230 lines
5.0 KiB
C++
230 lines
5.0 KiB
C++
#pragma once
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#include <chrono>
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#include <thread>
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#include <string>
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#include <stdexcept>
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#include "../Base/IGraphicsAppManager.hpp"
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#include "../Base/UI/IWindow.hpp"
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#include "../Base/IGraphicsApp.hpp"
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#include "../Base/PlatformEnums.hpp"
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#include "../Base/Logger.hpp"
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#include "../Base/Timer.hpp"
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#include "../Base/Render/IRenderer.hpp"
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#include "PlatformProducer.hpp"
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namespace openVulkanoCpp
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{
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/**
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* \brief A simple GraphicsAppManager. It can only handle one window.
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*/
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class GraphicsAppManager final : virtual public IGraphicsAppManager, virtual public IWindowHandler
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{
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private:
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IPlatform* platform;
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IWindow* window;
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IGraphicsApp* app;
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IRenderer* renderer;
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RenderAPI::RenderApi renderApi;
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bool paused = false, running = false;
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float fpsTimer = 0, avgFps = 0, avgFrameTime = 0;
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uint64_t frameCount = 0, lastFrameCount = 0;
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Timer frameTimer;
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std::string windowTitleFormat;
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public:
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explicit GraphicsAppManager(IGraphicsApp* app, RenderAPI::RenderApi renderApi = RenderAPI::VULKAN) : app(app), renderApi(renderApi)
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{
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if (renderApi >= RenderAPI::MAX_VALUE) throw std::runtime_error("Invalid RenderAPI");
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Logger::SetupLogger();
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if (!app)
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{
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constexpr auto msg = "The app must not be null!";
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Logger::MANAGER->error(msg);
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throw std::runtime_error(msg);
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}
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platform = PlatformProducer::CreatePlatform(renderApi);
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window = platform->MakeWindow();
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renderer = PlatformProducer::CreateRenderManager(renderApi);
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app->SetGraphicsAppManager(this);
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window->SetWindowHandler(this);
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}
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~GraphicsAppManager() override
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{
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delete renderer;
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delete platform;
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}
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public: // Getter
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RenderAPI::RenderApi GetRenderApi() const override
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{
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return renderApi;
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}
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IGraphicsApp* GetGraphicsApp() const override
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{
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return app;
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}
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IRenderer* GetRenderer() const override
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{
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return renderer;
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}
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bool IsRunning() const override
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{
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return running;
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}
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bool IsPaused() const override
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{
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return paused;
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}
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public: // Setter
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void Stop() override
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{
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running = false;
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Logger::MANAGER->info("Graphics application stopped");
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}
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void Pause() override
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{
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paused = true;
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frameTimer.Stop();
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Logger::MANAGER->info("Graphics application paused");
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}
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void Resume() override
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{
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paused = false;
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frameTimer.Start();
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Logger::MANAGER->info("Graphics application resumed");
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}
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public:
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void Run() override
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{
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running = true;
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StartUp();
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frameTimer.Reset();
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Loop(); // Runs the rendering loop
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ShutDown();
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}
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private:
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void StartUp()
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{
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try
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{
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Logger::MANAGER->info("Initializing ...");
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app->Init();
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platform->Init();
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window->Init(renderApi);
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//TODO restore window settings if there are any set
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renderer->Init(static_cast<IGraphicsAppManager*>(this), window);
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windowTitleFormat = app->GetAppName() + " " + app->GetAppVersion() + " - " + renderer->GetMainRenderDeviceName() + " - {:.1f} fps ({:.1f} ms)";
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Logger::MANAGER->info("Initialized");
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}
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catch (std::exception& e)
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{
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Logger::MANAGER->error("Failed to initiate: {0}", e.what());
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running = false;
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#ifdef DEBUG
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throw e;
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#endif
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}
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}
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void Loop()
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{
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while (running)
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{
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platform->Tick();
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if (paused)
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{ // The rendering is paused
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// No need to burn cpu time if the app is paused
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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else
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{
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app->Tick();
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renderer->Tick();
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frameTimer.Tick();
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UpdateFps();
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}
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}
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}
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void ShutDown() const
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{
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Logger::MANAGER->info("Shutting down ...");
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renderer->Close();
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window->Close();
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platform->Close();
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app->Close();
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Logger::MANAGER->info("Shutdown complete");
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}
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void UpdateFps()
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{
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frameCount++;
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fpsTimer += frameTimer.GetTickSeconds();
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if(fpsTimer > 1.0f)
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{
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avgFps = static_cast<float>(frameCount - lastFrameCount) / fpsTimer;
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avgFrameTime = (1 / avgFps) * 1000.0f;
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lastFrameCount = frameCount;
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fpsTimer = 0;
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window->SetTitle(fmt::format(windowTitleFormat, avgFps, avgFrameTime));
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}
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}
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public: //FPS stuff
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uint64_t GetFrameCount() const override
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{
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return frameCount;
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}
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float GetAvgFrameTime() const override
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{
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return avgFrameTime;
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}
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float GetAvgFps() const override
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{
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return avgFps;
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}
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public: // Window Manager
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void OnWindowMinimize(IWindow* window) override
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{
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if (window != this->window) return;
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Pause();
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}
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void OnWindowRestore(IWindow* window) override
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{
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if (window != this->window) return;
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Resume();
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}
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void OnWindowFocusLost(IWindow* window) override {}
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void OnWindowFocusGained(IWindow* window) override {}
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void OnWindowMove(IWindow* window, int posX, int posY) override {} //TODO save window pos
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void OnWindowResize(IWindow* window, const uint32_t newWidth, const uint32_t newHeight) override
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{
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if(window != this->window) return;
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renderer->Resize(newWidth, newHeight);
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}
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void OnWindowClose(IWindow* window) override
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{
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if (window != this->window) return;
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Stop();
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}
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};
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}
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