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Add basic unit tests for collisionMoveSimple
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@ -21,6 +21,8 @@
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#warning "-ffast-math is known to cause bugs in collision code, do not use!"
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#endif
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bool g_collision_problems_encountered = false;
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namespace {
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struct NearbyCollisionInfo {
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@ -342,6 +344,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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warningstream << "collisionMoveSimple: maximum step interval exceeded,"
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" lost movement details!"<<std::endl;
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}
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g_collision_problems_encountered = true;
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dtime = DTIME_LIMIT;
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} else {
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time_notification_done = false;
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@ -415,7 +418,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Avoid infinite loop
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loopcount++;
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if (loopcount >= 100) {
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warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
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warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infinite loop" << std::endl;
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g_collision_problems_encountered = true;
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break;
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}
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@ -37,6 +37,8 @@ struct CollisionInfo
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v3f new_pos;
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v3f old_speed;
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v3f new_speed;
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// FIXME: this is equivalent to `axis`, why does it exist?
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int plane = -1;
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};
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@ -44,12 +46,16 @@ struct collisionMoveResult
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{
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collisionMoveResult() = default;
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bool touching_ground = false;
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bool collides = false;
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bool touching_ground = false;
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bool standing_on_object = false;
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std::vector<CollisionInfo> collisions;
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};
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/// Status if any problems were ever encountered during collision detection.
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/// @warning For unit test use only.
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extern bool g_collision_problems_encountered;
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/// @brief Moves using a single iteration; speed should not exceed pos_max_d/dtime
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/// @param self (optional) ActiveObject to ignore in the collision detection.
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collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
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@ -24,5 +24,19 @@ public:
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~DummyMap() = default;
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void fill(v3s16 bpmin, v3s16 bpmax, MapNode n)
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{
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for (s16 z = bpmin.Z; z <= bpmax.Z; z++)
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for (s16 y = bpmin.Y; y <= bpmax.Y; y++)
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for (s16 x = bpmin.X; x <= bpmax.X; x++) {
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MapBlock *block = getBlockNoCreateNoEx({x, y, z});
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if (block) {
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for (size_t i = 0; i < MapBlock::nodecount; i++)
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block->getData()[i] = n;
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block->expireIsAirCache();
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}
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}
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}
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bool maySaveBlocks() override { return false; }
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};
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@ -3,6 +3,9 @@
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#include "test.h"
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#include "dummymap.h"
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#include "environment.h"
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#include "irrlicht_changes/printing.h"
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#include "collision.h"
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@ -14,6 +17,7 @@ public:
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void runTests(IGameDef *gamedef);
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void testAxisAlignedCollision();
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void testCollisionMoveSimple(IGameDef *gamedef);
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};
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static TestCollision g_test_instance;
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@ -21,8 +25,42 @@ static TestCollision g_test_instance;
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void TestCollision::runTests(IGameDef *gamedef)
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{
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TEST(testAxisAlignedCollision);
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TEST(testCollisionMoveSimple, gamedef);
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}
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namespace {
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class TestEnvironment : public Environment {
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DummyMap map;
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public:
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TestEnvironment(IGameDef *gamedef)
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: Environment(gamedef), map(gamedef, {-1, -1, -1}, {1, 1, 1})
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{
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map.fill({-1, -1, -1}, {1, 1, 1}, MapNode(CONTENT_AIR));
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}
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void step(f32 dtime) override {}
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Map &getMap() override { return map; }
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void getSelectedActiveObjects(const core::line3d<f32> &shootline_on_map,
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std::vector<PointedThing> &objects,
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const std::optional<Pointabilities> &pointabilities) override {}
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};
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}
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#define UASSERTEQ_F(actual, expected) do { \
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f32 a = (actual); \
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f32 e = (expected); \
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UTEST(fabsf(a - e) <= 0.0001f, "actual: %.f expected: %.f", a, e) \
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} while (0)
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#define UASSERTEQ_V3F(actual, expected) do { \
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v3f va = (actual); \
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v3f ve = (expected); \
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UASSERTEQ_F(va.X, ve.X); UASSERTEQ_F(va.Y, ve.Y); UASSERTEQ_F(va.Z, ve.Z); \
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} while (0)
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////////////////////////////////////////////////////////////////////////////////
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void TestCollision::testAxisAlignedCollision()
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@ -163,3 +201,78 @@ void TestCollision::testAxisAlignedCollision()
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}
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}
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}
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#define fpos(x,y,z) (BS * v3f(x, y, z))
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void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
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{
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auto env = std::make_unique<TestEnvironment>(gamedef);
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g_collision_problems_encountered = false;
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for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
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for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
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env->getMap().setNode({x, 0, z}, MapNode(t_CONTENT_STONE));
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const f32 pos_max_d = 0.25f * BS; // ?
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v3f pos, speed, accel;
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const aabb3f box(fpos(-0.1f, 0, -0.1f), fpos(0.1f, 1.4f, 0.1f));
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collisionMoveResult res;
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/* simple movement with accel */
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pos = fpos(4, 1, 4);
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speed = fpos(0, 0, 0);
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accel = fpos(0, 1, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 1.0f,
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&pos, &speed, accel);
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UASSERT(!res.touching_ground || !res.collides || !res.standing_on_object);
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UASSERT(res.collisions.empty());
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// FIXME: it's easy to tell that this should be y=1.5f, but our code does it wrong.
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// It's unclear if/how this will be fixed.
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UASSERTEQ_V3F(pos, fpos(4, 2, 4));
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UASSERTEQ_V3F(speed, fpos(0, 1, 0));
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/* standing on ground */
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pos = fpos(0, 0.5f, 0);
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speed = fpos(0, 0, 0);
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accel = fpos(0, -9.81f, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 0.04f,
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&pos, &speed, accel);
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UASSERT(res.collides);
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UASSERT(res.touching_ground);
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UASSERT(!res.standing_on_object);
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UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
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UASSERTEQ_V3F(speed, fpos(0, 0, 0));
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UASSERT(res.collisions.size() == 1);
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{
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auto &ci = res.collisions.front();
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UASSERTEQ(int, ci.type, COLLISION_NODE);
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UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
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UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
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}
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/* not moving never collides */
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pos = fpos(0, -100, 0);
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speed = fpos(0, 0, 0);
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accel = fpos(0, 0, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 1/60.0f,
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&pos, &speed, accel);
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UASSERT(!res.collides);
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/* collision in ignore */
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pos = fpos(0, -100, 0);
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speed = fpos(5, 0, 0);
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accel = fpos(0, 0, 0);
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res = collisionMoveSimple(env.get(), gamedef, pos_max_d, box, 0.0f, 1/60.0f,
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&pos, &speed, accel);
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UASSERTEQ_V3F(speed, fpos(0, 0, 0));
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UASSERT(!res.collides); // FIXME this is actually inconsistent
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UASSERT(res.collisions.empty());
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// TODO things to test:
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// standing_on_object, multiple collisions, bouncy, stepheight
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// No warnings should have been raised during our test.
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UASSERT(!g_collision_problems_encountered);
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}
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