225 lines
5.0 KiB
Perl
225 lines
5.0 KiB
Perl
package PerlRPG::Assets;
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use strict;
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require Exporter;
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use SDL;
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use SDL::Event;
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use SDLx::App;
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use SDLx::Sprite;
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use SDLx::Sprite::Animated;
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use PerlRPG::Console;
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use PerlRPG::Game;
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use vars qw/%files @ISA @EXPORT @EXPORT_OK/;
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@ISA = qw/Exporter/;
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@EXPORT = qw/ScanDirectory GetAsset GetAssetType LoadAssets UnloadAsset/;
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@EXPORT_OK = ();
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# Check %files cache for file location, otherwise search in path
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sub FindFile {
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my $filename=shift(@_);
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if(exists $files{$filename}) {
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return $files{$filename}{'Location'};
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}
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my $full = FindFileInDir(GetOption('ResourceDir'), $filename);
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if($full) {
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$files{$filename}={
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'Loaded' => 0,
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'Location' => $full,
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};
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LogData(DEBUG, "Located '$filename' at '$full'");
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return $full;
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}
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LogData(WARN, "Unable to locate file '$filename' in Resource Path");
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return undef;
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}
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# Search for filename in path given and all sub-directories (Recursive)
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sub FindFileInDir {
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my($dir, $filename)=@_;
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if(-f "$dir/$filename") {
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return "$dir/$filename";
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}
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foreach my $file (<$dir/*>) {
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next unless(-d $file);
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if(my $res = FindFileInDir($file, $filename)) {
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return $res;
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}
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}
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return undef;
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}
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# Scan every file in path given and add to %files (Recursive)
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sub ScanDirectory {
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my $path = shift(@_);
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foreach my $file (<$path/*>) {
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if(-d $file) {
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ScanDirectory($file);
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} else {
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my($fname)=$file=~/.+\/(.+?)$/;
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$files{$fname}={
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'Loaded' => 0,
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'Location' => $file,
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};
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}
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}
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}
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# Load all assets with given file extension
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sub LoadAssets {
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my @res;
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foreach my $ext (@_) {
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LogData(DEBUG, "Loading *.$ext assets");
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foreach my $file (grep { /\.$ext$/i } (keys %files)) {
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LoadAsset($file, $files{$file}{'Location'}) unless($files{$file}{'Loaded'});
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push @res, $file;
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}
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}
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return @res;
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}
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# Return the asset object
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sub GetAsset {
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my($file)=@_;
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if(!exists $files{$file} || !$files{$file}{'Loaded'}) {
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if(!LoadAsset($file)) {
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return undef;
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}
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}
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return $files{$file}{ $files{$file}{'Type'} };
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}
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# Return asset object type
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sub GetAssetType {
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my($file)=@_;
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if(!exists $files{$file} || !$files{$file}{'Loaded'}) {
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if(!LoadAsset($file)) {
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return undef;
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}
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}
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return $files{$file}{'Type'};
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}
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sub UnloadAsset {
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my($file)=@_;
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if(exists $files{$file}) {
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$files{$file}{'Loaded'} = 0;
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delete $files{$file}{ $files{$file}{'Type'} };
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$files{$file}{'Type'} = '';
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}
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}
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sub LoadAsset {
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my($file, $filename)=@_;
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if(!$filename && !($filename = FindFile($file))) {
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LogData(FATAL, "Unable to load asset file '$file'; Unable to find file.");
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SetOption('Running', 0);
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}
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if(exists $files{$file}) {
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if($files{$file}{'Loaded'}) {
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return $files{$file};
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}
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} else {
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$files{$file}={
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'Loaded' => 0,
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'Location' => $filename,
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};
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}
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my($ext)=$file=~/.+\.(.+?)$/;
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$ext = lc($ext);
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if(grep { $_ eq $ext } (qw/png jpg jpeg bmp/)) {
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$files{$file}{'Type'} = 'Sprite';
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my $sprite = SDLx::Sprite->new(
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image => $files{$file}{'Location'},
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);
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if(!$sprite) {
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LogData(ERROR, "Unable to load sprite '$filename': $!");
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return undef;
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}
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$files{$file}{'Sprite'} = $sprite;
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} elsif($ext eq 'vs') {
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unless(open(IN, $filename)) {
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LogData(ERROR, "Unable to load '$filename': $!");
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return undef;
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}
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my @frames = <IN>;
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chomp(@frames);
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close(IN);
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LoadVirtualSprite($file, @frames);
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} elsif($ext eq 'gs') {
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unless(open(IN, $filename)) {
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LogData(ERROR, "Unable to load '$filename': $!");
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return undef;
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}
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$files{$file}{'Type'} = 'Script';
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$files{$file}{'Script'} = [<IN>];
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close(IN);
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chomp @{$files{$file}{'Script'}};
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} else {
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LogData(WARN, "Unable to pre-load asset of type '$ext'");
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return undef;
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}
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$files{$file}{'Loaded'} = 1;
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return $files{$file};
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}
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sub LoadVirtualSprite {
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my($name, @files)=@_;
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if(exists $files{$name} && $files{$name}{'Loaded'}) {
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return $files{$name};
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}
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foreach (@files) {
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if(!LoadAsset($_)) {
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LogData(ERROR, "Unable to load virtual sprite, error loading one or more assets.");
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return undef;
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}
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LogData(DEBUG, "Adding asset $_ to virtual sprite $name");
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}
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my @frames = map { $files{$_}{'Sprite'}->surface() } (@files);
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my $h = $frames[0]->height();
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my $hp = 0;
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my $newsurface = SDLx::Surface->new( width => $frames[0]->width(),
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height => $h * (@frames-0),
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format => $frames[0]->format(),
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pitch => $frames[0]->pitch(),
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flags => $frames[0]->flags(),
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);
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$newsurface->draw_rect( [0, 0, $newsurface->width(), $newsurface->height()], [0, 0, 0, 255]);
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#SDL::Video::set_alpha( $newsurface, SDL::Video::SDL_SRCALPHA, 0);
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foreach (@frames) {
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#SDL::Video::set_alpha( $_, SDL::Video::SDL_SRCALPHA, 255);
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#FIXME - This call ignores the source alpha channel
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$_->blit( $newsurface, undef, [0, $hp, $_->width(), $_->height()]);
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$hp += $h;
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}
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my $anim = SDLx::Sprite::Animated->new( surface => $newsurface,
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width => $newsurface->width(),
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height => $h,
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step_x => $newsurface->width(),
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step_y => $h,
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);
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$files{$name}{'Loaded'} = 1;
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$files{$name}{'Type'} = 'ASprite';
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$files{$name}{'ASprite'} = $anim;
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return $anim;
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}
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1;
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