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Merge branch 'master' into mania-key-expand-mobile
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commit
998d709331
@ -255,16 +255,6 @@ namespace osu.Game.Rulesets.Mania
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case ModType.Conversion:
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return new Mod[]
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{
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new MultiMod(new ManiaModKey4(),
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new ManiaModKey5(),
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new ManiaModKey6(),
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new ManiaModKey7(),
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new ManiaModKey8(),
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new ManiaModKey9(),
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new ManiaModKey10(),
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3()),
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new ManiaModRandom(),
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new ManiaModDualStages(),
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new ManiaModMirror(),
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@ -272,7 +262,19 @@ namespace osu.Game.Rulesets.Mania
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new ManiaModClassic(),
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new ManiaModInvert(),
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new ManiaModConstantSpeed(),
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new ManiaModHoldOff()
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new ManiaModHoldOff(),
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new MultiMod(
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new ManiaModKey1(),
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new ManiaModKey2(),
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new ManiaModKey3(),
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new ManiaModKey4(),
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new ManiaModKey5(),
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new ManiaModKey6(),
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new ManiaModKey7(),
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new ManiaModKey8(),
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new ManiaModKey9(),
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new ManiaModKey10()
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),
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};
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case ModType.Automation:
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@ -2,11 +2,9 @@
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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.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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@ -22,6 +20,7 @@ using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -90,21 +89,18 @@ namespace osu.Game.Rulesets.Osu.Mods
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break;
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default:
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addBubble();
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BubbleDrawable bubble = bubblePool.Get();
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bubble.WasHit = drawable.IsHit;
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bubble.Position = getPosition(drawableOsuHitObject);
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bubble.AccentColour = drawable.AccentColour.Value;
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bubble.InitialSize = new Vector2(bubbleSize);
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bubble.FadeTime = bubbleFade;
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bubble.MaxSize = maxSize;
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bubbleContainer.Add(bubble);
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break;
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}
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void addBubble()
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{
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BubbleDrawable bubble = bubblePool.Get();
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bubble.DrawableOsuHitObject = drawableOsuHitObject;
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bubble.InitialSize = new Vector2(bubbleSize);
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bubble.FadeTime = bubbleFade;
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bubble.MaxSize = maxSize;
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bubbleContainer.Add(bubble);
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}
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};
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drawableObject.OnRevertResult += (drawable, _) =>
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@ -118,18 +114,38 @@ namespace osu.Game.Rulesets.Osu.Mods
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};
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}
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private Vector2 getPosition(DrawableOsuHitObject drawableObject)
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{
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switch (drawableObject)
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{
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// SliderHeads are derived from HitCircles,
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// so we must handle them before to avoid them using the wrong positioning logic
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case DrawableSliderHead:
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return drawableObject.HitObject.Position;
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// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
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case DrawableHitCircle:
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return drawableObject.Position;
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default:
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return drawableObject.HitObject.Position;
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}
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}
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#region Pooled Bubble drawable
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private partial class BubbleDrawable : PoolableDrawable
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{
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public DrawableOsuHitObject? DrawableOsuHitObject { get; set; }
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public Vector2 InitialSize { get; set; }
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public float MaxSize { get; set; }
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public double FadeTime { get; set; }
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public bool WasHit { get; set; }
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public Color4 AccentColour { get; set; }
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private readonly Box colourBox;
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private readonly CircularContainer content;
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@ -157,15 +173,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected override void PrepareForUse()
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{
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Debug.Assert(DrawableOsuHitObject.IsNotNull());
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Colour = DrawableOsuHitObject.IsHit ? Colour4.White : Colour4.Black;
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Colour = WasHit ? Colour4.White : Colour4.Black;
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Scale = new Vector2(1);
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Position = getPosition(DrawableOsuHitObject);
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Size = InitialSize;
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//We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect.
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ColourInfo colourDarker = DrawableOsuHitObject.AccentColour.Value.Darken(0.1f);
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ColourInfo colourDarker = AccentColour.Darken(0.1f);
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// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
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double duration = 1700 + Math.Pow(FadeTime, 1.07f);
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@ -178,7 +191,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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.ScaleTo(MaxSize * 1.5f, duration * 0.2f, Easing.OutQuint)
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.FadeOut(duration * 0.2f, Easing.OutCirc).Expire();
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if (!DrawableOsuHitObject.IsHit) return;
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if (!WasHit) return;
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content.BorderThickness = InitialSize.X / 3.5f;
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content.BorderColour = Colour4.White;
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@ -192,24 +205,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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// Avoids transparency overlap issues during the bubble "pop"
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.TransformTo(nameof(BorderThickness), 0f);
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}
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private Vector2 getPosition(DrawableOsuHitObject drawableObject)
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{
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switch (drawableObject)
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{
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// SliderHeads are derived from HitCircles,
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// so we must handle them before to avoid them using the wrong positioning logic
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case DrawableSliderHead:
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return drawableObject.HitObject.Position;
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// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
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case DrawableHitCircle:
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return drawableObject.Position;
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default:
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return drawableObject.HitObject.Position;
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}
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}
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}
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#endregion
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@ -275,6 +275,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (spinningSample != null && spinnerFrequencyModulate)
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spinningSample.Frequency.Value = spinning_sample_modulated_base_frequency + Progress;
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// Ticks can theoretically be judged at any point in the spinner's duration.
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// A tick must be alive to correctly play back samples,
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// but for performance reasons, we only want to keep the next tick alive.
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var next = NestedHitObjects.FirstOrDefault(h => !h.Judged);
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// See default `LifetimeStart` as set in `DrawableSpinnerTick`.
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if (next?.LifetimeStart == double.MaxValue)
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next.LifetimeStart = HitObject.StartTime;
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}
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protected override void UpdateAfterChildren()
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@ -11,8 +11,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public override bool DisplayResult => false;
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protected DrawableSpinner DrawableSpinner => (DrawableSpinner)ParentHitObject;
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public DrawableSpinnerTick()
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: this(null)
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{
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@ -29,10 +27,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.OnApply();
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// the tick can be theoretically judged at any point in the spinner's duration,
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// so it must be alive throughout the spinner's entire lifetime.
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// this mostly matters for correct sample playback.
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LifetimeStart = DrawableSpinner.HitObject.StartTime;
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// Lifetime will be managed by `DrawableSpinner`.
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LifetimeStart = double.MaxValue;
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}
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/// <summary>
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