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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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-- Driver: one scene, once per rung of the AA row.
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--
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-- The AA row is the one setting in this mod whose whole effect is a pixel
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-- wide, so it is also the one that cannot be judged from a description. This
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-- renders the SAME frame at each rung and writes one PNG per rung; put two of
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-- them side by side, magnified, and the row is either doing something or it
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-- is not.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/aa_shots.lua \
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-- SHOT_DIR=<dir> lovec.exe .
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--
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-- knobs (env):
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-- SHOT_DIR output directory (created if missing) (default "shots/aa")
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-- AA_MAP map id (default VIRIDIAN_CITY)
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-- AA_SPOT "x,y[,facing]" (default 20,26,up)
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-- AA_RUNG the voxel camera rung (default 5, the 75 one)
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--
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-- The scene defaults to a town at the LOW camera on purpose: roof ridges, the
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-- diagonal of a fence and a tree's silhouette against the sky are the edges
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-- that stair-step, and 75 degrees is the rung that puts the most of them at an
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-- angle to the pixel grid.
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--
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-- Determinism matters here for the same reason it does in voxel_shots_ab: the
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-- three shots differ ONLY by the row under test, or comparing them means
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-- nothing. The clock is pinned, the animated tile slots are frozen, the
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-- townsfolk are stopped where they stand, and the tilt-shift is held at zero
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-- (a gaussian over the frame would smear away the very edges being looked at).
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--
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-- Nothing here writes the player's options: the row is moved with
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-- ModSetting:sync, which moves the cached index and persists nothing.
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Pipelines = require("src.render.Pipelines")
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local OverworldState = require("src.world.OverworldController")
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local ROOT = os.getenv("SHOT_DIR") or "shots/aa"
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local handle = game.mods.exports["DRAMATIC_SHAPE"]
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if not (handle and handle.lib) then
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print("[aa] DRAMATIC_SHAPE mod not loaded -- nothing to shoot")
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return
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end
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local V = handle.lib
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local DayNight = V.require("DayNight")
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local AntiAlias = V.require("AntiAlias")
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local ChunkMesher = V.require("ChunkMesher")
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local Voxel = V.require("VoxelState")
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local ShadowMap = V.require("ShadowMap")
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local MAP = os.getenv("AA_MAP") or "VIRIDIAN_CITY"
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local SPOT = os.getenv("AA_SPOT") or "20,26,up"
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local RUNG = math.floor(tonumber(os.getenv("AA_RUNG")) or 5)
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local sx, sy, sf = SPOT:match("^(%-?%d+),%s*(%-?%d+),?%s*(%a*)$")
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sx, sy = tonumber(sx) or 20, tonumber(sy) or 26
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if sf == "" then sf = "up" end
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OverworldState.rollEncounter = function() return nil end
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local NPC = require("src.world.NPC")
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if not NPC.dramaticShapeAaFreeze then
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local inner = NPC.update
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function NPC:update(...)
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self.frozen = true
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return inner(self, ...)
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end
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NPC.dramaticShapeAaFreeze = true
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end
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pcall(love.math.setRandomSeed, 20260801)
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local TileRenderer = require("src.render.TileRenderer")
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TileRenderer.tick = function() end
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TileRenderer.animFrame = function() return 0 end
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pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
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pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
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local Zoom = require("src.render.Zoom")
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pcall(function()
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game.save.options.zoom = 1
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Zoom.applyOptions(game.save.options)
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end)
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local function cameraStill()
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local o = game.overworld
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local c = o and o.camera
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if not c then return true end
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local lx, ly, held = nil, nil, 0
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for _ = 1, 300 do
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if c.x == lx and c.y == ly then
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held = held + 1
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if held >= 10 then return true end
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else
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held = 0
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lx, ly = c.x, c.y
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end
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U.wait(1)
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end
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return false
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end
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-- The camera PITCH, which is the one that caught this driver out. The tween
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-- runs on wall-clock dt and Voxel.t reaching 1 is not the same instant the
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-- angle stops moving, so the first shot of a run came out at 67 degrees
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-- while the two after it were at 75 -- three frames that differ by the
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-- camera, in a comparison whose entire subject is a pixel.
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local function angleStill()
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local last, held = nil, 0
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for _ = 1, 600 do
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if Voxel.angle == last then
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held = held + 1
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if held >= 10 then return true end
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else
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held = 0
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last = Voxel.angle
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end
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U.wait(1)
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end
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return false
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end
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local function settle()
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for _ = 1, 900 do
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if ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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for _ = 1, 300 do
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if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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angleStill()
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cameraStill()
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-- the sun map is only redrawn when its inputs move, and the AA row is not
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-- one of them -- so force one pass at the settled camera rather than
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-- comparing a frame against a map fitted a few hundredths of a pixel ago
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if ShadowMap.forget then ShadowMap.forget() end
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U.wait(20)
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end
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DayNight.setting:sync("day")
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U.teleport(game, MAP, sx, sy, sf)
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Pipelines.setLevel("voxel", RUNG)
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Pipelines.setLevel("tiltshift", 0)
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-- Warm up before the FIRST shot, not just between them.
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--
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-- Neighbour maps are requested from inside the render itself
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-- (VoxelScene.prefetch), so an empty build queue right after a teleport
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-- means "nothing has been asked for yet", not "everything is here". The
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-- first capture of a run came out with the map beyond Viridian missing --
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-- a whole tree line absent from one frame of a three-way comparison, which
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-- looks exactly like the row under test doing something enormous. Settling
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-- twice lets the first render request the neighbourhood and the second
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-- drain it.
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settle()
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settle()
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local shots, missed = 0, 0
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for _, samples in ipairs({ 0, 2, 4 }) do
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AntiAlias.setting:sync(samples)
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settle()
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-- AA_TRACE=1 prints the state each shot was taken in. When two shots of a
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-- run disagree by more than the row could account for, this is what says
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-- which input moved -- it is how the camera-tween and the neighbour-mesh
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-- settles above were both found.
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if os.getenv("AA_TRACE") == "1" then
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local Voxel3D = V.require("Voxel3D")
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local o = game.overworld
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local cw, chh = Voxel3D.size()
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print(("[aa] trace samples=%d angle=%.6f fov=%.6f cell=%.4f canvas=%dx%d cam=(%.3f,%.3f) eye=(%.2f,%.2f,%.2f) factor=%.4f")
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:format(samples, Voxel.angle or -1, Voxel3D.fovY or -1,
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Voxel3D.cell or -1, cw or 0, chh or 0,
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o and o.camera and o.camera.x or -1,
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o and o.camera and o.camera.y or -1,
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(Voxel3D.eye or {})[1] or 0, (Voxel3D.eye or {})[2] or 0,
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(Voxel3D.eye or {})[3] or 0, AntiAlias.factor()))
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end
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local path = ("%s/aa_%d.png"):format(ROOT, samples)
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game.capturePath = path
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U.wait(6)
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local f = io.open(path, "rb")
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if f then
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f:close()
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shots = shots + 1
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print(("[aa] %s samples=%d"):format(path, samples))
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else
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missed = missed + 1
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print("[aa] capture did not reach disk: " .. path)
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end
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end
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-- left where it was found, so a run cannot leak a rung into the next one
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AntiAlias.setting:sync(0)
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print(("[aa] %d shots into %s (%d failed to reach disk)")
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:format(shots, ROOT, missed))
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end
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