renamed ChallengeRounds.cs
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using System;
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using System.Collections.Generic;
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namespace VocaluxeLib.PartyModes.Challenge
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{
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public class CChallengeRounds
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{
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private readonly Random _Rand;
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private readonly int _NumPlayer;
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public List<CCombination> Rounds;
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public CChallengeRounds(int numRounds, int numPlayer, int numPlayerAtOnce)
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{
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Rounds = new List<CCombination>();
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_Rand = new Random(DateTime.Now.Millisecond);
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if (numPlayerAtOnce < 1 || numRounds < 1 || numPlayer == 0)
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_NumPlayer = 0;
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else
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{
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_NumPlayer = numPlayer;
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_BuildRounds(numRounds, numPlayerAtOnce, _Rand);
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}
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}
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public CCombination GetRound(int roundNr)
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{
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if (roundNr >= Rounds.Count || _NumPlayer == 0 || Rounds.Count == 0)
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return null;
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return Rounds[roundNr];
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}
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private void _BuildRounds(int numRounds, int numPlayerAtOnce, Random rand)
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{
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CCombinations combinations = new CCombinations(_NumPlayer, numPlayerAtOnce, rand);
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Rounds.Add(combinations.GetNextCombination(null));
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for (int i = 1; i < numRounds; i++)
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Rounds.Add(combinations.GetNextCombination(_GetPlayerDemand(i)));
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}
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private List<int> _GetPlayerDemand(int roundIndex)
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{
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List<int> numPlayed = new List<int>(_NumPlayer);
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for (int i = 0; i < _NumPlayer; i++)
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numPlayed.Add(0);
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for (int i = 0; i < roundIndex; i++)
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{
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foreach (int playerIndex in Rounds[i].Player)
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numPlayed[playerIndex]++;
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}
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int max = 0;
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foreach (int p in numPlayed)
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{
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if (p > max)
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max = p;
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}
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int num = Rounds[0].Player.Count;
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List<int> result = new List<int>();
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List<int> other = new List<int>();
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List<int> last = new List<int>();
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for (int i = 0; i < numPlayed.Count; i++)
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{
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if (roundIndex == 0 || numPlayed[i] < max)
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{
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if (roundIndex == 0 || roundIndex > 0 && numPlayed[i] < max && !Rounds[roundIndex - 1].IsAvailable(i))
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result.Add(i);
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else if (numPlayed[i] < max)
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other.Add(i);
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}
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else
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{
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if (roundIndex > 0)
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{
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if (!Rounds[roundIndex - 1].IsAvailable(i))
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other.Add(i);
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else
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last.Add(i);
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}
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else
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last.Add(i);
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}
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}
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while (result.Count < num && other.Count > 0)
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{
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int n = other.Count;
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int r = _Rand.Next(n);
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result.Add(other[r]);
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other.RemoveAt(r);
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}
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while (result.Count < num)
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{
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int n = last.Count;
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int r = _Rand.Next(n);
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result.Add(last[r]);
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last.RemoveAt(r);
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}
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while (result.Count > num)
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{
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int n = result.Count;
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int r = _Rand.Next(n);
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result.RemoveAt(r);
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}
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result.Sort();
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return result;
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}
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}
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class CCombinations
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{
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private readonly List<CCombination> _Combs;
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private readonly Random _Rand;
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private readonly int _NumPlayer;
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private readonly int _NumMics;
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public CCombinations(int numPlayer, int numMics, Random rand)
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{
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_Combs = new List<CCombination>();
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_NumMics = numMics;
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_NumPlayer = numPlayer;
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_Rand = rand;
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}
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public CCombination GetNextCombination(List<int> playerNrDemand)
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{
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if (_Combs.Count == 0)
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_Create();
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CCombination combs = new CCombination();
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if (_NumPlayer == _NumMics)
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return _Combs[0];
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//filter against PlayerNrDemand
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List<CCombination> combsFiltered = new List<CCombination>();
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if (playerNrDemand != null)
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{
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for (int i = 0; i < _Combs.Count; i++)
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{
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if (_Combs[i].IsAvailableAll(playerNrDemand))
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combsFiltered.Add(_Combs[i]);
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}
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}
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//1st fallback
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if (playerNrDemand != null && combsFiltered.Count == 0)
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{
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for (int i = 0; i < _Combs.Count; i++)
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{
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if (_Combs[i].IsAvailableSomeone(playerNrDemand))
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combsFiltered.Add(_Combs[i]);
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}
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}
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//2nd fallback
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if (combsFiltered.Count == 0)
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{
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for (int i = 0; i < _Combs.Count; i++)
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combsFiltered.Add(_Combs[i]);
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}
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int num = combsFiltered.Count;
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int rand = _Rand.Next(num);
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CCombination c = new CCombination();
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for (int i = 0; i < combsFiltered[rand].Player.Count; i++)
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c.Player.Add(combsFiltered[rand].Player[i]);
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_Combs.Remove(combsFiltered[rand]);
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return combsFiltered[rand];
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}
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private void _Create()
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{
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_Combs.Clear();
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int num = (int)Math.Pow(2, _NumPlayer);
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for (int i = 1; i <= num; i++)
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{
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CCombination c = new CCombination();
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for (int j = 0; j < _NumPlayer; j++)
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{
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if ((i & (1 << j)) > 0)
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c.Player.Add(j);
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}
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if (c.Player.Count == _NumMics)
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_Combs.Add(c);
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}
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}
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}
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public class CCombination
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{
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public List<int> Player;
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public CCombination()
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{
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Player = new List<int>();
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}
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public bool IsAvailable(int playerIndex)
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{
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foreach (int p in Player)
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{
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if (p == playerIndex)
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return true;
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}
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return false;
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}
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public bool IsAvailableAll(List<int> playerIndices)
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{
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bool result = true;
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foreach (int p in playerIndices)
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result &= IsAvailable(p);
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return result;
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}
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public bool IsAvailableSomeone(List<int> playerIndices)
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{
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bool result = false;
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foreach (int p in playerIndices)
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result |= IsAvailable(p);
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return result;
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}
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}
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}
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