastParticleAdded = Time.Current;
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spawnParticle();
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return;
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}
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double timeElapsed = Time.Current - lastParticleAdded.Value;
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// Avoid spawning too many particles if a long amount of time has passed.
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if (Math.Abs(timeElapsed) > maxDuration)
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{
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lastParticleAdded = Time.Current;
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spawnParticle();
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return;
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}
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Debug.Assert(lastParticleAdded != null);
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for (int i = 0; i < timeElapsed / timeBetweenSpawns; i++)
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{
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lastParticleAdded += timeBetweenSpawns;
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spawnParticle();
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}
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}
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private void spawnParticle()
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{
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Debug.Assert(lastParticleAdded != null);
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var newParticle = CreateParticle();
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newParticle.StartTime = (float)lastParticleAdded.Value;
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particles[currentIndex] = newParticle;
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currentIndex = (currentIndex + 1) % particles.Length;
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}
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/// <summary>
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/// Called each time a new particle should be spawned.
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/// </summary>
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protected virtual FallingParticle CreateParticle() => new FallingParticle();
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protected override DrawNode CreateDrawNode() => new ParticleSpewerDrawNode(this);
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#region DrawNode
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private class ParticleSpewerDrawNode : SpriteDrawNode
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{
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private readonly FallingParticle[] particles;
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protected new ParticleSpewer Source => (ParticleSpewer)base.Source;
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private readonly float maxDuration;
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private float currentTime;
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private float gravity;
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private Axes relativePositionAxes;
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private Vector2 sourceSize;
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public ParticleSpewerDrawNode(ParticleSpewer source)
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: base(source)
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{
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particles = new FallingParticle[Source.particles.Length];
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maxDuration = (float)Source.maxDuration;
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}
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public override void ApplyState()
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{
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base.ApplyState();
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Source.particles.CopyTo(particles, 0);
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currentTime = (float)Source.Time.Current;
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gravity = Source.ParticleGravity;
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relativePositionAxes = Source.RelativePositionAxes;
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sourceSize = Source.DrawSize;
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}
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protected override void Blit(IRenderer renderer)
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{
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foreach (var p in particles)
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{
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if (p.Duration == 0)
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continue;
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float timeSinceStart = currentTime - p.StartTime;
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// ignore particles from the future.
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// these can appear when seeking in replays.
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if (timeSinceStart < 0) continue;
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float alpha = p.AlphaAtTime(timeSinceStart);
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if (alpha <= 0) continue;
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var pos = p.PositionAtTime(timeSinceStart, gravity, maxDuration);
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float scale = p.ScaleAtTime(timeSinceStart);
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float angle = p.AngleAtTime(timeSinceStart);
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var rect = createDrawRect(pos, scale);
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var quad = new Quad(
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transformPosition(rect.TopLeft, rect.Centre, angle),
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transformPosition(rect.TopRight, rect.Centre, angle),
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transformPosition(rect.BottomLeft, rect.Centre, angle),
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transformPosition(rect.BottomRight, rect.Centre, angle)
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);
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renderer.DrawQuad(Texture, quad, DrawColourInfo.Colour.MultiplyAlpha(alpha),
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inflationPercentage: new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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textureCoords: TextureCoords);
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}
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}
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private RectangleF createDrawRect(Vector2 position, float scale)
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{
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float width = Texture.DisplayWidth * scale;
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float height = Texture.DisplayHeight * scale;
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if (relativePositionAxes.HasFlag(Axes.X))
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position.X *= sourceSize.X;
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if (relativePositionAxes.HasFlag(Axes.Y))
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position.Y *= sourceSize.Y;
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return new RectangleF(
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position.X - width / 2,
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position.Y - height / 2,
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width,
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height);
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}
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private Vector2 transformPosition(Vector2 pos, Vector2 centre, float angle)
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{
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float cos = MathF.Cos(angle);
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float sin = MathF.Sin(angle);
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float x = centre.X + (pos.X - centre.X) * cos + (pos.Y - centre.Y) * sin;
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float y = centre.Y + (pos.Y - centre.Y) * cos - (pos.X - centre.X) * sin;
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return Vector2Extensions.Transform(new Vector2(x, y), DrawInfo.Matrix);
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}
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protected override bool CanDrawOpaqueInterior => false;
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}
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#endregion
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protected struct FallingParticle
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{
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public float StartTime;
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public Vector2 StartPosition;
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public Vector2 Velocity;
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public float Duration;
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public float StartAngle;
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public float EndAngle;
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public float EndScale;
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public float AlphaAtTime(float timeSinceStart) => 1 - progressAtTime(timeSinceStart);
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public float ScaleAtTime(float timeSinceStart) => (float)Interpolation.Lerp(1, EndScale, progressAtTime(timeSinceStart));
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public float AngleAtTime(float timeSinceStart) => (float)Interpolation.Lerp(StartAngle, EndAngle, progressAtTime(timeSinceStart));
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public Vector2 PositionAtTime(float timeSinceStart, float gravity, float maxDuration)
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{
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float progress = progressAtTime(timeSinceStart);
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var currentGravity = new Vector2(0, gravity * Duration / maxDuration * progress);
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return StartPosition + (Velocity + currentGravity) * timeSinceStart / maxDuration;
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}
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private float progressAtTime(float timeSinceStart) => Math.Clamp(timeSinceStart / Duration, 0, 1);
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}
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}
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}
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