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https://github.com/wassname/phaser.git
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Preparing for new release
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/// <reference path="../Game.ts" />
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/// <reference path="GameObject.ts" />
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/// <reference path="../system/Tile.ts" />
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/// <reference path="../system/TilemapBuffer.ts" />
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/**
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* Phaser
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*/
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module Phaser {
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export class Tilemap extends GameObject {
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constructor(game: Game, key: string, mapData: string, format: number, tileWidth?: number = 0, tileHeight?: number = 0) {
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super(game);
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this._texture = this._game.cache.getImage(key);
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this._tilemapBuffers = [];
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this.isGroup = false;
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this.tileWidth = tileWidth;
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this.tileHeight = tileHeight;
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this.boundsInTiles = new Rectangle();
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this.mapFormat = format;
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switch (format)
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{
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case Tilemap.FORMAT_CSV:
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this.parseCSV(game.cache.getText(mapData));
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break;
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case Tilemap.FORMAT_TILED_JSON:
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this.parseTiledJSON(game.cache.getText(mapData));
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break;
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}
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this.parseTileOffsets();
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this.createTilemapBuffers();
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}
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private _texture;
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private _tileOffsets;
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private _tilemapBuffers: TilemapBuffer[];
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private _dx: number = 0;
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private _dy: number = 0;
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public static FORMAT_CSV: number = 0;
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public static FORMAT_TILED_JSON: number = 1;
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public mapData;
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public mapFormat: number;
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public boundsInTiles: Rectangle;
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public tileWidth: number;
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public tileHeight: number;
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public widthInTiles: number = 0;
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public heightInTiles: number = 0;
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public widthInPixels: number = 0;
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public heightInPixels: number = 0;
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// How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this)
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// The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles)
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public tileBoundary: number = 10;
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private parseCSV(data: string) {
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//console.log('parseMapData');
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this.mapData = [];
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// Trim any rogue whitespace from the data
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data = data.trim();
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var rows = data.split("\n");
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//console.log('rows', rows);
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for (var i = 0; i < rows.length; i++)
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{
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var column = rows[i].split(",");
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//console.log('column', column);
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var output = [];
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if (column.length > 0)
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{
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// Set the width based on the first row
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if (this.widthInTiles == 0)
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{
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// Maybe -1?
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this.widthInTiles = column.length;
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}
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// We have a new row of tiles
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this.heightInTiles++;
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// Parse it
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for (var c = 0; c < column.length; c++)
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{
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output[c] = parseInt(column[c]);
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}
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this.mapData.push(output);
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}
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}
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//console.log('final map array');
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//console.log(this.mapData);
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if (this.widthInTiles > 0)
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{
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this.widthInPixels = this.tileWidth * this.widthInTiles;
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}
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if (this.heightInTiles > 0)
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{
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this.heightInPixels = this.tileHeight * this.heightInTiles;
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}
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this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
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}
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private parseTiledJSON(data: string) {
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//console.log('parseTiledJSON');
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this.mapData = [];
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// Trim any rogue whitespace from the data
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data = data.trim();
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// We ought to change this soon, so we have layer support, but for now let's just get it working
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var json = JSON.parse(data);
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// Right now we assume no errors at all with the parsing (safe I know)
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this.tileWidth = json.tilewidth;
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this.tileHeight = json.tileheight;
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// Parse the first layer only
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this.widthInTiles = json.layers[0].width;
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this.heightInTiles = json.layers[0].height;
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this.widthInPixels = this.widthInTiles * this.tileWidth;
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this.heightInPixels = this.heightInTiles * this.tileHeight;
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this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
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//console.log('width in tiles', this.widthInTiles);
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//console.log('height in tiles', this.heightInTiles);
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//console.log('width in px', this.widthInPixels);
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//console.log('height in px', this.heightInPixels);
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// Now let's get the data
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var c = 0;
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var row;
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for (var i = 0; i < json.layers[0].data.length; i++)
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{
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if (c == 0)
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{
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row = [];
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}
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row.push(json.layers[0].data[i]);
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c++;
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if (c == this.widthInTiles)
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{
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this.mapData.push(row);
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c = 0;
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}
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}
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//console.log('mapData');
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//console.log(this.mapData);
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}
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public getMapSegment(area: Rectangle) {
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}
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private createTilemapBuffers() {
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var cams = this._game.world.getAllCameras();
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for (var i = 0; i < cams.length; i++)
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{
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this._tilemapBuffers[cams[i].ID] = new TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets);
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}
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}
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private parseTileOffsets() {
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this._tileOffsets = [];
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var i = 0;
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if (this.mapFormat == Tilemap.FORMAT_TILED_JSON)
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{
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// For some reason Tiled counts from 1 not 0
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this._tileOffsets[0] = null;
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i = 1;
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}
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for (var ty = 0; ty < this._texture.height; ty += this.tileHeight)
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{
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for (var tx = 0; tx < this._texture.width; tx += this.tileWidth)
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{
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this._tileOffsets[i] = { x: tx, y: ty };
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i++;
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}
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}
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}
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/*
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// Use a Signal?
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public addTilemapBuffers(camera:Camera) {
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console.log('added new camera to tilemap');
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this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets);
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}
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*/
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public update() {
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// Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer
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this._tilemapBuffers[0].update();
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}
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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this._tilemapBuffers[0].renderDebugInfo(x, y, color);
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}
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
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if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1)
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{
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return false;
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}
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this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x);
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this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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if (this._tilemapBuffers[camera.ID])
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{
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//this._tilemapBuffers[camera.ID].render(this._dx, this._dy);
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this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY);
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}
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return true;
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}
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}
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}
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