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video/gtk4: Remove some indentation in frame.rs
We have less cfg features now and don't need the extra brackets to guard the codepaths. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-rs/-/merge_requests/1708>
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1 changed files with 89 additions and 94 deletions
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@ -536,111 +536,106 @@ impl Frame {
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#[allow(unused_mut)]
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let mut frame = None;
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// Check we received a buffer with dmabuf memory and if so do some checks before
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// passing it onwards
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#[cfg(all(target_os = "linux", feature = "dmabuf"))]
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if frame.is_none()
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&& buffer
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.peek_memory(0)
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.is_memory_type::<gst_allocators::DmaBufMemory>()
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{
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// Check we received a buffer with dmabuf memory and if so do some checks before
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// passing it onwards
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#[cfg(all(target_os = "linux", feature = "dmabuf"))]
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if frame.is_none()
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&& buffer
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.peek_memory(0)
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.is_memory_type::<gst_allocators::DmaBufMemory>()
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if let Some((vmeta, info)) =
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Option::zip(buffer.meta::<gst_video::VideoMeta>(), info.dma_drm())
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{
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if let Some((vmeta, info)) =
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Option::zip(buffer.meta::<gst_video::VideoMeta>(), info.dma_drm())
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{
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let mut fds = [-1i32; 4];
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let mut offsets = [0; 4];
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let mut strides = [0; 4];
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let n_planes = vmeta.n_planes() as usize;
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let mut fds = [-1i32; 4];
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let mut offsets = [0; 4];
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let mut strides = [0; 4];
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let n_planes = vmeta.n_planes() as usize;
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let vmeta_offsets = vmeta.offset();
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let vmeta_strides = vmeta.stride();
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let vmeta_offsets = vmeta.offset();
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let vmeta_strides = vmeta.stride();
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for plane in 0..n_planes {
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let Some((range, skip)) =
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buffer.find_memory(vmeta_offsets[plane]..(vmeta_offsets[plane] + 1))
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else {
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break;
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};
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for plane in 0..n_planes {
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let Some((range, skip)) =
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buffer.find_memory(vmeta_offsets[plane]..(vmeta_offsets[plane] + 1))
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else {
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break;
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};
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let mem = buffer.peek_memory(range.start);
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let Some(mem) = mem.downcast_memory_ref::<gst_allocators::DmaBufMemory>()
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else {
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break;
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};
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let mem = buffer.peek_memory(range.start);
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let Some(mem) = mem.downcast_memory_ref::<gst_allocators::DmaBufMemory>()
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else {
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break;
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};
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let fd = mem.fd();
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fds[plane] = fd;
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offsets[plane] = mem.offset() + skip;
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strides[plane] = vmeta_strides[plane] as usize;
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}
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let fd = mem.fd();
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fds[plane] = fd;
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offsets[plane] = mem.offset() + skip;
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strides[plane] = vmeta_strides[plane] as usize;
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}
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// All fds valid?
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if fds[0..n_planes].iter().all(|fd| *fd != -1) {
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frame = Some(MappedFrame::DmaBuf {
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buffer: buffer.clone(),
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info: info.clone(),
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n_planes: n_planes as u32,
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fds,
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offsets,
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strides,
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width: vmeta.width(),
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height: vmeta.height(),
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orientation,
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});
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}
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// All fds valid?
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if fds[0..n_planes].iter().all(|fd| *fd != -1) {
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frame = Some(MappedFrame::DmaBuf {
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buffer: buffer.clone(),
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info: info.clone(),
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n_planes: n_planes as u32,
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fds,
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offsets,
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strides,
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width: vmeta.width(),
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height: vmeta.height(),
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orientation,
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});
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}
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}
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}
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{
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if frame.is_none() {
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// Check we received a buffer with GL memory and if the context of that memory
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// can share with the wrapped context around the GDK GL context.
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//
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// If not it has to be uploaded to the GPU.
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let memory_ctx = buffer
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.peek_memory(0)
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.downcast_memory_ref::<gst_gl::GLBaseMemory>()
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.and_then(|m| {
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let ctx = m.context();
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if wrapped_context
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.is_some_and(|wrapped_context| wrapped_context.can_share(ctx))
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{
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Some(ctx)
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} else {
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None
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}
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});
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if let Some(memory_ctx) = memory_ctx {
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// If there is no GLSyncMeta yet then we need to add one here now, which requires
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// obtaining a writable buffer.
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let mapped_frame = if buffer.meta::<gst_gl::GLSyncMeta>().is_some() {
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gst_gl::GLVideoFrame::from_buffer_readable(buffer.clone(), info)
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.map_err(|_| gst::FlowError::Error)?
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} else {
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let mut buffer = buffer.clone();
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{
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let buffer = buffer.make_mut();
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gst_gl::GLSyncMeta::add(buffer, memory_ctx);
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}
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gst_gl::GLVideoFrame::from_buffer_readable(buffer, info)
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.map_err(|_| gst::FlowError::Error)?
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};
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// Now that it's guaranteed that there is a sync meta and the frame is mapped, set
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// a sync point so we can ensure that the texture is ready later when making use of
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// it as gdk::GLTexture.
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let meta = mapped_frame.buffer().meta::<gst_gl::GLSyncMeta>().unwrap();
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meta.set_sync_point(memory_ctx);
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frame = Some(MappedFrame::GL {
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frame: mapped_frame,
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wrapped_context: wrapped_context.unwrap().clone(),
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orientation,
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});
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if frame.is_none() {
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// Check we received a buffer with GL memory and if the context of that memory
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// can share with the wrapped context around the GDK GL context.
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//
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// If not it has to be uploaded to the GPU.
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let memory_ctx = buffer
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.peek_memory(0)
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.downcast_memory_ref::<gst_gl::GLBaseMemory>()
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.and_then(|m| {
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let ctx = m.context();
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if wrapped_context.is_some_and(|wrapped_context| wrapped_context.can_share(ctx))
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{
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Some(ctx)
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} else {
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None
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}
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}
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});
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if let Some(memory_ctx) = memory_ctx {
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// If there is no GLSyncMeta yet then we need to add one here now, which requires
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// obtaining a writable buffer.
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let mapped_frame = if buffer.meta::<gst_gl::GLSyncMeta>().is_some() {
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gst_gl::GLVideoFrame::from_buffer_readable(buffer.clone(), info)
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.map_err(|_| gst::FlowError::Error)?
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} else {
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let mut buffer = buffer.clone();
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{
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let buffer = buffer.make_mut();
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gst_gl::GLSyncMeta::add(buffer, memory_ctx);
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}
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gst_gl::GLVideoFrame::from_buffer_readable(buffer, info)
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.map_err(|_| gst::FlowError::Error)?
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};
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// Now that it's guaranteed that there is a sync meta and the frame is mapped, set
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// a sync point so we can ensure that the texture is ready later when making use of
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// it as gdk::GLTexture.
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let meta = mapped_frame.buffer().meta::<gst_gl::GLSyncMeta>().unwrap();
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meta.set_sync_point(memory_ctx);
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frame = Some(MappedFrame::GL {
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frame: mapped_frame,
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wrapped_context: wrapped_context.unwrap().clone(),
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orientation,
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});
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}
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}
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