feat(Core/Position): own file (#10505)
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15 changed files with 561 additions and 496 deletions
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src/server/game/Entities/Object/Position.cpp
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210
src/server/game/Entities/Object/Position.cpp
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Position.h"
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#include "ByteBuffer.h"
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#include "GridDefines.h"
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#include "Geometry.h"
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#include <G3D/g3dmath.h>
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#include <sstream>
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bool Position::operator==(Position const& a) const
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{
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return (G3D::fuzzyEq(a.m_positionX, m_positionX) &&
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G3D::fuzzyEq(a.m_positionY, m_positionY) &&
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G3D::fuzzyEq(a.m_positionZ, m_positionZ) &&
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G3D::fuzzyEq(a.m_orientation, m_orientation));
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}
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void Position::RelocatePolarOffset(float angle, float dist, float z /*= 0.0f*/)
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{
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SetOrientation(GetOrientation() + angle);
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m_positionX = GetPositionX() + dist * std::cos(GetOrientation());
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m_positionY = GetPositionY() + dist * std::sin(GetOrientation());
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m_positionZ = GetPositionZ() + z;
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}
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bool Position::HasInLine(Position const* pos, float width) const
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{
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if (!HasInArc(float(M_PI), pos))
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return false;
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float angle = GetRelativeAngle(pos);
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return std::fabs(std::sin(angle)) * GetExactDist2d(pos->GetPositionX(), pos->GetPositionY()) < width;
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}
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std::string Position::ToString() const
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{
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std::stringstream sstr;
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sstr << "X: " << m_positionX << " Y: " << m_positionY << " Z: " << m_positionZ << " O: " << m_orientation;
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return sstr.str();
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}
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void Position::RelocateOffset(const Position& offset)
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{
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m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI));
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m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
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m_positionZ = GetPositionZ() + offset.GetPositionZ();
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m_orientation = GetOrientation() + offset.GetOrientation();
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}
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void Position::GetPositionOffsetTo(const Position& endPos, Position& retOffset) const
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{
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float dx = endPos.GetPositionX() - GetPositionX();
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float dy = endPos.GetPositionY() - GetPositionY();
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retOffset.m_positionX = dx * cos(GetOrientation()) + dy * std::sin(GetOrientation());
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retOffset.m_positionY = dy * cos(GetOrientation()) - dx * std::sin(GetOrientation());
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retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ();
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retOffset.m_orientation = endPos.GetOrientation() - GetOrientation();
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}
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float Position::GetAngle(const Position* obj) const
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{
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if (!obj)
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return 0;
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return GetAngle(obj->GetPositionX(), obj->GetPositionY());
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}
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// Return angle in range 0..2*pi
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float Position::GetAngle(const float x, const float y) const
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{
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return getAngle(GetPositionX(), GetPositionY(), x, y);
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}
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void Position::GetSinCos(const float x, const float y, float& vsin, float& vcos) const
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{
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float dx = GetPositionX() - x;
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float dy = GetPositionY() - y;
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if (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f)
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{
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float angle = (float)rand_norm() * static_cast<float>(2 * M_PI);
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vcos = std::cos(angle);
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vsin = std::sin(angle);
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}
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else
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{
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float dist = sqrt((dx * dx) + (dy * dy));
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vcos = dx / dist;
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vsin = dy / dist;
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}
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}
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bool Position::IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const
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{
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// rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
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// is-in-cube check and we have to calculate only one point instead of 4
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// 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
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double rotation = 2 * M_PI - center.GetOrientation();
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double sinVal = std::sin(rotation);
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double cosVal = std::cos(rotation);
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float BoxDistX = GetPositionX() - center.GetPositionX();
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float BoxDistY = GetPositionY() - center.GetPositionY();
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float rotX = float(center.GetPositionX() + BoxDistX * cosVal - BoxDistY * sinVal);
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float rotY = float(center.GetPositionY() + BoxDistY * cosVal + BoxDistX * sinVal);
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// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
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float dz = GetPositionZ() - center.GetPositionZ();
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float dx = rotX - center.GetPositionX();
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float dy = rotY - center.GetPositionY();
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if ((std::fabs(dx) > xradius) ||
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(std::fabs(dy) > yradius) ||
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(std::fabs(dz) > zradius))
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{
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return false;
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}
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return true;
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}
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bool Position::HasInArc(float arc, const Position* obj, float targetRadius) const
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{
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// always have self in arc
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if (obj == this)
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return true;
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// move arc to range 0.. 2*pi
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arc = Position::NormalizeOrientation(arc);
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float angle = GetAngle(obj);
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angle -= m_orientation;
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// move angle to range -pi ... +pi
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angle = Position::NormalizeOrientation(angle);
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if (angle > M_PI)
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angle -= 2.0f * M_PI;
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float lborder = -1 * (arc / 2.0f); // in range -pi..0
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float rborder = (arc / 2.0f); // in range 0..pi
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// pussywizard: take into consideration target size
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if (targetRadius > 0.0f)
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{
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float distSq = GetExactDist2dSq(obj);
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// pussywizard: at least a part of target's model is in every direction
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if (distSq < targetRadius * targetRadius)
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return true;
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float angularRadius = 2.0f * atan(targetRadius / (2.0f * sqrt(distSq)));
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lborder -= angularRadius;
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rborder += angularRadius;
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}
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return (angle >= lborder) && (angle <= rborder);
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}
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bool Position::IsPositionValid() const
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{
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return Acore::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation);
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}
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ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
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{
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float x, y, z, o;
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buf >> x >> y >> z >> o;
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streamer.m_pos->Relocate(x, y, z, o);
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return buf;
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}
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ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
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{
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float x, y, z;
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streamer.m_pos->GetPosition(x, y, z);
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buf << x << y << z;
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return buf;
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}
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ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
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{
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float x, y, z;
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buf >> x >> y >> z;
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streamer.m_pos->Relocate(x, y, z);
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return buf;
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}
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ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
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{
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float x, y, z, o;
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streamer.m_pos->GetPosition(x, y, z, o);
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buf << x << y << z << o;
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return buf;
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}
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