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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;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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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.Shapes;
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using osu.Framework.Layout;
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using osu.Game.Rulesets.Osu.Scoring;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Statistics
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{
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public class Heatmap : CompositeDrawable
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{
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/// <summary>
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/// Size of the inner circle containing the "hit" points, relative to the size of this <see cref="Heatmap"/>.
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/// All other points outside of the inner circle are "miss" points.
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/// </summary>
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private const float inner_portion = 0.8f;
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private const float rotation = 45;
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private const float point_size = 4;
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private readonly IReadOnlyList<HitOffset> offsets;
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private Container<HitPoint> allPoints;
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private readonly LayoutValue sizeLayout = new LayoutValue(Invalidation.DrawSize);
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public Heatmap(IReadOnlyList<HitOffset> offsets)
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{
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this.offsets = offsets;
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AddLayout(sizeLayout);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Children = new Drawable[]
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{
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new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(inner_portion),
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Masking = true,
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BorderThickness = 2f,
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BorderColour = Color4.White,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex("#202624")
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}
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = -rotation,
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Alpha = 0.3f,
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},
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new Box
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 2, // We're rotating along a diagonal - we don't really care how big this is.
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Width = 1f,
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Rotation = rotation
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Width = 10,
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Height = 2f,
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Y = -1,
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Width = 2f,
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Height = 10,
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}
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}
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},
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allPoints = new Container<HitPoint>
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{
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RelativeSizeAxes = Axes.Both
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}
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}
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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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validateHitPoints();
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}
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private void validateHitPoints()
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{
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if (sizeLayout.IsValid)
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return;
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allPoints.Clear();
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// Since the content is fit, both dimensions should have the same size.
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float size = allPoints.DrawSize.X;
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Vector2 centre = new Vector2(size / 2);
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int rows = (int)Math.Ceiling(size / point_size);
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int cols = (int)Math.Ceiling(size / point_size);
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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Vector2 pos = new Vector2(c * point_size, r * point_size);
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HitPointType pointType = HitPointType.Hit;
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if (Vector2.Distance(pos, centre) > size * inner_portion / 2)
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pointType = HitPointType.Miss;
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allPoints.Add(new HitPoint(pos, pointType)
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{
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Size = new Vector2(point_size),
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Colour = pointType == HitPointType.Hit ? new Color4(102, 255, 204, 255) : new Color4(255, 102, 102, 255)
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});
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}
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}
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if (offsets?.Count > 0)
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{
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foreach (var o in offsets)
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AddPoint(o.Position1, o.Position2, o.HitPosition, o.Radius);
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}
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sizeLayout.Validate();
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}
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protected void AddPoint(Vector2 start, Vector2 end, Vector2 hitPoint, float radius)
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{
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if (allPoints.Count == 0)
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return;
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double angle1 = Math.Atan2(end.Y - hitPoint.Y, hitPoint.X - end.X); // Angle between the end point and the hit point.
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double angle2 = Math.Atan2(end.Y - start.Y, start.X - end.X); // Angle between the end point and the start point.
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double finalAngle = angle2 - angle1; // Angle between start, end, and hit points.
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float normalisedDistance = Vector2.Distance(hitPoint, end) / radius;
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// Since the content is fit, both dimensions should have the same size.
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float size = allPoints.DrawSize.X;
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// Find the most relevant hit point.
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double minDist = double.PositiveInfinity;
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HitPoint point = null;
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foreach (var p in allPoints)
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{
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Vector2 localCentre = new Vector2(size / 2);
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float localRadius = localCentre.X * inner_portion * normalisedDistance;
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double localAngle = finalAngle + 3 * Math.PI / 4;
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Vector2 localPoint = localCentre + localRadius * new Vector2((float)Math.Cos(localAngle), (float)Math.Sin(localAngle));
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float dist = Vector2.Distance(p.DrawPosition + p.DrawSize / 2, localPoint);
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if (dist < minDist)
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{
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minDist = dist;
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point = p;
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}
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}
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Debug.Assert(point != null);
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point.Increment();
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}
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private class HitPoint : Circle
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{
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private readonly HitPointType pointType;
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public HitPoint(Vector2 position, HitPointType pointType)
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{
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this.pointType = pointType;
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Position = position;
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Alpha = 0;
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}
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public void Increment()
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{
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if (Alpha < 1)
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Alpha += 0.1f;
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else if (pointType == HitPointType.Hit)
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Colour = ((Color4)Colour).Lighten(0.1f);
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}
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}
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private enum HitPointType
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{
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Hit,
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Miss
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}
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}
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}
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