Minor - Optimise l'accès aux ressources D3D - V14.10.0
Refactorise l'accès aux interfaces Direct3D pour plus de clarté et d'efficacité, en utilisant des accesseurs `const` et en déplaçant certaines fonctions directement dans l'en-tête. Cela simplifie l'utilisation des ressources D3D et améliore la lisibilité du code.
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@@ -75,20 +75,20 @@ public:
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*
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* @return Pointer to the ID3D11Device interface.
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*/
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ID3D11Device* get_device();
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ID3D11Device* get_device() const { return device_; };
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/**
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* @brief Gets the Direct3D device context.
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*
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* @return Pointer to the ID3D11DeviceContext interface.
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*/
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ID3D11DeviceContext* get_device_context();
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ID3D11DeviceContext* get_device_context() const { return device_context_; };
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//XMMATRIX get_projection_matrix(XMMATRIX& projectionMatrix);
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IDXGISwapChain* swap_chain;
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/**
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* Get the swap chain associated with the Direct3D device.
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* @return Pointer to the IDXGISwapChain interface.
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*/
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IDXGISwapChain* get_swap_chain();
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IDXGISwapChain* get_swap_chain() const { return swap_chain; };
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/**
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* Resizes the swap chain to the specified width and height.
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* @param width New width of the swap chain.
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@@ -100,7 +100,7 @@ public:
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*
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* @param vsync True to enable vertical sync, false to disable.
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*/
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void set_vsync(bool vsync);
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void set_vsync(bool vsync) { vsync_enabled_ = vsync; };
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/**
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* Get the projection matrix.
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@@ -135,7 +135,10 @@ public:
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/**
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* Resets the viewport to the default settings.
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*/
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void reset_viewport();
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void reset_viewport() const
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{
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device_context_->RSSetViewports(1, &viewport_);
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}
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/**
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* Release all Direct3D resources.
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@@ -151,11 +154,17 @@ public:
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/**
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* Turn on the Z-buffer to enable depth.
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*/
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void turn_z_buffer_on();
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void turn_z_buffer_on()const
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{
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device_context_->OMSetDepthStencilState(depth_stencil_state_, 1);
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}
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/**
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* Turn off the Z-buffer to disable depth.
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*/
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void turn_z_buffer_off();
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void turn_z_buffer_off() const
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{
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device_context_->OMSetDepthStencilState(depth_disabled_stencil_state_, 1);
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}
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/**
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* Turn on alpha blending for transparency effects.
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@@ -69,7 +69,7 @@ inline int size_t_to_int(size_t x)
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#define LOG_SHUTDOWN(msg) ((void)0)
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#define LOG_INIT(msg) ((void)0)
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#define R_LOG_ERROR(result,msg) ((void)0)
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#define R_LOG_ERROR(result,msg) ((void)0);
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#endif
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@@ -3,8 +3,6 @@
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#define WIN32_LEAN_AND_MEAN
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static bool DEBUG_MODE = true;
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#include "Logger.h"
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#include "input_class.h"
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@@ -555,21 +555,9 @@ void d_3d_class::end_scene()
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return;
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}
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ID3D11Device* d_3d_class::get_device()
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void d_3d_class::get_video_card_info(char* description, int& memory)
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{
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return device_;
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}
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ID3D11DeviceContext* d_3d_class::get_device_context()
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{
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return device_context_;
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}
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void d_3d_class::get_video_card_info(char* cardName, int& memory)
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{
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strcpy_s(cardName, 128, video_card_description_);
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strcpy_s(description, 128, video_card_description_);
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memory = video_card_memory_;
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return;
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}
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@@ -583,15 +571,6 @@ void d_3d_class::set_back_buffer_render_target()
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return;
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}
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void d_3d_class::reset_viewport()
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{
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// Set the viewport.
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device_context_->RSSetViewports(1, &viewport_);
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return;
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}
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void d_3d_class::release_resources()
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{
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LOG_SHUTDOWN("Releasing D3D resources");
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@@ -689,11 +668,6 @@ void d_3d_class::reset_resources(int newWidth, int newHeight)
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device_context_->OMSetRenderTargets(1, &render_target_view_, depth_stencil_view_);
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}
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IDXGISwapChain* d_3d_class::get_swap_chain()
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{
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return swap_chain;
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}
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void d_3d_class::resize_swap_chain(int newWidth, int newHeight)
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{
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LOG_INFO("Resizing swap chain to " + std::to_string(newWidth) + "x" + std::to_string(newHeight));
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@@ -721,19 +695,6 @@ void d_3d_class::resize_swap_chain(int newWidth, int newHeight)
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device_context_->RSSetViewports(1, &viewport_);
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}
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void d_3d_class::turn_z_buffer_on()
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{
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device_context_->OMSetDepthStencilState(depth_stencil_state_, 1);
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return;
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}
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void d_3d_class::turn_z_buffer_off()
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{
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device_context_->OMSetDepthStencilState(depth_disabled_stencil_state_, 1);
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return;
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}
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void d_3d_class::enable_alpha_blending()
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{
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float blendFactor[4];
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@@ -768,11 +729,6 @@ void d_3d_class::disable_alpha_blending()
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return;
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}
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void d_3d_class::set_vsync(bool vsync)
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{
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vsync_enabled_ = vsync;
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}
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bool d_3d_class::set_projection_params(int width, int height, float screenDepth, float screenNear)
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{
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float fieldOfView, screenAspect;
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@@ -61,17 +61,16 @@ bool system_class::initialize()
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application_->get_direct_3d()->resize_swap_chain(initial_window_width_, initial_window_height_);
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}
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#ifdef _DEBUG
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// initialize imgui
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if(DEBUG_MODE)
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imgui_manager_ = std::make_shared<imguiManager>();
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imgui_manager_->SetApp(application_);
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result = imgui_manager_->Initialize(hwnd_, application_->get_direct_3d()->get_device(), application_->get_direct_3d()->get_device_context());
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if (!result)
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{
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imgui_manager_ = std::make_shared<imguiManager>();
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imgui_manager_->SetApp(application_);
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result = imgui_manager_->Initialize(hwnd_, application_->get_direct_3d()->get_device(), application_->get_direct_3d()->get_device_context());
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if (!result)
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{
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R_FALSE
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}
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R_FALSE
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}
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#endif
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}
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catch (const std::exception& e)
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@@ -177,19 +176,8 @@ bool system_class::frame()
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R_FALSE
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}
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if(!input_->IsKeyDown(222))
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{
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//log the key press
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is_debug_key_pressed_ = false;
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}
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else if (input_->IsKeyDown(222) && !is_debug_key_pressed_)
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{
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// Log the key release state
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is_debug_key_pressed_ = true;
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DEBUG_MODE = !DEBUG_MODE;
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}
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if (DEBUG_MODE)
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#ifdef _DEBUG
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if (input_->IsKeyDown(DIK_F1))
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{
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// render ImGui
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result = imgui_manager_->ImGuiWidgetRenderer();
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@@ -199,6 +187,7 @@ bool system_class::frame()
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R_FALSE
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}
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}
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#endif
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application_->get_direct_3d()->end_scene();
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