mirror of https://github.com/PCSX2/pcsx2.git
202 lines
5.9 KiB
C++
202 lines
5.9 KiB
C++
#include "Global.h"
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#include "VKey.h"
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#include <xinput.h>
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// This way, I don't require that XInput junk be installed.
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typedef void (CALLBACK *_XInputEnable)(BOOL enable);
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typedef DWORD (CALLBACK *_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
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typedef DWORD (CALLBACK *_XInputSetState)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
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_XInputEnable pXInputEnable = 0;
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_XInputGetState pXInputGetState = 0;
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_XInputSetState pXInputSetState = 0;
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static int xInputActiveCount = 0;
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// Completely unncessary, really.
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__forceinline int ShortToAxis(int v) {
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// If positive and at least 1 << 14, increment.
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v += (!((v>>15)&1)) & ((v>>14)&1);
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// Just double.
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return v * 2;
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}
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class XInputDevice : public Device {
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// Cached last vibration values by pad and motor.
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// Need this, as only one value is changed at a time.
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int ps2Vibration[2][4][2];
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// Minor optimization - cache last set vibration values
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// When there's no change, no need to do anything.
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XINPUT_VIBRATION xInputVibration;
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public:
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int index;
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XInputDevice(int index, wchar_t *displayName) : Device(XINPUT, OTHER, displayName) {
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memset(ps2Vibration, 0, sizeof(ps2Vibration));
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memset(&xInputVibration, 0, sizeof(xInputVibration));
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this->index = index;
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int i;
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for (i=0; i<16; i++) {
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// The i > 9 accounts for the 2 bit skip in button flags.
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AddPhysicalControl(PSHBTN, i + 2*(i > 9), 0);
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}
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for (; i<20; i++) {
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AddPhysicalControl(ABSAXIS, i + 2, 0);
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}
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AddFFAxis(L"Slow Motor", 0);
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AddFFAxis(L"Fast Motor", 1);
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AddFFEffectType(L"Constant Effect", L"Constant", EFFECT_CONSTANT);
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}
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wchar_t *GetPhysicalControlName(PhysicalControl *c) {
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const static wchar_t *names[] = {
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L"D-pad Up",
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L"D-pad Down",
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L"D-pad Left",
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L"D-pad Right",
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L"Start",
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L"Back",
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L"Left Thumb",
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L"Right Thumb",
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L"Left Shoulder",
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L"Right Shoulder",
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L"A",
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L"B",
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L"X",
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L"Y",
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L"Left Trigger",
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L"Right Trigger",
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L"Left Thumb X",
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L"Left Thumb Y",
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L"Right Thumb X",
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L"Right Thumb Y",
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};
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unsigned int i = (unsigned int) (c - physicalControls);
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if (i < 20) {
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return (wchar_t*)names[i];
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}
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return Device::GetPhysicalControlName(c);
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}
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int Activate(void *d) {
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if (active) Deactivate();
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if (!xInputActiveCount) {
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pXInputEnable(1);
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}
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xInputActiveCount++;
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active = 1;
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AllocState();
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return 1;
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}
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int Update() {
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if (!active) return 0;
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XINPUT_STATE state;
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if (ERROR_SUCCESS != pXInputGetState(index, &state)) {
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Deactivate();
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return 0;
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}
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int buttons = state.Gamepad.wButtons;
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for (int i=0; i<14; i++) {
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physicalControlState[i] = ((buttons >> physicalControls[i].id)&1)<<16;
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}
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physicalControlState[14] = (((int)state.Gamepad.bLeftTrigger) + (state.Gamepad.bLeftTrigger>>7)) << 8;
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physicalControlState[15] = (((int)state.Gamepad.bRightTrigger) + (state.Gamepad.bRightTrigger>>7)) << 8;
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physicalControlState[16] = ShortToAxis(state.Gamepad.sThumbLX);
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physicalControlState[17] = ShortToAxis(state.Gamepad.sThumbLY);
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physicalControlState[18] = ShortToAxis(state.Gamepad.sThumbRX);
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physicalControlState[19] = ShortToAxis(state.Gamepad.sThumbRY);
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return 1;
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}
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void SetEffects(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force) {
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ps2Vibration[port][slot][motor] = force;
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int newVibration[2] = {0,0};
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for (int p=0; p<2; p++) {
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for (int s=0; s<4; s++) {
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for (int i=0; i<pads[p][s].numFFBindings; i++) {
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// Technically should also be a *65535/BASE_SENSITIVITY, but that's close enough to 1 for me.
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ForceFeedbackBinding *ffb = &pads[p][s].ffBindings[i];
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newVibration[0] += (int)((ffb->axes[0].force * (__int64)ps2Vibration[p][s][ffb->motor]) / 255);
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newVibration[1] += (int)((ffb->axes[1].force * (__int64)ps2Vibration[p][s][ffb->motor]) / 255);
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}
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}
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}
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newVibration[0] = abs(newVibration[0]);
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if (newVibration[0] > 65535) {
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newVibration[0] = 65535;
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}
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newVibration[1] = abs(newVibration[1]);
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if (newVibration[1] > 65535) {
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newVibration[1] = 65535;
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}
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if (newVibration[0] || newVibration[1] || newVibration[0] != xInputVibration.wLeftMotorSpeed || newVibration[1] != xInputVibration.wRightMotorSpeed) {
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XINPUT_VIBRATION newv = {newVibration[0], newVibration[1]};
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if (ERROR_SUCCESS == pXInputSetState(index, &newv)) {
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xInputVibration = newv;
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}
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}
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}
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void SetEffect(ForceFeedbackBinding *binding, unsigned char force) {
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PadBindings pBackup = pads[0][0];
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pads[0][0].ffBindings = binding;
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pads[0][0].numFFBindings = 1;
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SetEffects(0, 0, binding->motor, 255);
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pads[0][0] = pBackup;
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}
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void Deactivate() {
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memset(&xInputVibration, 0, sizeof(xInputVibration));
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memset(ps2Vibration, 0, sizeof(ps2Vibration));
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pXInputSetState(index, &xInputVibration);
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FreeState();
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if (active) {
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if (!--xInputActiveCount) {
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pXInputEnable(0);
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}
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active = 0;
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}
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}
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~XInputDevice() {
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}
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};
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void EnumXInputDevices() {
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int i;
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wchar_t temp[30];
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if (!pXInputSetState) {
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// Also used as flag to indicute XInput not installed, so
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// don't repeatedly try to load it.
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if (pXInputEnable) return;
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HMODULE hMod = 0;
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for (i=3; i>= 0; i--) {
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wsprintfW(temp, L"xinput1_%i.dll", i);
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if (hMod = LoadLibraryW(temp)) break;
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}
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if (hMod) {
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if ((pXInputEnable = (_XInputEnable) GetProcAddress(hMod, "XInputEnable")) &&
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(pXInputGetState = (_XInputGetState) GetProcAddress(hMod, "XInputGetState"))) {
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pXInputSetState = (_XInputSetState) GetProcAddress(hMod, "XInputSetState");
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}
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}
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if (!pXInputSetState) {
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pXInputEnable = (_XInputEnable)-1;
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return;
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}
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}
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pXInputEnable(1);
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for (i=0; i<4; i++) {
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XINPUT_STATE state;
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if (ERROR_SUCCESS == pXInputGetState(i, &state)) {
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wsprintfW(temp, L"XInput Pad %i", i);
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dm->AddDevice(new XInputDevice(i, temp));
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}
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}
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pXInputEnable(0);
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}
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