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Split out ScrollingHitObjectContainer into new file
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@ -107,13 +107,13 @@ namespace osu.Game.Tests.Visual
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public readonly ScrollingDirection Direction;
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public readonly ScrollingDirection Direction;
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public new ScrollingPlayfield.ScrollingHitObjectContainer HitObjects => (ScrollingPlayfield.ScrollingHitObjectContainer)base.HitObjects;
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public new ScrollingHitObjectContainer HitObjects => (ScrollingHitObjectContainer)base.HitObjects;
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public TestPlayfield(ScrollingDirection direction)
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public TestPlayfield(ScrollingDirection direction)
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{
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{
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Direction = direction;
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Direction = direction;
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base.HitObjects = new ScrollingPlayfield.ScrollingHitObjectContainer(direction);
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base.HitObjects = new ScrollingHitObjectContainer(direction);
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HitObjects.TimeRange.BindTo(TimeRange);
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HitObjects.TimeRange.BindTo(TimeRange);
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}
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}
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}
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}
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79
osu.Game/Rulesets/UI/ScrollingHitObjectContainer.cs
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79
osu.Game/Rulesets/UI/ScrollingHitObjectContainer.cs
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@ -0,0 +1,79 @@
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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 osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI
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{
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public class ScrollingHitObjectContainer : Playfield.HitObjectContainer
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{
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public readonly BindableDouble TimeRange = new BindableDouble
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{
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MinValue = 0,
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MaxValue = double.MaxValue
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};
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public readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
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private readonly ScrollingDirection direction;
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public ScrollingHitObjectContainer(ScrollingDirection direction)
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{
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this.direction = direction;
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RelativeSizeAxes = Axes.Both;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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var currentMultiplier = controlPointAt(Time.Current);
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foreach (var obj in AliveObjects)
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{
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var relativePosition = (Time.Current - obj.HitObject.StartTime) / (TimeRange / currentMultiplier.Multiplier);
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// Todo: We may need to consider scale here
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var finalPosition = (float)relativePosition * DrawSize;
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = -finalPosition.Y;
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break;
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case ScrollingDirection.Down:
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obj.Y = finalPosition.Y;
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break;
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case ScrollingDirection.Left:
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obj.X = -finalPosition.X;
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break;
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case ScrollingDirection.Right:
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obj.X = finalPosition.X;
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break;
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}
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}
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}
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private readonly MultiplierControlPoint searchingPoint = new MultiplierControlPoint();
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private MultiplierControlPoint controlPointAt(double time)
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{
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if (ControlPoints.Count == 0)
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return new MultiplierControlPoint(double.MinValue);
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if (time < ControlPoints[0].StartTime)
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return ControlPoints[0];
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searchingPoint.StartTime = time;
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int index = ControlPoints.BinarySearch(searchingPoint);
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if (index < 0)
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index = ~index - 1;
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return ControlPoints[index];
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}
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}
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}
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@ -7,10 +7,8 @@ using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Input;
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using osu.Framework.Input;
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using osu.Framework.Lists;
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using osu.Framework.MathUtils;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.UI
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namespace osu.Game.Rulesets.UI
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{
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{
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@ -122,74 +120,5 @@ namespace osu.Game.Rulesets.UI
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protected override void Apply(ScrollingPlayfield d, double time) => d.VisibleTimeRange.Value = valueAt(time);
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protected override void Apply(ScrollingPlayfield d, double time) => d.VisibleTimeRange.Value = valueAt(time);
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protected override void ReadIntoStartValue(ScrollingPlayfield d) => StartValue = d.VisibleTimeRange.Value;
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protected override void ReadIntoStartValue(ScrollingPlayfield d) => StartValue = d.VisibleTimeRange.Value;
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}
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}
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public class ScrollingHitObjectContainer : HitObjectContainer
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{
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public readonly BindableDouble TimeRange = new BindableDouble
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{
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MinValue = 0,
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MaxValue = double.MaxValue
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};
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public readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
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private readonly ScrollingDirection direction;
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public ScrollingHitObjectContainer(ScrollingDirection direction)
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{
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this.direction = direction;
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RelativeSizeAxes = Axes.Both;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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var currentMultiplier = controlPointAt(Time.Current);
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foreach (var obj in AliveObjects)
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{
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var relativePosition = (Time.Current - obj.HitObject.StartTime) / (TimeRange / currentMultiplier.Multiplier);
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// Todo: We may need to consider scale here
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var finalPosition = (float)relativePosition * DrawSize;
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = -finalPosition.Y;
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break;
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case ScrollingDirection.Down:
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obj.Y = finalPosition.Y;
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break;
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case ScrollingDirection.Left:
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obj.X = -finalPosition.X;
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break;
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case ScrollingDirection.Right:
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obj.X = finalPosition.X;
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break;
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}
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}
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}
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private readonly MultiplierControlPoint searchingPoint = new MultiplierControlPoint();
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private MultiplierControlPoint controlPointAt(double time)
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{
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if (ControlPoints.Count == 0)
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return new MultiplierControlPoint(double.MinValue);
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if (time < ControlPoints[0].StartTime)
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return ControlPoints[0];
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searchingPoint.StartTime = time;
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int index = ControlPoints.BinarySearch(searchingPoint);
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if (index < 0)
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index = ~index - 1;
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return ControlPoints[index];
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}
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}
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}
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}
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}
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}
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@ -315,6 +315,7 @@
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<Compile Include="Rulesets\Mods\IApplicableMod.cs" />
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<Compile Include="Rulesets\Mods\IApplicableMod.cs" />
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<Compile Include="Rulesets\Mods\IApplicableToDrawableHitObject.cs" />
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<Compile Include="Rulesets\Mods\IApplicableToDrawableHitObject.cs" />
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<Compile Include="Rulesets\UI\ScrollingDirection.cs" />
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<Compile Include="Rulesets\UI\ScrollingDirection.cs" />
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<Compile Include="Rulesets\UI\ScrollingHitObjectContainer.cs" />
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<Compile Include="Screens\Select\ImportFromStablePopup.cs" />
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<Compile Include="Screens\Select\ImportFromStablePopup.cs" />
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<Compile Include="Overlays\Settings\SettingsButton.cs" />
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<Compile Include="Overlays\Settings\SettingsButton.cs" />
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<Compile Include="Rulesets\Edit\Layers\Selection\OriginHandle.cs" />
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<Compile Include="Rulesets\Edit\Layers\Selection\OriginHandle.cs" />
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