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refactor(ui): separate visual effects and animation ownership
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import assert from 'node:assert/strict';
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import test from 'node:test';
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import { VisualEffects } from './visualEffects.js';
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import { GLOBAL_POST_DEFAULTS, STYLE_PRESET_DEFAULTS, MILITARY_DETECTION_PRESET } from './visualPresets.js';
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function fixture() {
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let time = 0;
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let next = 0;
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const frames = new Map();
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const stages = new Set();
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const holds = new Set();
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const requests = [];
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const bloom = { enabled: true, uniforms: { glowOnly: true, contrast: 3, brightness: 4, delta: 5, sigma: 6, stepSize: 7 } };
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const originalBloom = structuredClone(bloom);
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const pipeline = { bloom, add(stage) { stages.add(stage); }, remove(stage) { return stages.delete(stage); } };
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const effects = new VisualEffects({
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viewer: { scene: { postProcessStages: pipeline } },
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requestRender: (reason) => requests.push(reason),
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holdRender: (reason) => holds.add(reason), releaseRender: (reason) => holds.delete(reason),
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requestFrame: (callback) => { const id = next++; frames.set(id, callback); return id; },
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cancelFrame: (id) => frames.delete(id), now: () => time, wallNow: () => 10_000 + time,
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createStage: (options) => ({ ...options, enabled: true }),
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});
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function tick(value) {
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time = value;
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const pending = [...frames.values()];
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frames.clear();
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for (const callback of pending) callback();
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}
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return { effects, frames, stages, holds, requests, bloom, originalBloom, tick };
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}
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test('construction is inert and initialization creates one owned pipeline', () => {
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const f = fixture();
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assert.equal(f.stages.size, 0);
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assert.equal(f.frames.size, 0);
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f.effects.initStyles();
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f.effects.initPostProcess();
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assert.equal(f.stages.size, 7);
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assert.ok(Object.values(f.effects.stages).every((stage) => !stage.enabled && stage.uniforms.intensity === 0));
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f.effects.initStyles();
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f.effects.initPostProcess();
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assert.equal(f.stages.size, 7);
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f.effects.destroy();
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});
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test('crossfade uses the established 500ms easing and settles without idle frames', () => {
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const f = fixture();
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f.effects.initStyles();
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f.effects.startTransition('noir', 0, 1);
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assert.equal(f.effects.frameId, 0, 'zero is a valid pending animation id');
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f.effects.startAnimationLoop();
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assert.equal(f.frames.size, 1, 'starting twice cannot schedule duplicate frames');
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f.tick(125);
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assert.equal(f.effects.stages.noir.uniforms.intensity, 0.125);
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f.tick(250);
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assert.equal(f.effects.stages.noir.uniforms.intensity, 0.5);
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f.tick(500);
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assert.equal(f.effects.stages.noir.uniforms.intensity, 1);
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assert.equal(f.effects.transitions.size, 0);
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// Noir's shader has no animated time uniform.
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assert.equal(f.frames.size, 0);
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assert.equal(f.holds.size, 0);
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f.effects.destroy();
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});
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test('a superseding transition starts from the current rendered intensity', () => {
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const f = fixture();
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f.effects.initStyles();
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f.effects.startTransition('noir', 0, 1);
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f.tick(250);
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f.effects.startTransition('noir', f.effects.stages.noir.uniforms.intensity, 0);
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f.tick(500);
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assert.equal(f.effects.stages.noir.uniforms.intensity, 0.25);
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f.tick(750);
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assert.equal(f.effects.stages.noir.uniforms.intensity, 0);
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assert.equal(f.effects.stages.noir.enabled, false);
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assert.equal(f.frames.size, 0);
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f.effects.destroy();
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});
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test('only visible animated stages keep the animation clock and render hold alive', () => {
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const f = fixture();
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f.effects.initStyles();
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const animated = f.effects.stages.retro;
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assert.notEqual(animated.uniforms.time, undefined);
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f.effects.setStageIntensity(animated, 1);
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f.tick(1000);
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assert.equal(animated.uniforms.time, 1);
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assert.equal(f.frames.size, 1);
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assert.equal(f.holds.size, 1);
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f.effects.setStageIntensity(animated, 0);
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f.tick(1100);
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assert.equal(f.frames.size, 0);
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assert.equal(f.holds.size, 0);
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f.effects.destroy();
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});
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test('direct Cockpit intensity writes are reconciled before rendering', () => {
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const f = fixture();
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f.effects.initStyles();
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f.effects.stages.thermal.uniforms.intensity = 1;
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f.effects.syncStagesEnabledFromIntensity();
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assert.equal(f.effects.stages.thermal.enabled, true);
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f.effects.stages.thermal.uniforms.intensity = 0;
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f.effects.syncStagesEnabledFromIntensity();
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assert.equal(f.effects.stages.thermal.enabled, false);
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f.effects.destroy();
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});
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test('bloom retains its dead zone, normalized intensity and independent toggle', () => {
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const f = fixture();
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f.effects.initPostProcess();
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f.effects.setBloomEnabled(true);
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f.effects.applyBloomIntensity(0);
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assert.equal(f.bloom.enabled, false);
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f.effects.applyBloomIntensity(200);
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assert.equal(f.bloom.enabled, true);
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assert.equal(f.bloom.uniforms.contrast, 87);
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f.effects.setBloomEnabled(false);
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assert.equal(f.effects.bloomIntensity, 200);
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assert.equal(f.bloom.enabled, false);
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f.effects.applyBloomIntensity(300);
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assert.equal(f.effects.bloomIntensity, 200);
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f.effects.destroy();
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});
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test('sharpen uses the existing uniform scale and keeps values while disabled', () => {
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const f = fixture();
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f.effects.initPostProcess(0.49);
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assert.equal(f.effects.sharpenStage.uniforms.amount, 1.08);
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f.effects.applySharpenIntensity(1);
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f.effects.setSharpenEnabled(true);
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assert.equal(f.effects.sharpenStage.uniforms.amount, 2.1);
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assert.equal(f.effects.sharpenStage.enabled, true);
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f.effects.setSharpenEnabled(false);
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assert.equal(f.effects.sharpenIntensity, 1);
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assert.equal(f.effects.sharpenStage.enabled, false);
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f.effects.destroy();
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});
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test('stop revokes pending work immediately but retains stages until final destruction', () => {
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const f = fixture();
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f.effects.initStyles();
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f.effects.initPostProcess();
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f.effects.startTransition('retro', 0, 1);
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const staleFrame = [...f.frames.values()][0];
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f.effects.stop();
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assert.equal(f.frames.size, 0);
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assert.equal(f.stages.size, 7, 'Context and Cockpit may still be releasing these stages');
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const intensity = f.effects.stages.retro.uniforms.intensity;
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staleFrame();
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f.effects.startTransition('retro', 0, 1);
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f.effects.setStageIntensity(f.effects.stages.retro, 1);
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assert.equal(f.frames.size, 0);
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assert.equal(f.effects.stages.retro.uniforms.intensity, intensity);
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f.effects.destroy();
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assert.equal(f.stages.size, 0);
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assert.deepEqual(f.bloom, f.originalBloom, 'borrowed bloom configuration is restored');
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f.effects.destroy();
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});
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test('destroying one instance does not remove another pipeline or clock', () => {
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const a = fixture();
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const b = fixture();
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for (const f of [a, b]) { f.effects.initStyles(); f.effects.startTransition('retro', 0, 1); }
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a.effects.destroy();
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b.tick(250);
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assert.equal(a.stages.size, 0);
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assert.equal(b.stages.size, 6);
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assert.equal(b.effects.stages.retro.uniforms.intensity, 0.5);
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b.effects.destroy();
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});
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test('existing baseline and military presets keep one detection default', () => {
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assert.equal(GLOBAL_POST_DEFAULTS.detectionMode, 'DENSE');
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assert.equal(GLOBAL_POST_DEFAULTS.detectionDensity, 75);
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assert.equal(GLOBAL_POST_DEFAULTS.sharpen.intensity, 49);
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assert.equal(GLOBAL_POST_DEFAULTS.detectionFadePct, 7);
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assert.equal(GLOBAL_POST_DEFAULTS.detectionOutsideOpacityPct, 1);
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for (const name of ['retro', 'surveillance', 'thermal']) {
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assert.equal(STYLE_PRESET_DEFAULTS[name].detection, MILITARY_DETECTION_PRESET);
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}
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assert.equal(STYLE_PRESET_DEFAULTS.normal, undefined);
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});
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