Some refactor
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123f3ae6ff
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4ceba017c7
@ -8,6 +8,7 @@ RM := rm -rf
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# All of the sources participating in the build are defined here
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-include sources.mk
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-include src/world/subdir.mk
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-include src/window/subdir.mk
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-include src/voxels/subdir.mk
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-include src/physics/subdir.mk
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@ -33,4 +33,5 @@ src/objects \
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src/physics \
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src/voxels \
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src/window \
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src/world \
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24
Debug/src/world/subdir.mk
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24
Debug/src/world/subdir.mk
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@ -0,0 +1,24 @@
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################################################################################
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# Automatically-generated file. Do not edit!
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################################################################################
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# Add inputs and outputs from these tool invocations to the build variables
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CPP_SRCS += \
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../src/world/World.cpp
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OBJS += \
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./src/world/World.o
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CPP_DEPS += \
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./src/world/World.d
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# Each subdirectory must supply rules for building sources it contributes
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src/world/%.o: ../src/world/%.cpp src/world/subdir.mk
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@echo 'Building file: $<'
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@echo 'Invoking: Cross G++ Compiler'
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g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<"
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@echo 'Finished building: $<'
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@echo ' '
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@ -50,7 +50,7 @@ float bytes2Float(char* srcs, unsigned int offset){
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return *(float*)(&value);
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}
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WorldFiles::WorldFiles(const char* directory, size_t mainBufferCapacity) : directory(directory){
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WorldFiles::WorldFiles(std::string directory, size_t mainBufferCapacity) : directory(directory){
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mainBufferIn = new char[CHUNK_VOL*2];
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mainBufferOut = new char[mainBufferCapacity];
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}
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@ -25,7 +25,7 @@ public:
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char* mainBufferIn;
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char* mainBufferOut;
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WorldFiles(const char* directory, size_t mainBufferCapacity);
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WorldFiles(std::string directory, size_t mainBufferCapacity);
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~WorldFiles();
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void put(const char* chunkData, int x, int y);
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@ -1,5 +1,8 @@
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#include "Player.h"
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#include "../physics/Hitbox.h"
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#include "../physics/PhysicsSolver.h"
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#include "../voxels/Chunks.h"
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#include "../window/Events.h"
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#include <glm/glm.hpp>
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@ -5,6 +5,8 @@
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class Camera;
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class Hitbox;
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class PhysicsSolver;
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class Chunks;
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class Player {
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public:
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@ -41,6 +41,7 @@ using namespace glm;
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#include "lighting/Lighting.h"
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#include "physics/Hitbox.h"
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#include "physics/PhysicsSolver.h"
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#include "world/World.h"
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#include "audio/Audio.h"
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#include "audio/audioutil.h"
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@ -49,10 +50,18 @@ using namespace glm;
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#include "declarations.h"
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#include "world_render.h"
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#include "player_control.h"
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int WIDTH = 1280;
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int HEIGHT = 720;
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// Save all world data to files
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void write_world(WorldFiles* wfile, Chunks* chunks){
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void write_world(World* world){
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WorldFiles* wfile = world->wfile;
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Chunks* chunks = world->chunks;
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for (unsigned int i = 0; i < chunks->volume; i++){
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Chunk* chunk = chunks->chunks[i];
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if (chunk == nullptr)
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@ -63,17 +72,6 @@ void write_world(WorldFiles* wfile, Chunks* chunks){
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wfile->write();
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}
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// Deleting world data from memory
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void close_world(WorldFiles* wfile, Chunks* chunks){
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delete chunks;
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delete wfile;
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}
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int WIDTH = 1280;
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int HEIGHT = 720;
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#include "player_control.h"
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int main() {
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setup_definitions();
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@ -93,13 +91,13 @@ int main() {
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}
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std::cout << "-- loading world" << std::endl;
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Camera *camera = new Camera(vec3(-320,255,32), radians(90.0f));
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WorldFiles *wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
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Chunks *chunks = new Chunks(34,1,34, 0,0,0);
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Camera* camera = new Camera(vec3(-320,255,32), radians(90.0f));
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World* world = new World("world-1", "world/", new Chunks(34,1,34, 0,0,0));
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Chunks* chunks = world->chunks;
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Player* player = new Player(vec3(camera->position), 4.0f, camera);
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wfile->readPlayer(player);
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world->wfile->readPlayer(player);
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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@ -142,24 +140,24 @@ int main() {
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update_controls(&physics, chunks, player, delta);
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update_interaction(chunks, &physics, player, &lighting, lineBatch);
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chunks->setCenter(wfile, camera->position.x,0,camera->position.z);
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chunks->setCenter(world->wfile, camera->position.x,0,camera->position.z);
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chunksController._buildMeshes(&renderer, frame);
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int freeLoaders = chunksController.countFreeLoaders();
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for (int i = 0; i < freeLoaders; i++)
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chunksController.loadVisible(wfile);
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chunksController.loadVisible(world->wfile);
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draw_world(player, camera, assets, chunks, occlusion);
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draw_hud(player, assets, chunks, devdata, fps);
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draw_world(player, camera, assets, world, occlusion);
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draw_hud(player, assets, world, devdata, fps);
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Window::swapBuffers();
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Events::pullEvents();
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}
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std::cout << "-- saving world" << std::endl;
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wfile->writePlayer(player);
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write_world(wfile, chunks);
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close_world(wfile, chunks);
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world->wfile->writePlayer(player);
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write_world(world);
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delete world;
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std::cout << "-- shutting down" << std::endl;
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13
src/world/World.cpp
Normal file
13
src/world/World.cpp
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@ -0,0 +1,13 @@
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#include "World.h"
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#include "../files/WorldFiles.h"
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#include "../voxels/Chunk.h"
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#include "../voxels/Chunks.h"
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World::World(std::string name, std::string directory, Chunks* chunks) : name(name), chunks(chunks) {
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wfile = new WorldFiles(directory, REGION_VOL * (CHUNK_VOL * 2 + 8));
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}
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World::~World(){
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delete wfile;
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}
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19
src/world/World.h
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19
src/world/World.h
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@ -0,0 +1,19 @@
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#ifndef WORLD_WORLD_H_
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#define WORLD_WORLD_H_
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#include <string>
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class WorldFiles;
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class Chunks;
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class World {
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public:
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std::string name;
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WorldFiles* wfile;
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Chunks* chunks;
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World(std::string name, std::string directory, Chunks* chunks);
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~World();
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};
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#endif /* WORLD_WORLD_H_ */
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@ -110,7 +110,9 @@ bool chunks_comparator(size_t i, size_t j) {
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}
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void draw_hud(Player* player, Assets* assets, Chunks* chunks, bool devdata, int fps){
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void draw_hud(Player* player, Assets* assets, World* world, bool devdata, int fps){
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Chunks* chunks = world->chunks;
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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Shader* uishader = assets->getShader("ui");
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@ -141,7 +143,9 @@ void draw_hud(Player* player, Assets* assets, Chunks* chunks, bool devdata, int
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batch->render();
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}
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void draw_world(Player* player, Camera* camera, Assets* assets, Chunks* chunks, bool occlusion){
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void draw_world(Player* player, Camera* camera, Assets* assets, World* world, bool occlusion){
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Chunks* chunks = world->chunks;
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glClearColor(0.7f,0.81f,1.0f,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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