# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively.
		
			
				
	
	
		
			197 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			197 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A freecam-style camera controller plugin.
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//! To use in your own application:
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//! - Copy the code for the [`CameraControllerPlugin`] and add the plugin to your App.
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//! - Attach the [`CameraController`] component to an entity with a [`Camera3dBundle`].
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use bevy::window::CursorGrabMode;
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use bevy::{input::mouse::MouseMotion, prelude::*};
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use std::f32::consts::*;
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use std::fmt;
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/// Based on Valorant's default sensitivity, not entirely sure why it is exactly 1.0 / 180.0,
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/// but I'm guessing it is a misunderstanding between degrees/radians and then sticking with
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/// it because it felt nice.
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pub const RADIANS_PER_DOT: f32 = 1.0 / 180.0;
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#[derive(Component)]
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pub struct CameraController {
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    pub enabled: bool,
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    pub initialized: bool,
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    pub sensitivity: f32,
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    pub key_forward: KeyCode,
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    pub key_back: KeyCode,
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    pub key_left: KeyCode,
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    pub key_right: KeyCode,
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    pub key_up: KeyCode,
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    pub key_down: KeyCode,
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    pub key_run: KeyCode,
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    pub mouse_key_enable_mouse: MouseButton,
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    pub keyboard_key_enable_mouse: KeyCode,
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    pub walk_speed: f32,
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    pub run_speed: f32,
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    pub friction: f32,
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    pub pitch: f32,
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    pub yaw: f32,
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    pub velocity: Vec3,
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}
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impl Default for CameraController {
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    fn default() -> Self {
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        Self {
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            enabled: true,
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            initialized: false,
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            sensitivity: 1.0,
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            key_forward: KeyCode::W,
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            key_back: KeyCode::S,
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            key_left: KeyCode::A,
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            key_right: KeyCode::D,
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            key_up: KeyCode::E,
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            key_down: KeyCode::Q,
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            key_run: KeyCode::ShiftLeft,
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            mouse_key_enable_mouse: MouseButton::Left,
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            keyboard_key_enable_mouse: KeyCode::M,
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            walk_speed: 5.0,
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            run_speed: 15.0,
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            friction: 0.5,
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            pitch: 0.0,
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            yaw: 0.0,
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            velocity: Vec3::ZERO,
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        }
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    }
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}
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impl fmt::Display for CameraController {
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    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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        write!(
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            f,
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            "
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Freecam Controls:
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    MOUSE\t- Move camera orientation
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    {:?}/{:?}\t- Enable mouse movement
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    {:?}{:?}\t- forward/backward
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    {:?}{:?}\t- strafe left/right
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    {:?}\t- 'run'
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    {:?}\t- up
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    {:?}\t- down",
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            self.mouse_key_enable_mouse,
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            self.keyboard_key_enable_mouse,
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            self.key_forward,
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            self.key_back,
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            self.key_left,
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            self.key_right,
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            self.key_run,
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            self.key_up,
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            self.key_down
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        )
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    }
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}
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pub struct CameraControllerPlugin;
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impl Plugin for CameraControllerPlugin {
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    fn build(&self, app: &mut App) {
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        app.add_systems(Update, camera_controller);
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    }
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}
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fn camera_controller(
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    time: Res<Time>,
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    mut windows: Query<&mut Window>,
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    mut mouse_events: EventReader<MouseMotion>,
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    mouse_button_input: Res<Input<MouseButton>>,
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    key_input: Res<Input<KeyCode>>,
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    mut move_toggled: Local<bool>,
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    mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
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) {
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    let dt = time.delta_seconds();
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    if let Ok((mut transform, mut options)) = query.get_single_mut() {
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        if !options.initialized {
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            let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
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            options.yaw = yaw;
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            options.pitch = pitch;
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            options.initialized = true;
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        }
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        if !options.enabled {
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            return;
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        }
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        // Handle key input
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        let mut axis_input = Vec3::ZERO;
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        if key_input.pressed(options.key_forward) {
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            axis_input.z += 1.0;
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        }
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        if key_input.pressed(options.key_back) {
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            axis_input.z -= 1.0;
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        }
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        if key_input.pressed(options.key_right) {
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            axis_input.x += 1.0;
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        }
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        if key_input.pressed(options.key_left) {
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            axis_input.x -= 1.0;
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        }
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        if key_input.pressed(options.key_up) {
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            axis_input.y += 1.0;
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        }
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        if key_input.pressed(options.key_down) {
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            axis_input.y -= 1.0;
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        }
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        if key_input.just_pressed(options.keyboard_key_enable_mouse) {
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            *move_toggled = !*move_toggled;
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        }
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        // Apply movement update
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        if axis_input != Vec3::ZERO {
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            let max_speed = if key_input.pressed(options.key_run) {
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                options.run_speed
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            } else {
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                options.walk_speed
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            };
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            options.velocity = axis_input.normalize() * max_speed;
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        } else {
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            let friction = options.friction.clamp(0.0, 1.0);
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            options.velocity *= 1.0 - friction;
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            if options.velocity.length_squared() < 1e-6 {
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                options.velocity = Vec3::ZERO;
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            }
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        }
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        let forward = transform.forward();
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        let right = transform.right();
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        transform.translation += options.velocity.x * dt * right
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            + options.velocity.y * dt * Vec3::Y
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            + options.velocity.z * dt * forward;
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        // Handle mouse input
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        let mut mouse_delta = Vec2::ZERO;
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        if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
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            for mut window in &mut windows {
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                if !window.focused {
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                    continue;
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                }
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                window.cursor.grab_mode = CursorGrabMode::Locked;
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                window.cursor.visible = false;
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            }
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            for mouse_event in mouse_events.read() {
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                mouse_delta += mouse_event.delta;
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            }
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        }
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        if mouse_button_input.just_released(options.mouse_key_enable_mouse) {
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            for mut window in &mut windows {
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                window.cursor.grab_mode = CursorGrabMode::None;
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                window.cursor.visible = true;
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            }
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        }
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        if mouse_delta != Vec2::ZERO {
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            // Apply look update
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            options.pitch = (options.pitch - mouse_delta.y * RADIANS_PER_DOT * options.sensitivity)
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                .clamp(-PI / 2., PI / 2.);
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            options.yaw -= mouse_delta.x * RADIANS_PER_DOT * options.sensitivity;
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            transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
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        }
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    }
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}
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