mirror of
https://github.com/FliegendeWurst/cursive.git
synced 2024-11-24 09:55:08 +00:00
230 lines
6.3 KiB
Rust
230 lines
6.3 KiB
Rust
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use crate::{backend, event::Event, theme, Cursive, Vec2};
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use std::borrow::{Borrow, BorrowMut};
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use std::time::Duration;
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// How long we wait between two empty input polls
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const INPUT_POLL_DELAY_MS: u64 = 30;
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/// Event loop runner for a cursive instance.
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///
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/// You can get one from `Cursive::runner`, then either call `.run()`, or
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/// manually `.step()`.
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pub struct CursiveRunner<C> {
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siv: C,
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backend: Box<dyn backend::Backend>,
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boring_frame_count: u32,
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// Last layer sizes of the stack view.
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// If it changed, clear the screen.
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last_sizes: Vec<Vec2>,
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}
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impl<C> std::ops::Deref for CursiveRunner<C>
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where
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C: Borrow<Cursive>,
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{
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type Target = Cursive;
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fn deref(&self) -> &Cursive {
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self.siv.borrow()
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}
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}
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impl<C> std::ops::DerefMut for CursiveRunner<C>
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where
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C: BorrowMut<Cursive>,
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{
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fn deref_mut(&mut self) -> &mut Cursive {
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self.siv.borrow_mut()
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}
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}
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impl<C> CursiveRunner<C> {
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pub(crate) fn new(siv: C, backend: Box<dyn backend::Backend>) -> Self {
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CursiveRunner {
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siv,
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backend,
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boring_frame_count: 0,
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last_sizes: Vec::new(),
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}
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}
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/// Returns the size of the screen, in characters.
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fn screen_size(&self) -> Vec2 {
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self.backend.screen_size()
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}
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/// Clean out the terminal and get back the wrapped object.
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pub fn into_inner(self) -> C {
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self.siv
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}
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}
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impl<C> CursiveRunner<C>
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where
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C: BorrowMut<Cursive>,
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{
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fn layout(&mut self) {
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let size = self.screen_size();
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self.siv.borrow_mut().layout(size);
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}
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fn draw(&mut self) {
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let sizes = self.screen().layer_sizes();
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if self.last_sizes != sizes {
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// TODO: Maybe we only need to clear if the _max_ size differs?
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// Or if the positions change?
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self.clear();
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self.last_sizes = sizes;
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}
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if self.needs_clear {
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self.backend.clear(
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self.current_theme().palette[theme::PaletteColor::Background],
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);
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self.needs_clear = false;
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}
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let size = self.screen_size();
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self.siv.borrow_mut().draw(size, &*self.backend);
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}
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/// Performs the first half of `Self::step()`.
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///
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/// This is an advanced method for fine-tuned manual stepping;
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/// you probably want [`run`][1] or [`step`][2].
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///
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/// This processes any pending event or callback. After calling this,
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/// you will want to call [`post_events`][3] with the result from this
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/// function.
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///
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/// Returns `true` if an event or callback was received,
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/// and `false` otherwise.
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///
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/// [1]: CursiveRun::run()
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/// [2]: CursiveRun::step()
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/// [3]: CursiveRun::post_events()
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pub fn process_events(&mut self) -> bool {
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// Things are boring if nothing significant happened.
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let mut boring = true;
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// First, handle all available input
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while let Some(event) = self.backend.poll_event() {
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boring = false;
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self.on_event(event);
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if !self.is_running() {
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return true;
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}
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}
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// Then, handle any available callback
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while self.process_callback() {
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boring = false;
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if !self.is_running() {
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return true;
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}
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}
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!boring
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}
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/// Performs the second half of `Self::step()`.
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///
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/// This is an advanced method for fine-tuned manual stepping;
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/// you probably want [`run`][1] or [`step`][2].
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///
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/// You should call this after [`process_events`][3].
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///
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/// [1]: Cursive::run()
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/// [2]: Cursive::step()
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/// [3]: Cursive::process_events()
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pub fn post_events(&mut self, received_something: bool) {
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let boring = !received_something;
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// How many times should we try if it's still boring?
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// Total duration will be INPUT_POLL_DELAY_MS * repeats
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// So effectively fps = 1000 / INPUT_POLL_DELAY_MS / repeats
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if !boring
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|| self
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.fps()
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.map(|fps| 1000 / INPUT_POLL_DELAY_MS as u32 / fps.get())
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.map(|repeats| self.boring_frame_count >= repeats)
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.unwrap_or(false)
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{
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// We deserve to draw something!
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if boring {
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// We're only here because of a timeout.
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self.on_event(Event::Refresh);
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}
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self.refresh();
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}
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if boring {
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std::thread::sleep(Duration::from_millis(INPUT_POLL_DELAY_MS));
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self.boring_frame_count += 1;
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}
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}
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/// Refresh the screen with the current view tree state.
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pub fn refresh(&mut self) {
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self.boring_frame_count = 0;
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// Do we need to redraw everytime?
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// Probably, actually.
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// TODO: Do we need to re-layout everytime?
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self.layout();
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// TODO: Do we need to redraw every view every time?
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// (Is this getting repetitive? :p)
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self.draw();
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self.backend.refresh();
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}
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/// Return the name of the backend used.
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///
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/// Mostly used for debugging.
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pub fn backend_name(&self) -> &str {
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self.backend.name()
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}
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/// Performs a single step from the event loop.
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///
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/// Useful if you need tighter control on the event loop.
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/// Otherwise, [`run(&mut self)`] might be more convenient.
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///
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/// Returns `true` if an input event or callback was received
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/// during this step, and `false` otherwise.
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///
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/// [`run(&mut self)`]: #method.run
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pub fn step(&mut self) -> bool {
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let received_something = self.process_events();
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self.post_events(received_something);
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received_something
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}
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/// Runs the event loop.
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///
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/// It will wait for user input (key presses)
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/// and trigger callbacks accordingly.
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///
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/// Internally, it calls [`step(&mut self)`] until [`quit(&mut self)`] is
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/// called.
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///
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/// After this function returns, you can call it again and it will start a
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/// new loop.
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///
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/// [`step(&mut self)`]: #method.step
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/// [`quit(&mut self)`]: #method.quit
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pub fn run(&mut self) {
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self.refresh();
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// And the big event loop begins!
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while self.is_running() {
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self.step();
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}
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}
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}
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