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CNavArea::ComputeApproachAreas()
: fix hang on *.nav
generating (#913)
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@ -4431,6 +4431,7 @@ inline bool IsAreaVisible(const Vector *pos, const CNavArea *area)
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// Determine the set of "approach areas".
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// An approach area is an area representing a place where players
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// move into/out of our local neighborhood of areas.
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// @todo Optimize by search from eye outward and modifying pathfinder to treat all links as bi-directional
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void CNavArea::ComputeApproachAreas()
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{
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m_approachCount = 0;
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@ -4452,95 +4453,132 @@ void CNavArea::ComputeApproachAreas()
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enum { MAX_PATH_LENGTH = 256 };
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CNavArea *path[MAX_PATH_LENGTH];
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// In order to enumerate all of the approach areas, we need to
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// run the algorithm many times, once for each "far away" area
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// and keep the union of the approach area sets
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for (auto farArea : goodSizedAreaList)
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enum SearchType
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{
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BlockedIDCount = 0;
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FROM_EYE, ///< start search from our eyepoint outward to farArea
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TO_EYE, ///< start search from farArea beack towards our eye
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SEARCH_FINISHED
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};
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// if we can see 'farArea', try again - the whole point is to go "around the bend", so to speak
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if (IsAreaVisible(&eye, farArea))
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continue;
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// make first path to far away area
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ApproachAreaCost cost;
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if (NavAreaBuildPath(this, farArea, nullptr, cost) == false)
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continue;
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//
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// Keep building paths to farArea and blocking them off until we
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// cant path there any more.
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// As areas are blocked off, all exits will be enumerated.
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//
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while (m_approachCount < MAX_APPROACH_AREAS)
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// In order to *completely* enumerate all of the approach areas, we
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// need to search from our eyepoint outward, as well as from outwards
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// towards our eyepoint
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for (int searchType = FROM_EYE; searchType != SEARCH_FINISHED; searchType++)
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{
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// In order to enumerate all of the approach areas, we need to
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// run the algorithm many times, once for each "far away" area
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// and keep the union of the approach area sets
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for (auto farArea : goodSizedAreaList)
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{
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// find number of areas on path
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int count = 0;
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CNavArea *area;
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for (area = farArea; area; area = area->GetParent())
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count++;
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BlockedIDCount = 0;
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if (count > MAX_PATH_LENGTH)
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count = MAX_PATH_LENGTH;
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// if we can see 'farArea', try again - the whole point is to go "around the bend", so to speak
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if (IsAreaVisible(&eye, farArea))
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continue;
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// build path in correct order - from eye outwards
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int i = count;
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for (area = farArea; i && area; area = area->GetParent())
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ApproachAreaCost cost;
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//
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// Keep building paths to farArea and blocking them off until we
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// cant path there any more.
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// As areas are blocked off, all exits will be enumerated.
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//
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while (m_approachCount < MAX_APPROACH_AREAS)
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{
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path[--i] = area;
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}
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CNavArea *from, *to;
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// traverse path to find first area we cannot see (skip the first area)
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for (i = 1; i < count; i++)
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{
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// if we see this area, continue on
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if (IsAreaVisible(&eye, path[i]))
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continue;
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// we can't see this area.
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// mark this area as "blocked" and unusable by subsequent approach paths
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if (BlockedIDCount == MAX_BLOCKED_AREAS)
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if (searchType == FROM_EYE)
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{
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CONSOLE_ECHO("Overflow computing approach areas for area #%d.\n", m_id);
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return;
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// find another path *to* 'farArea'
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// we must pathfind from us in order to pick up one-way paths OUT OF our area
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from = this;
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to = farArea;
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}
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else // TO_EYE
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{
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// find another path *from* 'farArea'
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// we must pathfind to us in order to pick up one-way paths INTO our area
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from = farArea;
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to = this;
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}
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// if the area to be blocked is actually farArea, block the one just prior
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// (blocking farArea will cause all subsequent pathfinds to fail)
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int block = (path[i] == farArea) ? i - 1 : i;
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BlockedID[BlockedIDCount++] = path[block]->GetID();
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if (block == 0)
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// build the actual path
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if (NavAreaBuildPath(from, to, NULL, cost) == false)
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break;
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// store new approach area if not already in set
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int a;
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for (a = 0; a < m_approachCount; a++)
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if (m_approach[a].here.area == path[block - 1])
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break;
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// find number of areas on path
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int count = 0;
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CNavArea *area;
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for (area = to; area; area = area->GetParent())
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count++;
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if (a == m_approachCount)
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if (count > MAX_PATH_LENGTH)
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count = MAX_PATH_LENGTH;
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// if the path is only two areas long, there can be no approach points
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if (count <= 2)
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break;
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// build path starting from eye
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int i = 0;
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if (searchType == FROM_EYE)
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{
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m_approach[m_approachCount].prev.area = (block >= 2) ? path[block-2] : nullptr;
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m_approach[m_approachCount].here.area = path[block - 1];
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m_approach[m_approachCount].prevToHereHow = path[block - 1]->GetParentHow();
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m_approach[m_approachCount].next.area = path[block];
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m_approach[m_approachCount].hereToNextHow = path[block]->GetParentHow();
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m_approachCount++;
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for(area = to; i < count && area; area = area->GetParent())
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{
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path[count - i - 1] = area;
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++i;
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}
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}
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else // TO_EYE
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{
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for(area = to; i < count && area; area = area->GetParent())
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path[i++] = area;
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}
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// we are done with this path
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break;
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}
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// traverse path to find first area we cannot see (skip the first area)
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for (i = 1; i < count; i++)
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{
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// if we see this area, continue on
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if (IsAreaVisible(&eye, path[i]))
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continue;
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// find another path to 'farArea'
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ApproachAreaCost cost;
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if (NavAreaBuildPath(this, farArea, nullptr, cost) == false)
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{
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// can't find a path to 'farArea' means all exits have been already tested and blocked
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break;
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// we can't see this area.
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// mark this area as "blocked" and unusable by subsequent approach paths
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if (BlockedIDCount == MAX_BLOCKED_AREAS)
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{
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CONSOLE_ECHO("Overflow computing approach areas for area #%d.\n", m_id);
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return;
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}
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// if the area to be blocked is actually farArea, block the one just prior
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// (blocking farArea will cause all subsequent pathfinds to fail)
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int block = (path[i] == farArea) ? i - 1 : i;
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if (block == 0)
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continue;
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BlockedID[BlockedIDCount++] = path[block]->GetID();
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// store new approach area if not already in set
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int a;
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for (a = 0; a < m_approachCount; a++)
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if (m_approach[a].here.area == path[block-1])
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break;
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if (a == m_approachCount)
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{
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m_approach[m_approachCount].prev.area = (block >= 2) ? path[block-2] : nullptr;
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m_approach[m_approachCount].here.area = path[block - 1];
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m_approach[m_approachCount].prevToHereHow = path[block - 1]->GetParentHow();
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m_approach[m_approachCount].next.area = path[block];
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m_approach[m_approachCount].hereToNextHow = path[block]->GetParentHow();
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m_approachCount++;
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}
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// we are done with this path
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break;
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}
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}
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}
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}
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