packets
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@@ -1,11 +1,36 @@
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#include <Netplay.hpp>
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#include "log.hpp"
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#include "PIF/Device.hpp"
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#include <PIF.hpp>
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#include <array>
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namespace Netplay {
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bool isHost = false;
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bool connected = false;
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n64::Controller players[4]{};
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std::array<std::string, 4> IPs{};
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template <int port>
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n64::JoybusDevice RequestDataFromRemotePlayer() {
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sf::UdpSocket sock;
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u16 remotePort = 53000;
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sf::IpAddress remoteAddress = IPs[port];
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if(sock.bind(remotePort) != sf::Socket::Done) {
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Util::panic("Could not bind UDP connection");
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}
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sf::Packet res;
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if(sock.receive(res, remoteAddress, remotePort) != sf::Socket::Done) {
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Util::panic("Could not receive data from other players");
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}
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n64::JoybusDevice result{};
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result << res;
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}
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template <int port>
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void SendDataToRemotePlayer() {
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}
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template <int port>
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void SyncPlayers(n64::PIF& pif) {
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@@ -15,14 +40,12 @@ void SyncPlayers(n64::PIF& pif) {
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} else {
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if constexpr (port == 0) {
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Util::panic("It shouldn't be possible to be player 1 and not be the host");
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} else if constexpr (port == 1) {
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} else if constexpr (port == 2) {
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} else if constexpr (port == 3) {
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} else {
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Util::panic("What the heeeeelll oh my gaaaa");
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if constexpr (port > 3) {
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Util::panic("What the heeeeelll oh my gaaaa");
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}
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n64::players[port] = RequestDataFromRemotePlayer<port>();
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}
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}
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}
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@@ -4,6 +4,7 @@
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#include <GameDB.hpp>
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#include <filesystem>
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#include <mio/mmap.hpp>
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#include <SFML/Network/Packet.hpp>
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namespace fs = std::filesystem;
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@@ -64,6 +65,10 @@ struct JoybusDevice {
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JoybusType type{};
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AccessoryType accessoryType{};
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Controller controller{};
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auto operator<<(const sf::Packet& packet) {
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}
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};
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struct Mem;
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@@ -100,7 +105,6 @@ struct PIF {
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void CICChallenge();
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static void ExecutePIF(Mem& mem, Registers& regs);
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static void DoPIFHLE(Mem& mem, Registers& regs, bool pal, CICType cicType);
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template <int port = 0>
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void PollController();
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void UpdateController();
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bool ReadButtons(u8*) const;
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@@ -27,7 +27,6 @@ void PIF::InitDevices(SaveType saveType) {
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#define GET_BUTTON(gamecontroller, i) SDL_GameControllerGetButton(gamecontroller, i)
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#define GET_AXIS(gamecontroller, axis) SDL_GameControllerGetAxis(gamecontroller, axis)
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template <int port>
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void PIF::PollController() {
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if(gamepadConnected) {
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bool A = GET_BUTTON(gamepad, SDL_CONTROLLER_BUTTON_A);
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@@ -45,21 +44,21 @@ void PIF::PollController() {
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bool CLEFT = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_RIGHTX) <= -127;
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bool CRIGHT = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_RIGHTX) >= 127;
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players[port].controller.a = A;
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players[port].controller.b = B;
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players[port].controller.z = Z;
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players[port].controller.start = START;
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players[port].controller.dp_up = DUP;
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players[port].controller.dp_down = DDOWN;
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players[port].controller.dp_left = DLEFT;
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players[port].controller.dp_right = DRIGHT;
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players[port].controller.joy_reset = L && R && START;
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players[port].controller.l = L;
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players[port].controller.r = R;
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players[port].controller.c_up = CUP;
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players[port].controller.c_down = CDOWN;
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players[port].controller.c_left = CLEFT;
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players[port].controller.c_right = CRIGHT;
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players[0].controller.a = A;
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players[0].controller.b = B;
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players[0].controller.z = Z;
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players[0].controller.start = START;
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players[0].controller.dp_up = DUP;
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players[0].controller.dp_down = DDOWN;
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players[0].controller.dp_left = DLEFT;
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players[0].controller.dp_right = DRIGHT;
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players[0].controller.joy_reset = L && R && START;
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players[0].controller.l = L;
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players[0].controller.r = R;
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players[0].controller.c_up = CUP;
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players[0].controller.c_down = CDOWN;
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players[0].controller.c_left = CLEFT;
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players[0].controller.c_right = CRIGHT;
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float xclamped = GET_AXIS(gamepad, SDL_CONTROLLER_AXIS_LEFTX);
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if(xclamped < 0) {
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@@ -79,31 +78,31 @@ void PIF::PollController() {
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yclamped *= 86;
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players[port].controller.joy_x = xclamped;
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players[port].controller.joy_y = -yclamped;
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players[0].controller.joy_x = xclamped;
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players[0].controller.joy_y = -yclamped;
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if (players[port].controller.joy_reset) {
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players[port].controller.start = false;
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players[port].controller.joy_x = 0;
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players[port].controller.joy_y = 0;
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if (players[0].controller.joy_reset) {
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players[0].controller.start = false;
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players[0].controller.joy_x = 0;
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players[0].controller.joy_y = 0;
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}
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} else {
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const uint8_t* state = SDL_GetKeyboardState(nullptr);
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players[port].controller.a = state[SDL_SCANCODE_X];
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players[port].controller.b = state[SDL_SCANCODE_C];
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players[port].controller.z = state[SDL_SCANCODE_Z];
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players[port].controller.start = state[SDL_SCANCODE_RETURN];
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players[port].controller.dp_up = state[SDL_SCANCODE_PAGEUP];
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players[port].controller.dp_down = state[SDL_SCANCODE_PAGEDOWN];
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players[port].controller.dp_left = state[SDL_SCANCODE_HOME];
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players[port].controller.dp_right = state[SDL_SCANCODE_END];
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players[port].controller.joy_reset = state[SDL_SCANCODE_RETURN] && state[SDL_SCANCODE_A] && state[SDL_SCANCODE_S];
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players[port].controller.l = state[SDL_SCANCODE_A];
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players[port].controller.r = state[SDL_SCANCODE_S];
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players[port].controller.c_up = state[SDL_SCANCODE_I];
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players[port].controller.c_down = state[SDL_SCANCODE_K];
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players[port].controller.c_left = state[SDL_SCANCODE_J];
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players[port].controller.c_right = state[SDL_SCANCODE_L];
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players[0].controller.a = state[SDL_SCANCODE_X];
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players[0].controller.b = state[SDL_SCANCODE_C];
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players[0].controller.z = state[SDL_SCANCODE_Z];
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players[0].controller.start = state[SDL_SCANCODE_RETURN];
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players[0].controller.dp_up = state[SDL_SCANCODE_PAGEUP];
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players[0].controller.dp_down = state[SDL_SCANCODE_PAGEDOWN];
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players[0].controller.dp_left = state[SDL_SCANCODE_HOME];
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players[0].controller.dp_right = state[SDL_SCANCODE_END];
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players[0].controller.joy_reset = state[SDL_SCANCODE_RETURN] && state[SDL_SCANCODE_A] && state[SDL_SCANCODE_S];
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players[0].controller.l = state[SDL_SCANCODE_A];
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players[0].controller.r = state[SDL_SCANCODE_S];
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players[0].controller.c_up = state[SDL_SCANCODE_I];
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players[0].controller.c_down = state[SDL_SCANCODE_K];
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players[0].controller.c_left = state[SDL_SCANCODE_J];
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players[0].controller.c_right = state[SDL_SCANCODE_L];
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s16 xaxis = 0, yaxis = 0;
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if (state[SDL_SCANCODE_LEFT]) {
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@@ -118,13 +117,13 @@ void PIF::PollController() {
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yaxis = 86;
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}
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players[port].controller.joy_x = xaxis;
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players[port].controller.joy_y = yaxis;
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players[0].controller.joy_x = xaxis;
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players[0].controller.joy_y = yaxis;
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if (players[port].controller.joy_reset) {
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players[port].controller.start = false;
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players[port].controller.joy_x = 0;
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players[port].controller.joy_y = 0;
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if (players[0].controller.joy_reset) {
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players[0].controller.start = false;
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players[0].controller.joy_x = 0;
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players[0].controller.joy_y = 0;
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}
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}
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}
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