feat: ImGui docking Editor + 显示链/帧同步/输入语义重构
- App/editor: Hierarchy/Inspector/Viewport/Stats 四面板 + DockBuilder 默认布局,main.cpp 瘦身为场景搭建与生命周期 - 显示链: Tonemap→PresentTarget 经 ImGui::Image 呈现(零色偏),backbuffer 仅承载 ImGui;Direct/Viewport 双显示模式 + 面板分辨率上报 - 帧首同步 BeginFrameSync: resize/vsync/尺寸/模式意图统一帧首落定(修描述符悬垂);修复 vsync 意图未落 swapchain 导致的每帧重建交换链 - 输入: Editor 每帧判定键盘/鼠标归属(打字让位、Viewport hover/focus 放行、Fullscreen 全放行) - 材质: roughness 独立槽位 + 非 glTF 金属/粗糙贴图映射;透明队列 depthWrite=FALSE + translucent 独立 shader + scratch 清帧 - FBX: 非蒙皮网格烘焙节点链全局变换(Z-up 旋转/单位换算落顶点) - Hierarchy 行 ImGui ID 以 UUID 作用域(重名不冲突、改名不丢选中)
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//
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// Editor.cpp:docking 骨架实现。
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//
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// 布局方案(首帧 DockBuilder 一次,之后 imgui.ini 接管):
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// ┌──────────────────────────────┬───────────────┐
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// │ Hierarchy │ │
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// ├──────────────────────────────┤ Inspector │
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// │ Stats │ (28%) │
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// └──────────────────────────────┴───────────────┘
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//
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#include "Editor.h"
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#include "HierarchyPanel.h"
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#include "InspectorPanel.h"
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#include "ViewportPanel.h"
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#include "StatsPanel.h"
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#include <imgui.h>
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#include <imgui_internal.h> // DockBuilder*(内部 API)
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#include <GLFW/glfw3.h>
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using namespace Engine; // kDisplayViewport / kDisplayDirect(SceneTypes.h)
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Editor::Editor() = default;
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Editor::~Editor() = default;
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void Editor::Init(const EditorContext& ctx)
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{
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m_Ctx = ctx;
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m_Hierarchy = std::make_unique<HierarchyPanel>();
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m_Inspector = std::make_unique<InspectorPanel>();
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m_Viewport = std::make_unique<ViewportPanel>();
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m_Stats = std::make_unique<StatsPanel>();
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}
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void Editor::Draw()
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{
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// host 窗口:铺满主视口,承载菜单栏 + DockSpace
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->Pos);
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ImGui::SetNextWindowSize(viewport->Size);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::Begin("##EditorDockHost", nullptr,
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ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking |
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ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse |
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ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoBringToFrontOnFocus |
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ImGuiWindowFlags_NoNavFocus);
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ImGui::PopStyleVar(3);
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DrawMenuBar();
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DrawDockSpace();
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ImGui::End();
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// 常规面板窗口(窗口名 = docking 身份)
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if (m_ShowHierarchy) m_Hierarchy->Draw(m_Ctx, m_Selected);
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if (m_ShowInspector) m_Inspector->Draw(m_Ctx, m_Selected);
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if (m_ShowViewport) m_Viewport->Draw(m_Ctx, m_VpInput);
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if (m_ShowStats) m_Stats->Draw(m_Ctx);
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DrawQuitModal();
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}
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// 输入归属判定:ImGui 侧经自身后端链式回调永远正常收输入,这里
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// 只决定"剩余输入给不给游戏侧"。UI 被隐藏(反引号)时不会走到
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// Draw → m_VpInput 停在旧值,谓词调用方(SandboxApp)须先查
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// GetImGuiEnabled() 再问这里。
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bool Editor::BlockingKeyboard() const
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{
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const ImGuiIO& io = ImGui::GetIO();
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if (io.WantTextInput) return true; // 打字中(改名等)不让位快捷键
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// 游戏形态(Fullscreen):WASD 全窗口生效,键盘只让位文本输入
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if (m_Ctx.renderer &&
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m_Ctx.renderer->GetDisplayMode() == kDisplayDirect)
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{
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return false;
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}
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// 编辑器形态:Viewport 面板持焦才拥有键盘(UE Scene view 语义)
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return !m_VpInput.focused;
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}
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bool Editor::BlockingMouse() const
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{
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// 游戏形态:沿用 ImGui 全局判定(UI 隐藏时 WantCaptureMouse=false)
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if (m_Ctx.renderer &&
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m_Ctx.renderer->GetDisplayMode() == kDisplayDirect)
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{
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return ImGui::GetIO().WantCaptureMouse;
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}
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// 编辑器形态:悬停 Viewport 才放行(模态框遮挡时 hovered=false)
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return !m_VpInput.hovered;
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}
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void Editor::DrawMenuBar()
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{
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if (!ImGui::BeginMenuBar())
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{
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return;
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}
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if (ImGui::BeginMenu("File"))
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{
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if (ImGui::MenuItem("Quit", "Alt+F4"))
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{
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RequestQuit();
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}
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("View"))
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{
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ImGui::MenuItem("Hierarchy", nullptr, &m_ShowHierarchy);
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ImGui::MenuItem("Inspector", nullptr, &m_ShowInspector);
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ImGui::MenuItem("Viewport", nullptr, &m_ShowViewport);
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ImGui::MenuItem("Stats", nullptr, &m_ShowStats);
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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void Editor::DrawDockSpace()
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{
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const ImGuiID dockspaceId = ImGui::GetID("EditorDockSpace");
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// 默认布局:仅当 dock node 不存在时构建一次
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//(imgui.ini 已保存过布局 → DockBuilderGetNode 非空 → 跳过)
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if (!m_LayoutBuilt && ImGui::DockBuilderGetNode(dockspaceId) == nullptr)
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{
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m_LayoutBuilt = true;
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ImGui::DockBuilderRemoveNode(dockspaceId);
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ImGui::DockBuilderAddNode(dockspaceId, ImGuiDockNodeFlags_DockSpace);
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ImGui::DockBuilderSetNodeSize(dockspaceId, ImGui::GetMainViewport()->Size);
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ImGuiID dockLeft = 0, dockRight = 0, dockCenter = 0, dockStats = 0;
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ImGui::DockBuilderSplitNode(dockspaceId, ImGuiDir_Left, 0.20f,
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&dockLeft, &dockCenter);
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ImGui::DockBuilderSplitNode(dockCenter, ImGuiDir_Right, 0.28f,
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&dockRight, &dockCenter);
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ImGui::DockBuilderSplitNode(dockLeft, ImGuiDir_Down, 0.38f,
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&dockStats, &dockLeft);
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ImGui::DockBuilderDockWindow("Hierarchy", dockLeft);
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ImGui::DockBuilderDockWindow("Stats", dockStats);
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ImGui::DockBuilderDockWindow("Inspector", dockRight);
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ImGui::DockBuilderDockWindow("Viewport", dockCenter);
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ImGui::DockBuilderFinish(dockspaceId);
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}
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ImGui::DockSpace(dockspaceId, ImVec2(0.0f, 0.0f),
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ImGuiDockNodeFlags_None);
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}
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void Editor::DrawQuitModal()
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{
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if (m_ShowQuitConfirm)
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{
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ImGui::OpenPopup("Should quit?");
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m_ShowQuitConfirm = false;
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}
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ImGui::SetNextWindowPos(
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ImGui::GetMainViewport()->GetCenter(),
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ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
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if (ImGui::BeginPopupModal("Should quit?", nullptr,
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ImGuiWindowFlags_AlwaysAutoResize))
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{
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ImGui::TextUnformatted("Quit the application?");
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ImGui::Separator();
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if (ImGui::Button("Yes", ImVec2(120, 0)))
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{
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m_QuitConfirmed = true;
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ImGui::CloseCurrentPopup();
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}
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ImGui::SameLine();
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if (ImGui::Button("No", ImVec2(120, 0)))
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{
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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if (m_QuitConfirmed)
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{
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m_QuitConfirmed = false;
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m_Ctx.app->Close();
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}
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}
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