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https://github.com/ppy/osu.git
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Merge branch 'master' into fix-beatmap-wedge-appear
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commit
259e32f485
@ -1 +1 @@
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Subproject commit 4287ee8043fb1419017359bc3a5db5dc06bc643f
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Subproject commit e01f71160fb9b3167efcd177c7d7dba9e5d36604
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@ -2,7 +2,6 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Game.Audio;
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@ -13,7 +12,7 @@ namespace osu.Game.Rulesets.Taiko.Audio
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public class DrumSampleMapping
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{
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private readonly ControlPointInfo controlPoints;
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private readonly Dictionary<SampleControlPoint, DrumSample> mappings = new Dictionary<SampleControlPoint, DrumSample>();
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private readonly Dictionary<double, DrumSample> mappings = new Dictionary<double, DrumSample>();
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public DrumSampleMapping(ControlPointInfo controlPoints, AudioManager audio)
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{
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@ -26,17 +25,17 @@ namespace osu.Game.Rulesets.Taiko.Audio
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else
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samplePoints = controlPoints.SamplePoints;
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foreach (var s in samplePoints.Distinct())
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foreach (var s in samplePoints)
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{
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mappings[s] = new DrumSample
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mappings[s.Time] = new DrumSample
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{
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Centre = s.GetSampleInfo().GetChannel(audio.Sample),
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Rim = s.GetSampleInfo(SampleInfo.HIT_CLAP).GetChannel(audio.Sample)
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Centre = s.GetSampleInfo().GetChannel(audio.Sample, "Taiko"),
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Rim = s.GetSampleInfo(SampleInfo.HIT_CLAP).GetChannel(audio.Sample, "Taiko")
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};
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}
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}
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public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time)];
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public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time).Time];
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public class DrumSample
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{
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@ -41,6 +41,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<SampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != SampleInfo.HIT_NORMAL && s.Name != SampleInfo.HIT_CLAP);
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protected override string SampleNamespace => "Taiko";
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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public abstract bool OnPressed(TaikoAction action);
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@ -3,9 +3,6 @@
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -75,13 +72,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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FirstTick = first,
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TickSpacing = tickSpacing,
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StartTime = t,
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IsStrong = IsStrong,
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Samples = new List<SampleInfo>(Samples.Select(s => new SampleInfo
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{
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Bank = s.Bank,
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Name = @"slidertick",
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Volume = s.Volume
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}))
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IsStrong = IsStrong
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});
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first = false;
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44
osu.Game.Rulesets.Taiko/Tests/TestCaseInputDrum.cs
Normal file
44
osu.Game.Rulesets.Taiko/Tests/TestCaseInputDrum.cs
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@ -0,0 +1,44 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using OpenTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Audio;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[Ignore("getting CI working")]
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public class TestCaseInputDrum : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(InputDrum),
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typeof(DrumSampleMapping),
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typeof(SampleInfo),
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typeof(SampleControlPoint)
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};
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public TestCaseInputDrum()
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{
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Add(new TaikoInputManager(new RulesetInfo { ID = 1 })
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{
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RelativeSizeAxes = Axes.Both,
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Child = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200),
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Child = new InputDrum(new ControlPointInfo())
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}
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});
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}
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}
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}
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@ -152,14 +152,14 @@ namespace osu.Game.Rulesets.Taiko.UI
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target = centreHit;
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back = centre;
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drumSample.Centre.Play();
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drumSample.Centre?.Play();
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}
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else if (action == RimAction)
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{
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target = rimHit;
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back = rim;
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drumSample.Rim.Play();
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drumSample.Rim?.Play();
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}
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if (target != null)
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@ -83,6 +83,7 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Scoring\TaikoScoreProcessor.cs" />
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<Compile Include="TaikoInputManager.cs" />
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<Compile Include="Tests\TestCaseInputDrum.cs" />
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<Compile Include="Tests\TestCasePerformancePoints.cs" />
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<Compile Include="Tests\TestCaseTaikoPlayfield.cs" />
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<Compile Include="UI\HitTarget.cs" />
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.IO;
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using osu.Framework.Audio.Sample;
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namespace osu.Game.Audio
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@ -14,10 +15,20 @@ namespace osu.Game.Audio
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public const string HIT_NORMAL = @"hitnormal";
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public const string HIT_CLAP = @"hitclap";
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public SampleChannel GetChannel(SampleManager manager)
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public SampleChannel GetChannel(SampleManager manager, string resourceNamespace = null)
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{
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var channel = manager.Get($"Gameplay/{Bank}-{Name}");
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channel.Volume.Value = Volume / 100.0;
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SampleChannel channel = null;
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if (resourceNamespace != null)
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channel = manager.Get(Path.Combine("Gameplay", resourceNamespace, $"{Bank}-{Name}"));
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// try without namespace as a fallback.
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if (channel == null)
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channel = manager.Get(Path.Combine("Gameplay", $"{Bank}-{Name}"));
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if (channel != null)
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channel.Volume.Value = Volume / 100.0;
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return channel;
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}
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/// <summary>
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/// The default sample volume at this control point.
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/// </summary>
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public int SampleVolume;
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public int SampleVolume = 100;
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/// <summary>
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/// Create a SampleInfo based on the sample settings in this control point.
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protected List<SampleChannel> Samples = new List<SampleChannel>();
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protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
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// Todo: Rulesets should be overriding the resources instead, but we need to figure out where/when to apply overrides first
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protected virtual string SampleNamespace => null;
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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protected DrawableHitObject(TObject hitObject)
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@ -101,7 +104,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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Volume = s.Volume > 0 ? s.Volume : HitObject.SampleControlPoint.SampleVolume
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};
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SampleChannel channel = localSampleInfo.GetChannel(audio.Sample);
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SampleChannel channel = localSampleInfo.GetChannel(audio.Sample, SampleNamespace);
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if (channel == null)
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continue;
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