2019-01-24 16:43:03 +08:00
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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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2018-04-13 17:19:50 +08:00
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2020-11-18 14:39:02 +08:00
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using System;
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using System.Diagnostics;
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using JetBrains.Annotations;
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2018-04-13 17:19:50 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Judgements
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{
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/// <summary>
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/// A drawable object which visualises the hit result of a <see cref="Judgements.Judgement"/>.
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/// </summary>
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public class DrawableJudgement : PoolableDrawable
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{
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private const float judgement_size = 128;
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public JudgementResult Result { get; private set; }
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public DrawableHitObject JudgedObject { get; private set; }
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public override bool RemoveCompletedTransforms => false;
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protected SkinnableDrawable JudgementBody { get; private set; }
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private readonly Container aboveHitObjectsContent;
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[Resolved]
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private ISkinSource skinSource { get; set; }
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/// <summary>
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/// Duration of initial fade in.
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/// </summary>
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[Obsolete("Apply any animations manually via ApplyHitAnimations / ApplyMissAnimations. Defaults were moved inside skinned components.")]
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protected virtual double FadeInDuration => 100;
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/// <summary>
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/// Duration to wait until fade out begins. Defaults to <see cref="FadeInDuration"/>.
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/// </summary>
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[Obsolete("Apply any animations manually via ApplyHitAnimations / ApplyMissAnimations. Defaults were moved inside skinned components.")]
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protected virtual double FadeOutDelay => FadeInDuration;
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/// <summary>
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/// Creates a drawable which visualises a <see cref="Judgements.Judgement"/>.
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/// </summary>
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/// <param name="result">The judgement to visualise.</param>
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/// <param name="judgedObject">The object which was judged.</param>
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public DrawableJudgement(JudgementResult result, DrawableHitObject judgedObject)
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: this()
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{
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Apply(result, judgedObject);
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}
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public DrawableJudgement()
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{
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Size = new Vector2(judgement_size);
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Origin = Anchor.Centre;
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AddInternal(aboveHitObjectsContent = new Container
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{
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Depth = float.MinValue,
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RelativeSizeAxes = Axes.Both
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});
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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prepareDrawables();
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}
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public Drawable GetProxyAboveHitObjectsContent() => aboveHitObjectsContent.CreateProxy();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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skinSource.SourceChanged += onSkinChanged;
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}
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private void onSkinChanged()
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{
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// on a skin change, the child component will update but not get correctly triggered to play its animation.
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// we need to trigger a reinitialisation to make things right.
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currentDrawableType = null;
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PrepareForUse();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (skinSource != null)
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skinSource.SourceChanged -= onSkinChanged;
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}
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/// <summary>
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/// Apply top-level animations to the current judgement when successfully hit.
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/// If displaying components which require lifetime extensions, manually adjusting <see cref="Drawable.LifetimeEnd"/> is required.
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/// </summary>
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/// <remarks>
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/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
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/// This allows applying animations which don't affect custom skins.
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/// </remarks>
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protected virtual void ApplyHitAnimations()
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{
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}
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/// <summary>
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/// Apply top-level animations to the current judgement when missed.
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/// If displaying components which require lifetime extensions, manually adjusting <see cref="Drawable.LifetimeEnd"/> is required.
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/// </summary>
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/// <remarks>
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/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
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/// This allows applying animations which don't affect custom skins.
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/// </remarks>
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protected virtual void ApplyMissAnimations()
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{
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}
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/// <summary>
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/// Associate a new result / object with this judgement. Should be called when retrieving a judgement from a pool.
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/// </summary>
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/// <param name="result">The applicable judgement.</param>
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/// <param name="judgedObject">The drawable object.</param>
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public void Apply([NotNull] JudgementResult result, [CanBeNull] DrawableHitObject judgedObject)
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{
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Result = result;
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JudgedObject = judgedObject;
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}
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protected override void PrepareForUse()
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{
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base.PrepareForUse();
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Debug.Assert(Result != null);
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prepareDrawables();
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runAnimation();
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}
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private void runAnimation()
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{
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// undo any transforms applies in ApplyMissAnimations/ApplyHitAnimations to get a sane initial state.
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ApplyTransformsAt(double.MinValue, true);
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ClearTransforms(true);
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LifetimeStart = Result.TimeAbsolute;
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using (BeginAbsoluteSequence(Result.TimeAbsolute, true))
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{
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// not sure if this should remain going forward.
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JudgementBody.ResetAnimation();
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switch (Result.Type)
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{
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case HitResult.None:
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break;
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case HitResult.Miss:
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ApplyMissAnimations();
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break;
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default:
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ApplyHitAnimations();
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break;
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}
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if (JudgementBody.Drawable is IAnimatableJudgement animatable)
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{
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var drawableAnimation = (Drawable)animatable;
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animatable.PlayAnimation();
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// a derived version of DrawableJudgement may be proposing a lifetime.
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// if not adjusted (or the skinned portion requires greater bounds than calculated) use the skinned source's lifetime.
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double lastTransformTime = drawableAnimation.LatestTransformEndTime;
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if (LifetimeEnd == double.MaxValue || lastTransformTime > LifetimeEnd)
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LifetimeEnd = lastTransformTime;
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}
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}
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}
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private HitResult? currentDrawableType;
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private void prepareDrawables()
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{
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var type = Result?.Type ?? HitResult.Perfect; //TODO: better default type from ruleset
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// todo: this should be removed once judgements are always pooled.
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if (type == currentDrawableType)
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return;
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2020-07-27 05:22:31 +08:00
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// sub-classes might have added their own children that would be removed here if .InternalChild was used.
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if (JudgementBody != null)
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RemoveInternal(JudgementBody);
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aboveHitObjectsContent.Clear();
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AddInternal(JudgementBody = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ =>
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CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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if (JudgementBody.Drawable is IAnimatableJudgement animatable)
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{
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var proxiedContent = animatable.GetAboveHitObjectsProxiedContent();
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if (proxiedContent != null)
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aboveHitObjectsContent.Add(proxiedContent);
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}
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currentDrawableType = type;
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}
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protected virtual Drawable CreateDefaultJudgement(HitResult result) => new DefaultJudgementPiece(result);
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}
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}
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