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* Visual Studio Project Overhaul + Cleanup * SDL2 project for Windows * Re-added game client icon to SDL2 code * Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type) * Renamed "LoggerWindows" to "LoggerWin32" * Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then. * Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it. * I wonder if this still works on macOS... * Bugfixes & Fixed for macOS * Options::savePropertiesToFile Logging Bugfix * Silence Winsock Deprecation Warnings in RakNet * VS Project Improvements - Replaced 50 billion relative paths with $(MC_ROOT) - Added $(RAKNET_PATH) variable to override RakNet location - Re-added gitignore for .vcxproj.user files - Added debugging config to Directory.Builds.props - Slimmed down project configurations for SDL2 * VS Project Config Bugfixes - Fixed RakNet header path for additional includes * RakNet Target for XCode * XCode Project Config Fixes * Packet logging * Network VS Project Filter Fix * Fix RakNet Packet ID Length We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions. * Additional RakNet Error Handling * Disable packet logging * * Fix CMakeLists.txt This reflects the relocation of ClientSideNetworkHandler.cpp. * * Also add renderer/GL/GL.cpp to the CMakeLists.txt * * Replace libpng with stb_image * * Fix buggy water behavior. * * Put the CMakeLists of the SDL project in debug mode * Visual Studio 2010 Support * * Change the SdlIoCallbacks from an array to a single member. This fixes compilation of the sdl2 target on VS. * * Fix missing _error label. * Revert "* Fix missing _error label." This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74. * Revert "* Replace libpng with stb_image" * info_updateGame Tiles --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
218 lines
4.2 KiB
C++
218 lines
4.2 KiB
C++
#include "AppPlatform_sdlbase.hpp"
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#include <sstream>
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#include <fstream>
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#include <sys/stat.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#else
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#include "thirdparty/GL/GL.hpp"
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#endif
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#include "common/Utils.hpp"
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#include "platforms/openal/SoundSystemAL.hpp"
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void AppPlatform_sdlbase::_init(std::string storageDir, SDL_Window *window)
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{
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_storageDir = storageDir;
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_window = window;
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_iconTexture = nullptr;
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_icon = nullptr;
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m_bShiftPressed[0] = false;
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m_bShiftPressed[1] = false;
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ensureDirectoryExists(_storageDir.c_str());
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m_pLogger = new Logger;
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m_pSoundSystem = nullptr;
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}
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void AppPlatform_sdlbase::initSoundSystem()
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{
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if (!m_pSoundSystem)
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{
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m_pSoundSystem = new SoundSystemAL();
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LOG_I("Initializing OpenAL SoundSystem...");
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}
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else
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{
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LOG_E("Trying to initialize SoundSystem more than once!");
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}
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}
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void AppPlatform_sdlbase::setIcon(const Texture& icon)
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{
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if (!icon.m_pixels)
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return;
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SAFE_DELETE(_iconTexture);
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if (_icon) SDL_FreeSurface(_icon);
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_iconTexture = new Texture(icon);
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_icon = getSurfaceForTexture(_iconTexture);
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if (_icon)
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SDL_SetWindowIcon(_window, _icon);
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}
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AppPlatform_sdlbase::~AppPlatform_sdlbase()
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{
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if (_icon) SDL_FreeSurface(_icon);
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SAFE_DELETE(_iconTexture);
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SAFE_DELETE(m_pSoundSystem);
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// DELETE THIS LAST
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SAFE_DELETE(m_pLogger);
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}
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SDL_Surface* AppPlatform_sdlbase::getSurfaceForTexture(const Texture* const texture)
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{
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if (!texture) return nullptr;
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void * const pixels = texture->m_pixels;
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const int width = texture->m_width;
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const int height = texture->m_height;
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const int depth = 32; // Color depth (32-bit by default)
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SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(
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pixels, width, height, depth,
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width * 4, // Pitch
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0x000000FF, 0x0000FF00, 0x00FF0000,
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0xFF000000
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);
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if (!surface)
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LOG_E("Failed loading SDL_Surface from Texture: %s", SDL_GetError());
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return surface;
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}
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int AppPlatform_sdlbase::checkLicense()
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{
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// we own the game!!
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return 1;
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}
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const char* const AppPlatform_sdlbase::getWindowTitle() const
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{
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return SDL_GetWindowTitle(_window);
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}
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int AppPlatform_sdlbase::getScreenWidth() const
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{
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int width;
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SDL_GL_GetDrawableSize(_window, &width, nullptr);
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return width;
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}
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int AppPlatform_sdlbase::getScreenHeight() const
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{
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int height;
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SDL_GL_GetDrawableSize(_window, nullptr, &height);
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return height;
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}
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void AppPlatform_sdlbase::setMouseGrabbed(bool b)
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{
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SDL_SetWindowGrab(_window, b ? SDL_TRUE : SDL_FALSE);
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SDL_SetRelativeMouseMode(b ? SDL_TRUE : SDL_FALSE);
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}
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void AppPlatform_sdlbase::setMouseDiff(int x, int y)
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{
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xrel = x;
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yrel = y;
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}
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void AppPlatform_sdlbase::getMouseDiff(int& x, int& y)
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{
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x = xrel;
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y = yrel;
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}
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void AppPlatform_sdlbase::clearDiff()
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{
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xrel = 0;
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yrel = 0;
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}
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bool AppPlatform_sdlbase::shiftPressed()
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{
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return m_bShiftPressed[0] || m_bShiftPressed[1];
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}
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void AppPlatform_sdlbase::setShiftPressed(bool b, bool isLeft)
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{
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m_bShiftPressed[isLeft ? 0 : 1] = b;
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}
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int AppPlatform_sdlbase::getUserInputStatus()
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{
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return -1;
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}
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Mouse::ButtonType AppPlatform_sdlbase::GetMouseButtonType(SDL_Event event)
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{
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switch (event.button.button)
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{
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case SDL_BUTTON_LEFT:
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return Mouse::LEFT;
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case SDL_BUTTON_RIGHT:
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return Mouse::RIGHT;
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case SDL_BUTTON_MIDDLE:
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return Mouse::MIDDLE;
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default:
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return Mouse::NONE;
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}
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}
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Mouse::ButtonState AppPlatform_sdlbase::GetMouseButtonState(SDL_Event event)
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{
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Mouse::ButtonState result;
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switch (event.type)
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{
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case SDL_MOUSEBUTTONDOWN:
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result = Mouse::DOWN;
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break;
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case SDL_MOUSEBUTTONUP:
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result = Mouse::UP;
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break;
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case SDL_MOUSEWHEEL:
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{
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short wheelDelta = event.wheel.y;
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if (wheelDelta > 0)
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{
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// "A positive value indicates that the wheel was rotated forward, away from the user."
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result = Mouse::UP;
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}
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else
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{
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// "A negative value indicates that the wheel was rotated backward, toward the user."
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result = Mouse::DOWN;
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}
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break;
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}
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default:
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result = Mouse::UP;
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break;
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}
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return result;
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}
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Keyboard::KeyState AppPlatform_sdlbase::GetKeyState(SDL_Event event)
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{
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switch (event.key.state)
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{
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case SDL_RELEASED:
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return Keyboard::UP;
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case SDL_PRESSED:
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default:
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return Keyboard::DOWN;
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}
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}
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