代码清理
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@@ -63,7 +63,7 @@ namespace Ink_Canvas.Helpers
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/// <param name="endPoint">抬笔点</param>
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public void AddFadingStroke(Stroke stroke, Point startPoint, Point endPoint)
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{
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if (!IsEnabled || stroke == null)
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if (!IsEnabled || stroke == null)
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{
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return;
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}
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@@ -238,12 +238,12 @@ namespace Ink_Canvas.Helpers
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public void UpdateFadeTime(int fadeTime)
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{
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FadeTime = fadeTime;
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foreach (var kvp in _fadeTimers)
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{
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var stroke = kvp.Key;
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var timer = kvp.Value;
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timer.Stop();
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timer.Interval = TimeSpan.FromMilliseconds(FadeTime);
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timer.Start();
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@@ -283,14 +283,14 @@ namespace Ink_Canvas.Helpers
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{
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// 创建路径几何,使用墨迹的实际位置
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var geometry = stroke.GetGeometry();
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if (geometry == null)
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if (geometry == null)
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{
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return null;
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}
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// 获取绘画属性
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var drawingAttribs = stroke.DrawingAttributes;
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// 创建路径元素,确保使用正确的绘画属性
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var path = new Path
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{
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@@ -302,7 +302,7 @@ namespace Ink_Canvas.Helpers
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StrokeLineJoin = PenLineJoin.Round,
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Fill = drawingAttribs.IsHighlighter ? new SolidColorBrush(drawingAttribs.Color) : null, // 高亮笔需要填充
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Opacity = 0.95, // 初始透明度更高,显得更自然
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// 优化渲染质量
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UseLayoutRounding = false,
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SnapsToDevicePixels = false
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@@ -312,19 +312,19 @@ namespace Ink_Canvas.Helpers
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if (drawingAttribs.IsHighlighter)
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{
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path.Opacity = 0.4; // 高亮笔初始透明度更低,更符合荧光笔特性
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// 为高亮笔添加特殊的混合效果
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// 使用更柔和的笔触样式
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path.StrokeStartLineCap = PenLineCap.Flat;
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path.StrokeEndLineCap = PenLineCap.Flat;
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path.StrokeLineJoin = PenLineJoin.Miter;
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// 高亮笔通常需要更宽的笔触来覆盖下面的内容
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if (drawingAttribs.Width < 20)
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{
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path.StrokeThickness = Math.Max(drawingAttribs.Width * 1.5, 20);
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}
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}
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// 高亮笔通常需要更宽的笔触来覆盖下面的内容
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if (drawingAttribs.Width < 20)
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{
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path.StrokeThickness = Math.Max(drawingAttribs.Width * 1.5, 20);
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}
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}
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// 不设置任何变换,保持墨迹原有粗细
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var bounds = geometry.Bounds;
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@@ -356,7 +356,7 @@ namespace Ink_Canvas.Helpers
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// 获取当前透明度和判断是否为高亮笔
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var currentOpacity = visual.Opacity;
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var isHighlighter = stroke.DrawingAttributes.IsHighlighter;
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// 根据墨迹类型选择不同的动画效果
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if (isHighlighter)
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{
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@@ -439,19 +439,19 @@ namespace Ink_Canvas.Helpers
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{
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var stylusPoints = stroke.StylusPoints;
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var totalPoints = stylusPoints.Count;
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// 分段算法 - 确保所有墨迹都有足够的动画效果
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var strokeLength = CalculateStrokeLength(stylusPoints);
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var segmentCount = CalculateOptimalSegmentCount(totalPoints, strokeLength);
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// 强制最小分段数量,确保短墨迹也有动画效果
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segmentCount = Math.Max(segmentCount, 4);
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var pointsPerSegment = Math.Max(1, totalPoints / segmentCount);
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// 隐藏原始视觉元素
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originalVisual.Visibility = Visibility.Hidden;
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var segments = new List<UIElement>();
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var parent = _mainWindow.inkCanvas?.Parent as Panel;
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if (parent == null)
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@@ -465,7 +465,7 @@ namespace Ink_Canvas.Helpers
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{
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var startIndex = i * pointsPerSegment;
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var endIndex = (i == segmentCount - 1) ? totalPoints - 1 : (i + 1) * pointsPerSegment;
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// 确保有足够的点来创建分段,对于短墨迹特殊处理
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if (endIndex <= startIndex && totalPoints > 1)
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{
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@@ -473,12 +473,12 @@ namespace Ink_Canvas.Helpers
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startIndex = i;
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endIndex = Math.Min(i + 1, totalPoints - 1);
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}
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// 为每个分段添加重叠,确保连接处平滑
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var overlap = Math.Max(1, pointsPerSegment / 6); // 15%的重叠,平衡平滑与速度
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var actualStartIndex = Math.Max(0, startIndex - overlap);
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var actualEndIndex = Math.Min(totalPoints - 1, endIndex + overlap);
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var segment = CreateStrokeSegment(stroke, actualStartIndex, actualEndIndex, opacity);
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if (segment != null)
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{
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@@ -576,10 +576,10 @@ namespace Ink_Canvas.Helpers
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for (int i = 0; i < segments.Count; i++)
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{
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var segment = segments[i];
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// 使用预计算的动画曲线获取延迟时间
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var delay = animationCurve[i];
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// 使用定时器延迟启动每个分段的动画
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var timer = new DispatcherTimer
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{
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@@ -595,7 +595,7 @@ namespace Ink_Canvas.Helpers
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lock (completedSegments)
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{
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completedSegments.Add(segment);
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// 检查是否所有分段都完成了
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if (completedSegments.Count >= totalSegments)
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{
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@@ -676,7 +676,7 @@ namespace Ink_Canvas.Helpers
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{
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// 移除所有分段
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var parent = _mainWindow.inkCanvas?.Parent as Panel;
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foreach (var segment in segments)
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{
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if (parent != null && parent.Children.Contains(segment))
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@@ -729,7 +729,7 @@ namespace Ink_Canvas.Helpers
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private double CalculateStrokeLength(StylusPointCollection points)
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{
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if (points.Count < 2) return 0;
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double totalLength = 0;
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for (int i = 1; i < points.Count; i++)
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{
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@@ -749,22 +749,22 @@ namespace Ink_Canvas.Helpers
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const double PIXELS_PER_SEGMENT = 12.0; // 每段适中长度,平衡效果与速度
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const int MIN_SEGMENTS = 5; // 适当的最小分段数,确保动画效果
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const int MAX_SEGMENTS = 100; // 适中的最大分段数,平衡性能与效果
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// 根据长度计算基础分段数
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var lengthBasedSegments = Math.Max(MIN_SEGMENTS, (int)(strokeLength / PIXELS_PER_SEGMENT));
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// 根据点密度调整,平衡效果与速度
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var density = pointCount > 0 ? strokeLength / pointCount : 1;
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var densityFactor = Math.Max(0.4, Math.Min(2.5, density / 1.8));
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var finalSegments = (int)(lengthBasedSegments * densityFactor);
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// 对于短墨迹,确保至少有4个分段
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if (pointCount <= 5)
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{
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finalSegments = Math.Max(finalSegments, 4);
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}
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// 限制在合理范围内
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return Math.Min(MAX_SEGMENTS, Math.Max(MIN_SEGMENTS, finalSegments));
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}
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@@ -778,7 +778,7 @@ namespace Ink_Canvas.Helpers
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var baseDuration = totalDuration / Math.Max(segmentCount, 1);
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var minDuration = 150; // 每段最少150ms,确保动画完整显示
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var maxDuration = 500; // 每段最多500ms,平衡速度与完整性
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return Math.Max(minDuration, Math.Min(maxDuration, baseDuration));
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}
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@@ -788,17 +788,17 @@ namespace Ink_Canvas.Helpers
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private int[] CreateAppleStyleAnimationCurve(int segmentCount, int totalDuration)
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{
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var curve = new int[segmentCount];
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// 平衡速度与完整性,确保动画有足够时间播放
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var availableTime = totalDuration * 0.6; // 使用60%的总时间,给动画留足够缓冲
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var delayBetweenSegments = Math.Max(60, availableTime / Math.Max(segmentCount, 1));
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for (int i = 0; i < segmentCount; i++)
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{
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// 线性延迟,确保每个分段都有足够时间
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curve[i] = (int)(i * delayBetweenSegments);
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}
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return curve;
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}
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@@ -829,4 +829,4 @@ namespace Ink_Canvas.Helpers
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}
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#endregion
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}
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}
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}
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