Started a TDD for the new animation system.
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3 changed files with 113 additions and 79 deletions
4
Makefile
4
Makefile
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@ -37,7 +37,7 @@ tracy_build:
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meson compile -j 10 -C builddir
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test: build
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./builddir/runtests -d yes
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./builddir/runtests -d yes "[animation-new]"
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run: build test
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ifeq '$(OS)' 'Windows_NT'
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@ -60,7 +60,7 @@ clean:
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meson compile --clean -C builddir
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debug_test: build
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gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests -e
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gdb --nx -x .gdbinit --ex run --ex bt --ex q --args builddir/runtests -e "[animation-new]"
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" scripts\win_installer.ifp'
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@ -1,12 +1,123 @@
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#include <catch2/catch_test_macros.hpp>
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#include "animation.hpp"
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#include "textures.hpp"
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#include "dinkyecs.hpp"
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#include "config.hpp"
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#include <iostream>
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#include <memory>
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using namespace components;
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using namespace textures;
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struct Sheet {
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std::string texture_name;
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int width;
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int height;
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int frame_width;
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int frame_height;
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};
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struct Sequence {
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size_t current_frame;
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float subframe;
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std::vector<size_t> frames;
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std::vector<float> durations;
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};
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struct Transform {
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// how to know when a transform ends?
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float min_x = 1.0f;
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float min_y = 1.0f;
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float max_x = 1.0f;
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float max_y = 1.0f;
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bool simple = true;
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bool flipped = false;
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float ease_rate = 0.5f;
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bool scaled = false;
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bool stationary = false;
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// these can handled by the onLoop, same as ganim8 does it
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bool toggled = false;
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bool looped = false;
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std::shared_ptr<sf::Shader> shader = nullptr;
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// change to using a callback function for these
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ease::Style easing = ease::IN_OUT_BACK;
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ease::Motion motion = ease::RUSH;
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};
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/* Gets the number of times it looped, and returns if it should stop. */
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using OnLoopHandler = std::function<bool(int)>;
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class Animate2 {
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public:
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Sheet& $sheet;
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Sequence $sequence;
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Transform $transform;
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std::shared_ptr<sf::Sprite> $sprite = nullptr;
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std::shared_ptr<sf::Texture> $texture = nullptr;
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Animate2(Sheet sheet, Sequence seq, Transform trans) :
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$sheet(sheet), $sequence(seq), $transform(trans)
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{
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auto st = textures::get_sprite($sheet.texture_name);
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$sprite = st.sprite;
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$texture = st.texture;
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}
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OnLoopHandler onLoop = nullptr;
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};
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/*
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* Animation is a Sheet + Sequence + Transform.
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*
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* A Sheet is just a grid of images with a predefined size for each cell. Arbitrary sized cells not supported.
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*
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* A Sequence is a list of Sheet cells _in any order_. See https://github.com/yottahmd/ganim8-lib. Sequences have a timing element for the cells, possibly a list of durations or a single duration.
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*
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* A Transform is combinations of scale and/or position easing/motion, shader effects, and things like if it's looped or toggled.
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*
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* I like the ganim8 onLoop concept, just a callback that says what to do when the animation has looped.
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*/
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TEST_CASE("new animation system", "[animation-new]") {
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textures::init();
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Sheet sheet{
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.texture_name{"rat_king_boss"},
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.width{720*2},
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.height{720},
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.frame_width{720},
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.frame_height{720},
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};
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Sequence sequence{
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.current_frame{0},
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.subframe{0.0f},
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.frames{0,1},
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.durations{0.1f,0.1f},
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};
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Transform transform{
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.min_x{1.0f},
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.min_y{1.0f},
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.max_x{1.0f},
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.max_y{1.0f},
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.simple{true},
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.flipped{false},
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.ease_rate{0.5f},
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.scaled{false},
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.stationary{false},
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.toggled{false},
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.looped{false},
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};
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Animate2 anim{sheet, sequence, transform};
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anim.onLoop = [](int loop_count) -> bool {
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return loop_count < 2;
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};
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}
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TEST_CASE("animation easing tests", "[animation]") {
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Animation anim;
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@ -1,77 +0,0 @@
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "ansi_parser.hpp"
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#include <codecvt>
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#include <iostream>
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#include "ftxui/dom/elements.hpp" // for text, bgcolor, color, vbox, hbox, separator, operator|, Elements, Element, Fit, border
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#include "ftxui/dom/node.hpp" // for Render
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#include "ftxui/screen/color.hpp" // for Color, Color::Black, Color::Blue, Color::BlueLight, Color::Cyan, Color::CyanLight, Color::Default, Color::GrayDark, Color::GrayLight, Color::Green, Color::GreenLight, Color::Magenta, Color::MagentaLight, Color::Red, Color::RedLight, Color::White, Color::Yellow, Color::YellowLight, Color::Palette256, ftxui
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#include <ftxui/screen/color_info.hpp> // for ColorInfo
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#include <ftxui/screen/screen.hpp> // for Full, Screen
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#include <ftxui/screen/screen.hpp> // for Full, Screen
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#include <ftxui/screen/terminal.hpp> // for ColorSupport, Color, Palette16, Palette256, TrueColor
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#include "render.hpp"
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using namespace fmt;
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using namespace ftxui;
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std::string generate_colors() {
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SFMLRender::init_terminal();
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REQUIRE(ftxui::Terminal::ColorSupport() == ftxui::Terminal::Color::TrueColor);
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const int max_value = 255;
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const int value_increment = 8;
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const int hue_increment = 6;
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int saturation = max_value;
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Elements array;
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int count = 0;
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for (int value = 0; value < max_value; value += 2 * value_increment) {
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Elements line;
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for (int hue = 0; hue < max_value; hue += hue_increment) {
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line.push_back(
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text("#") //
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| ftxui::color(Color::HSV(hue, saturation, value)) //
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| ftxui::bgcolor(Color::HSV(hue, saturation, value + value_increment)));
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count++;
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}
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array.push_back(hbox(std::move(line)));
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}
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auto true_color_display = vbox({
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vbox(std::move(array)),
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});
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auto document = vbox({hbox({
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true_color_display,
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})});
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auto screen = Screen::Create(Dimension::Full(), Dimension::Fit(document));
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Render(screen, document);
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return screen.ToString();
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}
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TEST_CASE("test out ragel parser", "[gui]") {
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SFMLRender::init_terminal();
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sf::Color default_fg(0,0,0);
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sf::Color default_bg(100,100,100);
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// this sets the Truecolor so need to do it first
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ANSIParser ansi(default_fg, default_bg);
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
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std::string colors = generate_colors();
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std::wstring colors_utf = $converter.from_bytes(colors);
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bool good = ansi.parse(colors_utf,
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[&](sf::Color color[[maybe_unused]], sf::Color bgcolor[[maybe_unused]]){
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},
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[&](wchar_t ch) {
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bool correct_char = ch == '#' || ch == ' ' || ch == '\n' || ch == '\r';
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REQUIRE(correct_char);
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});
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REQUIRE(good);
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}
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