mirror of
https://github.com/ppy/osu.git
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d4a00d75e8
Co-authored-by: James Wilson <tsunyoku@gmail.com>
227 lines
10 KiB
C#
227 lines
10 KiB
C#
// 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.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class RhythmEvaluator
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{
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private const int history_time_max = 5 * 1000; // 5 seconds
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private const int history_objects_max = 32;
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private const double rhythm_overall_multiplier = 0.95;
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private const double rhythm_ratio_multiplier = 12.0;
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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return 0;
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double rhythmComplexitySum = 0;
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double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3;
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var island = new Island(deltaDifferenceEpsilon);
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var previousIsland = new Island(deltaDifferenceEpsilon);
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// we can't use dictionary here because we need to compare island with a tolerance
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// which is impossible to pass into the hash comparer
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var islandCounts = new List<(Island Island, int Count)>();
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double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
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bool firstDeltaSwitch = false;
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int historicalNoteCount = Math.Min(current.Index, history_objects_max);
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int rhythmStart = 0;
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while (rhythmStart < historicalNoteCount - 2 && current.StartTime - current.Previous(rhythmStart).StartTime < history_time_max)
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rhythmStart++;
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OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart);
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OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(rhythmStart + 1);
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// we go from the furthest object back to the current one
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for (int i = rhythmStart; i > 0; i--)
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{
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OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
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// scales note 0 to 1 from history to now
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double timeDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max;
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double noteDecay = (double)(historicalNoteCount - i) / historicalNoteCount;
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double currHistoricalDecay = Math.Min(noteDecay, timeDecay); // either we're limited by time or limited by object count.
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double currDelta = currObj.StrainTime;
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double prevDelta = prevObj.StrainTime;
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double lastDelta = lastObj.StrainTime;
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// calculate how much current delta difference deserves a rhythm bonus
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// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
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double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
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double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
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// reduce ratio bonus if delta difference is too big
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double fraction = Math.Max(prevDelta / currDelta, currDelta / prevDelta);
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double fractionMultiplier = Math.Clamp(2.0 - fraction / 8.0, 0.0, 1.0);
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
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double effectiveRatio = windowPenalty * currRatio * fractionMultiplier;
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if (firstDeltaSwitch)
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{
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if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
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{
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// island is still progressing
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island.AddDelta((int)currDelta);
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}
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else
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{
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// bpm change is into slider, this is easy acc window
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if (currObj.BaseObject is Slider)
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effectiveRatio *= 0.125;
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// bpm change was from a slider, this is easier typically than circle -> circle
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// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
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if (prevObj.BaseObject is Slider)
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effectiveRatio *= 0.3;
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// repeated island polarity (2 -> 4, 3 -> 5)
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if (island.IsSimilarPolarity(previousIsland))
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effectiveRatio *= 0.5;
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// previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
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if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon)
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effectiveRatio *= 0.125;
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// repeated island size (ex: triplet -> triplet)
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// TODO: remove this nerf since its staying here only for balancing purposes because of the flawed ratio calculation
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if (previousIsland.DeltaCount == island.DeltaCount)
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effectiveRatio *= 0.5;
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var islandCount = islandCounts.FirstOrDefault(x => x.Island.Equals(island));
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if (islandCount != default)
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{
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int countIndex = islandCounts.IndexOf(islandCount);
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// only add island to island counts if they're going one after another
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if (previousIsland.Equals(island))
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islandCount.Count++;
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// repeated island (ex: triplet -> triplet)
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double power = logistic(island.Delta, 2.75, 0.24, 14);
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effectiveRatio *= Math.Min(3.0 / islandCount.Count, Math.Pow(1.0 / islandCount.Count, power));
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islandCounts[countIndex] = (islandCount.Island, islandCount.Count);
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}
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else
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{
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islandCounts.Add((island, 1));
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}
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// scale down the difficulty if the object is doubletappable
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double doubletapness = prevObj.GetDoubletapness(currObj);
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effectiveRatio *= 1 - doubletapness * 0.75;
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rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
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startRatio = effectiveRatio;
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previousIsland = island;
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if (prevDelta + deltaDifferenceEpsilon < currDelta) // we're slowing down, stop counting
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firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
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island = new Island((int)currDelta, deltaDifferenceEpsilon);
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}
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}
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else if (prevDelta > currDelta + deltaDifferenceEpsilon) // we're speeding up
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{
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// Begin counting island until we change speed again.
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firstDeltaSwitch = true;
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// bpm change is into slider, this is easy acc window
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if (currObj.BaseObject is Slider)
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effectiveRatio *= 0.6;
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// bpm change was from a slider, this is easier typically than circle -> circle
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// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
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if (prevObj.BaseObject is Slider)
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effectiveRatio *= 0.6;
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startRatio = effectiveRatio;
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island = new Island((int)currDelta, deltaDifferenceEpsilon);
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}
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lastObj = prevObj;
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prevObj = currObj;
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}
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - (multiplier * x))));
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private class Island : IEquatable<Island>
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{
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private readonly double deltaDifferenceEpsilon;
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public Island(double epsilon)
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{
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deltaDifferenceEpsilon = epsilon;
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}
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public Island(int delta, double epsilon)
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{
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deltaDifferenceEpsilon = epsilon;
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Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
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DeltaCount++;
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}
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public int Delta { get; private set; } = int.MaxValue;
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public int DeltaCount { get; private set; }
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public void AddDelta(int delta)
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{
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if (Delta == int.MaxValue)
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Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
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DeltaCount++;
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}
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public bool IsSimilarPolarity(Island other)
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{
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// TODO: consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
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// naively adding delta check here breaks _a lot_ of maps because of the flawed ratio calculation
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return DeltaCount % 2 == other.DeltaCount % 2;
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}
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public bool Equals(Island? other)
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{
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if (other == null)
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return false;
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return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
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DeltaCount == other.DeltaCount;
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}
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public override string ToString()
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{
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return $"{Delta}x{DeltaCount}";
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}
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}
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}
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}
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