mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-29 04:58:08 +00:00
209 lines
7.3 KiB
JavaScript
209 lines
7.3 KiB
JavaScript
const i18n = require('LanguageData');
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i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
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const OnlineMap = require('./Map');
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cc.Class({
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extends: OnlineMap,
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onDestroy() {
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console.warn("+++++++ Map onDestroy()");
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},
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spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
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const self = this;
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const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
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const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
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if (1 == joinIndex) {
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playerScriptIns.setSpecies("SoldierElf");
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} else if (2 == joinIndex) {
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playerScriptIns.setSpecies("SoldierFireGhost");
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playerScriptIns.animComp.node.scaleX = (-1.0);
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}
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const wpos = self.virtualGridToWorldPos(vx, vy);
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newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
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playerScriptIns.mapNode = self.node;
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const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
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const d = playerRichInfo.colliderRadius * 2,
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x0 = cpos[0],
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y0 = cpos[1];
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let pts = [[0, 0], [d, 0], [d, d], [0, d]];
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const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
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safelyAddChild(self.node, newPlayerNode);
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setLocalZOrder(newPlayerNode, 5);
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newPlayerNode.active = true;
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playerScriptIns.scheduleNewDirection({
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dx: playerRichInfo.dir.dx,
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dy: playerRichInfo.dir.dy
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}, true);
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return [newPlayerNode, playerScriptIns];
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},
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onLoad() {
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const self = this;
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window.mapIns = self;
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cc.director.getCollisionManager().enabled = false;
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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self.mainCameraNode = self.canvasNode.getChildByName("Main Camera");
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self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
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for (let child of self.mainCameraNode.children) {
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child.setScale(1 / self.mainCamera.zoomRatio);
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}
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self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
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self.mainCameraNode.setPosition(cc.v2());
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/** Init required prefab ended. */
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self.inputDelayFrames = 8;
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self.inputScaleFrames = 2;
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self.inputFrameUpsyncDelayTolerance = 2;
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self.rollbackEstimatedDt = 0.016667;
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self.rollbackEstimatedDtMillis = 16.667;
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self.rollbackEstimatedDtNanos = 16666666;
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self.maxChasingRenderFramesPerUpdate = 5;
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self.worldToVirtualGridRatio = 1000;
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self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
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const tiledMapIns = self.node.getComponent(cc.TiledMap);
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const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
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cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
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if (null != err) {
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console.error(err);
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return;
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}
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tiledMapIns.tmxAsset = null;
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mapNode.removeAllChildren();
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self._resetCurrentMatch();
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tiledMapIns.tmxAsset = tmxAsset;
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const newMapSize = tiledMapIns.getMapSize();
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const newTileSize = tiledMapIns.getTileSize();
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self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
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self.node.setPosition(cc.v2(0, 0));
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let barrierIdCounter = 0;
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const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
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for (let boundaryObj of boundaryObjs.barriers) {
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const x0 = boundaryObj.anchor.x,
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y0 = boundaryObj.anchor.y;
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const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
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return [p.x, p.y];
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}));
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if (self.showCriticalCoordinateLabels) {
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for (let i = 0; i < boundaryObj.length; ++i) {
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const barrierVertLabelNode = new cc.Node();
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switch (i % 4) {
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case 0:
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barrierVertLabelNode.color = cc.Color.RED;
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break;
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case 1:
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barrierVertLabelNode.color = cc.Color.GRAY;
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break;
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case 2:
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barrierVertLabelNode.color = cc.Color.BLACK;
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break;
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default:
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barrierVertLabelNode.color = cc.Color.MAGENTA;
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break;
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}
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const wx = boundaryObj.anchor.x + boundaryObj[i].x,
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wy = boundaryObj.anchor.y + boundaryObj[i].y;
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barrierVertLabelNode.setPosition(cc.v2(wx, wy));
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const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
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barrierVertLabel.fontSize = 12;
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barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
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barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
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safelyAddChild(self.node, barrierVertLabelNode);
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setLocalZOrder(barrierVertLabelNode, 5);
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barrierVertLabelNode.active = true;
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}
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}
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// console.log("Created barrier: ", newBarrier);
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++barrierIdCounter;
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const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
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self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
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}
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const startRdf = {
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id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
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players: {
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10: {
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id: 10,
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joinIndex: 2,
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virtualGridX: 0,
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virtualGridY: 0,
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speed: 2 * self.worldToVirtualGridRatio,
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dir: {
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dx: 0,
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dy: 0
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}
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},
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},
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playerMetas: {
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10: {
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colliderRadius: 12,
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},
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}
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};
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self.selfPlayerInfo = {
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id: 10
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};
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self._initPlayerRichInfoDict(startRdf.players, startRdf.playerMetas);
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self.onRoomDownsyncFrame(startRdf);
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self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
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});
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},
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update(dt) {
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const self = this;
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if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
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const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
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if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
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// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
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return;
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}
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try {
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let st = performance.now();
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let prevSelfInput = null,
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currSelfInput = null;
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const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
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if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
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const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
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prevSelfInput = prevAndCurrInputs[0];
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currSelfInput = prevAndCurrInputs[1];
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}
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const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
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self.applyRoomDownsyncFrameDynamics(rdf);
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let t3 = performance.now();
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} catch (err) {
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console.error("Error during Map.update", err);
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} finally {
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++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
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}
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}
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},
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});
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