refactor overlay windowing
This commit is contained in:
219
wlx-overlay-s/src/windowing/manager.rs
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219
wlx-overlay-s/src/windowing/manager.rs
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use glam::{Affine3A, Vec3, Vec3A};
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use slotmap::{HopSlotMap, Key};
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use crate::{
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overlays::{
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anchor::create_anchor, keyboard::builder::create_keyboard, screen::create_screens,
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watch::create_watch,
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},
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state::AppState,
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windowing::{
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set::OverlayWindowSet, snap_upright, window::OverlayWindowData, OverlayID, OverlaySelector,
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},
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};
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pub struct OverlayWindowManager<T> {
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overlays: HopSlotMap<OverlayID, OverlayWindowData<T>>,
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sets: Vec<OverlayWindowSet>,
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current_set: Option<usize>,
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last_set: usize,
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anchor_local: Affine3A,
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watch_id: OverlayID,
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}
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impl<T> OverlayWindowManager<T>
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where
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T: Default,
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{
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pub fn new(app: &mut AppState, headless: bool) -> anyhow::Result<Self> {
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let mut maybe_keymap = None;
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let mut me = Self {
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overlays: HopSlotMap::with_key(),
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current_set: Some(0),
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last_set: 0,
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sets: vec![OverlayWindowSet::default()],
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anchor_local: Affine3A::from_translation(Vec3::NEG_Z),
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watch_id: OverlayID::null(), // set down below
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};
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if headless {
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log::info!("Running in headless mode; keyboard will be en-US");
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} else {
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// create one work set for each screen.
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match create_screens(app) {
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Ok((data, keymap)) => {
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let last_idx = data.screens.len() - 1;
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for (idx, (meta, mut config)) in data.screens.into_iter().enumerate() {
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config.show_on_spawn = true;
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me.add(OverlayWindowData::from_config(config), app);
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if idx < last_idx {
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me.sets.push(OverlayWindowSet::default());
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me.switch_to_set(app, Some(me.current_set.unwrap() + 1));
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}
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app.screens.push(meta);
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}
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maybe_keymap = keymap;
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}
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Err(e) => log::error!("Unable to initialize screens: {e:?}"),
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}
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}
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let mut keyboard = OverlayWindowData::from_config(create_keyboard(app, maybe_keymap)?);
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keyboard.config.show_on_spawn = true;
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let keyboard_id = me.add(keyboard, app);
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me.switch_to_set(app, None);
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// copy keyboard to all sets
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let kbd_state = me
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.sets
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.last()
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.and_then(|s| s.overlays.get(keyboard_id))
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.unwrap()
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.clone();
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for set in me.sets.iter_mut() {
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set.overlays.insert(keyboard_id, kbd_state.clone());
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}
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let anchor = OverlayWindowData::from_config(create_anchor(app)?);
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me.add(anchor, app);
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let watch = OverlayWindowData::from_config(create_watch(app, me.sets.len())?);
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me.watch_id = me.add(watch, app);
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me.switch_to_set(app, None);
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Ok(me)
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}
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pub fn mut_by_selector(
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&mut self,
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selector: &OverlaySelector,
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) -> Option<&mut OverlayWindowData<T>> {
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match selector {
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OverlaySelector::Id(id) => self.mut_by_id(*id),
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OverlaySelector::Name(name) => self.lookup(name).and_then(|id| self.mut_by_id(id)),
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}
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}
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pub fn remove_by_selector(
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&mut self,
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selector: &OverlaySelector,
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) -> Option<OverlayWindowData<T>> {
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match selector {
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OverlaySelector::Id(id) => self.overlays.remove(*id),
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OverlaySelector::Name(name) => {
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self.lookup(name).and_then(|id| self.overlays.remove(id))
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}
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}
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}
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pub fn get_by_id(&mut self, id: OverlayID) -> Option<&OverlayWindowData<T>> {
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self.overlays.get(id)
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}
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pub fn mut_by_id(&mut self, id: OverlayID) -> Option<&mut OverlayWindowData<T>> {
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self.overlays.get_mut(id)
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}
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pub fn iter(&self) -> impl Iterator<Item = (OverlayID, &'_ OverlayWindowData<T>)> {
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self.overlays.iter()
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}
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pub fn iter_mut(&mut self) -> impl Iterator<Item = (OverlayID, &'_ mut OverlayWindowData<T>)> {
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self.overlays.iter_mut()
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}
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pub fn values(&self) -> impl Iterator<Item = &'_ OverlayWindowData<T>> {
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self.overlays.values()
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}
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pub fn values_mut(&mut self) -> impl Iterator<Item = &'_ mut OverlayWindowData<T>> {
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self.overlays.values_mut()
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}
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pub fn lookup(&self, name: &str) -> Option<OverlayID> {
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self.overlays
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.iter()
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.find(|(_, v)| v.config.name.as_ref() == name)
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.map(|(k, _)| k)
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}
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pub fn add(&mut self, mut overlay: OverlayWindowData<T>, app: &mut AppState) -> OverlayID {
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if overlay.config.show_on_spawn {
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overlay.config.activate(app);
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}
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let id = self.overlays.insert(overlay);
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id
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}
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pub fn switch_or_toggle_set(&mut self, app: &mut AppState, set: usize) {
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let new_set = if self.current_set.iter().any(|cur| *cur == set) {
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None
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} else {
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Some(set)
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};
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self.switch_to_set(app, new_set);
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}
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pub fn switch_to_set(&mut self, app: &mut AppState, new_set: Option<usize>) {
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if new_set == self.current_set {
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return;
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}
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if let Some(current_set) = self.current_set.as_ref() {
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let ws = &mut self.sets[*current_set];
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ws.overlays.clear();
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for (id, data) in self.overlays.iter_mut().filter(|(_, d)| !d.config.global) {
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if let Some(mut state) = data.config.active_state.take() {
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if let Some(transform) = data.config.saved_transform.take() {
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state.transform = transform;
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} else {
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state.transform = Affine3A::ZERO;
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}
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log::warn!("{}: active_state → ws{}", data.config.name, current_set);
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ws.overlays.insert(id, state);
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}
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}
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}
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if let Some(new_set) = new_set {
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if new_set >= self.sets.len() {
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log::warn!("switch_to_set: new_set is out of range ({new_set:?})");
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return;
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}
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let ws = &mut self.sets[new_set];
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for (id, data) in self.overlays.iter_mut().filter(|(_, d)| !d.config.global) {
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if let Some(mut state) = ws.overlays.remove(id) {
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if state.transform.x_axis.length_squared() > f32::EPSILON {
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data.config.saved_transform = Some(state.transform);
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}
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state.transform = Affine3A::IDENTITY;
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log::warn!("{}: ws{} → active_state", data.config.name, new_set);
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data.config.active_state = Some(state);
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data.config.reset(app, false);
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}
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}
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}
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self.current_set = new_set;
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}
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pub fn show_hide(&mut self, app: &mut AppState) {
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if self.current_set.is_none() {
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let hmd = snap_upright(app.input_state.hmd, Vec3A::Y);
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app.anchor = hmd * self.anchor_local;
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self.switch_to_set(app, Some(self.last_set));
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} else {
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self.switch_to_set(app, None);
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}
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// toggle watch back on if it was hidden
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self.mut_by_id(self.watch_id).unwrap().config.activate(app);
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}
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}
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