refactor
This commit is contained in:
@@ -1,37 +1,52 @@
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import { _decorator, Component, Node, Prefab, instantiate, SpriteFrame } from 'cc';
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import { _decorator, Component, Node, Prefab, instantiate, SpriteFrame, director } from 'cc';
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import { ActorManager } from '../Entity/Actor/ActorManager';
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import DataManager from '../Global/DataManager';
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import { JoyStickManager } from '../UI/JoyStickManager';
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import { ResourceManager } from '../Global/ResourceManager';
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import { PrefabPathEnum, TexturePathEnum } from '../Enum';
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import { EventEnum, PrefabPathEnum, SceneEnum, TexturePathEnum } from '../Enum';
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import NetworkManager from '../Global/NetworkManager';
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import ObjectPoolManager from '../Global/ObjectPoolManager';
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import { BulletManager } from '../Entity/Bullet/BulletManager';
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import { ApiMsgEnum, EntityTypeEnum, IMsgServerSync, InputTypeEnum } from '../Common';
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import EventManager from '../Global/EventManager';
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const { ccclass } = _decorator;
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@ccclass('BattleManager')
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export class BattleManager extends Component {
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stage: Node
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ui: Node
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isInited = false
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onLoad() {
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this.stage = DataManager.Instance.stage = this.node.getChildByName("Stage")
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this.ui = this.node.getChildByName("UI")
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}
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private stage: Node
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private ui: Node
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private shouldUpdate = false
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async start() {
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//清空
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this.clearGame()
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await this.loadRes()
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this.initScene()
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await this.connectServer()
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//资源加载和网络连接同步执行
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await Promise.all([this.loadRes(), this.connectServer()])
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this.initGame()
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// 在场景初始化完毕之前,卡主别的玩家,准备好以后再告知服务器,等所有玩家都准备好以后才开始,这里就不做了
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgServerSync, this.handleSync);
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this.isInited = true
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgServerSync, this.handleSync, this);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgGameEnd, this.leaveGame, this);
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EventManager.Instance.on(EventEnum.GameEnd, this.handleGameEnd, this)
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}
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clearGame() {
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//监听
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgServerSync, this.handleSync, this);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgGameEnd, this.leaveGame, this);
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EventManager.Instance.off(EventEnum.GameEnd, this.handleGameEnd, this)
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//数据
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this.shouldUpdate = false
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ObjectPoolManager.Instance.reset()
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DataManager.Instance.reset()
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//节点
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this.stage = DataManager.Instance.stage = this.node.getChildByName("Stage")
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this.ui = this.node.getChildByName("UI")
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this.stage.destroyAllChildren()
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this.ui.destroyAllChildren()
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}
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@@ -53,12 +68,6 @@ export class BattleManager extends Component {
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await Promise.all(list)
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}
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async initScene() {
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this.initJoyStick()
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this.initShoot()
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this.initMap()
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}
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async connectServer() {
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if (!await NetworkManager.Instance.connect().catch(() => false)) {
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await new Promise((resolve) => setTimeout(resolve, 1000))
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@@ -66,6 +75,26 @@ export class BattleManager extends Component {
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}
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}
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leaveGame() {
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this.clearGame()
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director.loadScene(SceneEnum.Hall);
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}
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async handleGameEnd() {
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const { success, res, error } = await NetworkManager.Instance.callApi(ApiMsgEnum.ApiGameEnd, { rid: DataManager.Instance.roomInfo.id })
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if (!success) {
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console.log(error)
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return;
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}
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}
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async initGame() {
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this.initJoyStick()
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this.initShoot()
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this.initMap()
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this.shouldUpdate = true
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}
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initJoyStick() {
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const prefab = DataManager.Instance.prefabMap.get(EntityTypeEnum.JoyStick)
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const joySitck = instantiate(prefab)
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@@ -86,14 +115,8 @@ export class BattleManager extends Component {
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map.setParent(this.stage)
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}
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handleSync(inputs: IMsgServerSync) {
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for (const input of inputs) {
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DataManager.Instance.applyInput(input)
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}
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}
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update(dt: number) {
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if (!this.isInited) {
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if (!this.shouldUpdate) {
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return
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}
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this.render()
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@@ -158,5 +181,12 @@ export class BattleManager extends Component {
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}
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}
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}
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handleSync(inputs: IMsgServerSync) {
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for (const input of inputs) {
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DataManager.Instance.applyInput(input)
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}
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}
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}
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@@ -25,14 +25,14 @@ export class HallManager extends Component {
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onLoad() {
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director.preloadScene(SceneEnum.Room);
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EventManager.Instance.on(EventEnum.RoomJoin, this.joinRoom, this)
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers, this);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms, this);
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}
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onDestroy() {
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EventManager.Instance.off(EventEnum.RoomJoin, this.joinRoom, this)
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers, this);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms, this);
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}
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start() {
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@@ -1,8 +1,7 @@
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import { _decorator, Component, Node, Prefab, director, instantiate } from 'cc';
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import { ApiMsgEnum, IMsgGameStart, IMsgRoom } from '../Common';
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import { EventEnum, SceneEnum } from '../Enum';
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import { SceneEnum } from '../Enum';
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import DataManager from '../Global/DataManager';
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import EventManager from '../Global/EventManager';
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import NetworkManager from '../Global/NetworkManager';
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import { PlayerManager } from '../UI/PlayerManager';
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const { ccclass, property } = _decorator;
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@@ -17,13 +16,13 @@ export class RoomManager extends Component {
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onLoad() {
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director.preloadScene(SceneEnum.Battle);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgGameStart, this.startGame);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers, this);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgGameStart, this.handleGameStart, this);
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}
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onDestroy() {
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgGameStart, this.startGame);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers, this);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgGameStart, this.handleGameStart, this);
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}
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async start() {
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@@ -32,7 +31,7 @@ export class RoomManager extends Component {
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})
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}
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renderPlayers = ({ room: { players: list } }: IMsgRoom) => {
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renderPlayers({ room: { players: list } }: IMsgRoom) {
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for (const item of this.playerContainer.children) {
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item.active = false
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}
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@@ -67,13 +66,10 @@ export class RoomManager extends Component {
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console.log(error)
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return;
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}
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// director.loadScene(SceneEnum.Battle);
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}
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startGame = ({ state }: IMsgGameStart) => {
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handleGameStart({ state }: IMsgGameStart) {
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DataManager.Instance.state = state
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director.loadScene(SceneEnum.Battle);
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}
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}
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