Adapt the WebGL worker to use the new buffer generation utils
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+154
-40
@@ -2,60 +2,174 @@
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* A worker that does cpu-heavy tasks related to webgl rendering.
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* @module ol/worker/webgl
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*/
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import {
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WebGLWorkerMessageType,
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writePointFeatureToBuffers,
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} from '../renderer/webgl/Layer.js';
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import {assign} from '../obj.js';
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import {WebGLWorkerMessageType} from '../render/webgl/constants.js';
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import {
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writeLineSegmentToBuffers,
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writePointFeatureToBuffers,
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writePolygonTrianglesToBuffers,
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} from '../render/webgl/utils.js';
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import {
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create as createTransform,
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makeInverse as makeInverseTransform,
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} from '../transform.js';
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/** @type {any} */
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const worker = self;
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worker.onmessage = (event) => {
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const received = event.data;
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if (received.type === WebGLWorkerMessageType.GENERATE_BUFFERS) {
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// This is specific to point features (x, y, index)
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const baseVertexAttrsCount = 3;
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const baseInstructionsCount = 2;
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switch (received.type) {
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case WebGLWorkerMessageType.GENERATE_POINT_BUFFERS: {
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// This is specific to point features (x, y, index)
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const baseVertexAttrsCount = 3;
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const baseInstructionsCount = 2;
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const customAttrsCount = received.customAttributesCount;
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const instructionsCount = baseInstructionsCount + customAttrsCount;
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const renderInstructions = new Float32Array(received.renderInstructions);
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const customAttrsCount = received.customAttributesCount;
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const instructionsCount = baseInstructionsCount + customAttrsCount;
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const renderInstructions = new Float32Array(received.renderInstructions);
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const elementsCount = renderInstructions.length / instructionsCount;
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const indicesCount = elementsCount * 6;
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const verticesCount =
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elementsCount * 4 * (customAttrsCount + baseVertexAttrsCount);
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const indexBuffer = new Uint32Array(indicesCount);
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const vertexBuffer = new Float32Array(verticesCount);
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const elementsCount = renderInstructions.length / instructionsCount;
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const indicesCount = elementsCount * 6;
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const verticesCount =
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elementsCount * 4 * (customAttrsCount + baseVertexAttrsCount);
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const indexBuffer = new Uint32Array(indicesCount);
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const vertexBuffer = new Float32Array(verticesCount);
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let bufferPositions;
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for (let i = 0; i < renderInstructions.length; i += instructionsCount) {
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bufferPositions = writePointFeatureToBuffers(
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renderInstructions,
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i,
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vertexBuffer,
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indexBuffer,
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customAttrsCount,
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bufferPositions
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let bufferPositions;
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for (let i = 0; i < renderInstructions.length; i += instructionsCount) {
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bufferPositions = writePointFeatureToBuffers(
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renderInstructions,
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i,
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vertexBuffer,
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indexBuffer,
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customAttrsCount,
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bufferPositions
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);
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}
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/** @type {import('../render/webgl/constants.js').WebGLWorkerGenerateBuffersMessage} */
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const message = assign(
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{
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vertexBuffer: vertexBuffer.buffer,
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indexBuffer: indexBuffer.buffer,
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renderInstructions: renderInstructions.buffer,
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},
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received
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);
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worker.postMessage(message, [
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vertexBuffer.buffer,
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indexBuffer.buffer,
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renderInstructions.buffer,
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]);
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break;
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}
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case WebGLWorkerMessageType.GENERATE_LINE_STRING_BUFFERS: {
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const vertices = [];
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const indices = [];
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/** @type {import('../renderer/webgl/Layer').WebGLWorkerGenerateBuffersMessage} */
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const message = assign(
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{
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vertexBuffer: vertexBuffer.buffer,
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indexBuffer: indexBuffer.buffer,
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renderInstructions: renderInstructions.buffer,
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},
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received
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);
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const customAttrsCount = received.customAttributesCount;
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const instructionsPerVertex = 2;
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worker.postMessage(message, [
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vertexBuffer.buffer,
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indexBuffer.buffer,
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renderInstructions.buffer,
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]);
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const renderInstructions = new Float32Array(received.renderInstructions);
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let currentInstructionsIndex = 0;
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const transform = received.renderInstructionsTransform;
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const invertTransform = createTransform();
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makeInverseTransform(invertTransform, transform);
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let verticesCount, customAttributes;
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while (currentInstructionsIndex < renderInstructions.length) {
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customAttributes = Array.from(
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renderInstructions.slice(
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currentInstructionsIndex,
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currentInstructionsIndex + customAttrsCount
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)
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);
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currentInstructionsIndex += customAttrsCount;
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verticesCount = renderInstructions[currentInstructionsIndex++];
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// last point is only a segment end, do not loop over it
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for (let i = 0; i < verticesCount - 1; i++) {
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writeLineSegmentToBuffers(
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renderInstructions,
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currentInstructionsIndex + i * instructionsPerVertex,
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currentInstructionsIndex + (i + 1) * instructionsPerVertex,
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i > 0
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? currentInstructionsIndex + (i - 1) * instructionsPerVertex
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: null,
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i < verticesCount - 2
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? currentInstructionsIndex + (i + 2) * instructionsPerVertex
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: null,
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vertices,
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indices,
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customAttributes,
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transform,
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invertTransform
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);
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}
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currentInstructionsIndex += verticesCount * instructionsPerVertex;
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}
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const indexBuffer = Uint32Array.from(indices);
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const vertexBuffer = Float32Array.from(vertices);
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/** @type {import('../render/webgl/constants.js').WebGLWorkerGenerateBuffersMessage} */
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const message = assign(
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{
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vertexBuffer: vertexBuffer.buffer,
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indexBuffer: indexBuffer.buffer,
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renderInstructions: renderInstructions.buffer,
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},
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received
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);
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worker.postMessage(message, [
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vertexBuffer.buffer,
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indexBuffer.buffer,
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renderInstructions.buffer,
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]);
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break;
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}
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case WebGLWorkerMessageType.GENERATE_POLYGON_BUFFERS: {
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const vertices = [];
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const indices = [];
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const customAttrsCount = received.customAttributesCount;
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const renderInstructions = new Float32Array(received.renderInstructions);
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let currentInstructionsIndex = 0;
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while (currentInstructionsIndex < renderInstructions.length) {
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currentInstructionsIndex = writePolygonTrianglesToBuffers(
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renderInstructions,
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currentInstructionsIndex,
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vertices,
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indices,
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customAttrsCount
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);
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}
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const indexBuffer = Uint32Array.from(indices);
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const vertexBuffer = Float32Array.from(vertices);
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/** @type {import('../render/webgl/constants.js').WebGLWorkerGenerateBuffersMessage} */
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const message = assign(
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{
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vertexBuffer: vertexBuffer.buffer,
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indexBuffer: indexBuffer.buffer,
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renderInstructions: renderInstructions.buffer,
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},
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received
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);
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worker.postMessage(message, [
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vertexBuffer.buffer,
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indexBuffer.buffer,
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renderInstructions.buffer,
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]);
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break;
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}
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}
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};
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