2022-01-04 02:15:28 +00:00
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use std::sync::mpsc::{Receiver, Sender};
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2021-12-10 21:53:22 +00:00
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use std::{thread, thread::JoinHandle};
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use mps_interpreter::tokens::MpsTokenReader;
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use super::MpsPlayer;
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use super::PlaybackError;
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2022-01-04 02:15:28 +00:00
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/// A wrapper around MpsPlayer so that playback can occur on a different thread.
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/// This allows for message passing between the threads.
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///
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/// You will probably never directly interact with this, instead using MpsController to communicate.
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2021-12-10 21:53:22 +00:00
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pub struct MpsPlayerServer<T: MpsTokenReader> {
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player: MpsPlayer<T>,
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control: Receiver<ControlAction>,
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event: Sender<PlayerAction>,
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keep_alive: bool,
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}
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impl<T: MpsTokenReader> MpsPlayerServer<T> {
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2022-01-04 02:15:28 +00:00
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pub fn new(
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player: MpsPlayer<T>,
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ctrl: Receiver<ControlAction>,
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event: Sender<PlayerAction>,
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keep_alive: bool,
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) -> Self {
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Self {
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player: player,
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control: ctrl,
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event: event,
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keep_alive: keep_alive,
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}
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}
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fn run_loop(&mut self) {
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// this can panic since it's not on the main thread
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// initial queue full
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if let Err(e) = self.player.enqueue(1) {
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self.event.send(PlayerAction::Exception(e)).unwrap();
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}
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let mut is_empty = self.player.queue_len() == 0;
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loop {
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let command = self.control.recv().unwrap();
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let mut is_exiting = false;
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2022-01-03 22:53:57 +00:00
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let mut check_empty = false;
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2021-12-10 21:53:22 +00:00
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// process command
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match command {
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2022-01-04 02:15:28 +00:00
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ControlAction::Next { .. } => {
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//println!("Executing next command (queue_len: {})", self.player.queue_len());
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if let Err(e) = self.player.new_sink() {
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self.event.send(PlayerAction::Exception(e)).unwrap();
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}
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if !self.player.is_paused() {
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self.player.enqueue(1).unwrap();
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}
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}
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ControlAction::Previous { .. } => {} // TODO
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ControlAction::Play { .. } => self.player.resume(),
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ControlAction::Pause { .. } => self.player.pause(),
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ControlAction::PlayPause { .. } => {
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if self.player.is_paused() {
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self.player.resume();
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} else {
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self.player.pause();
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}
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2022-01-04 02:15:28 +00:00
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}
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ControlAction::Stop { .. } => self.player.stop(),
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ControlAction::Exit { .. } => {
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self.player.stop();
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is_exiting = true;
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}
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ControlAction::Enqueue { amount, .. } => {
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if let Err(e) = self.player.enqueue(amount) {
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self.event.send(PlayerAction::Exception(e)).unwrap();
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}
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}
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ControlAction::NoOp { .. } => {} // empty by design
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ControlAction::SetVolume { volume, .. } => {
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self.player.set_volume((volume as f32) / (u32::MAX as f32));
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}
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ControlAction::CheckEmpty { .. } => {
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check_empty = true;
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}
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}
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2021-12-12 20:08:49 +00:00
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// keep queue full (while playing music)
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if self.player.queue_len() == 0 && !self.player.is_paused() && !is_exiting {
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if let Err(e) = self.player.enqueue(1) {
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self.event.send(PlayerAction::Exception(e)).unwrap();
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}
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if self.player.queue_len() == 0 {
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// no more music to add
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is_exiting = !self.keep_alive || is_exiting;
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}
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}
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2021-12-10 21:53:22 +00:00
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if command.needs_ack() {
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self.event.send(PlayerAction::Acknowledge(command)).unwrap();
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}
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2022-01-03 22:53:57 +00:00
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// always check for empty state change
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if self.player.queue_len() == 0 && !is_empty {
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// just became empty
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is_empty = true;
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self.event.send(PlayerAction::Empty).unwrap();
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} else if self.player.queue_len() != 0 && is_empty {
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// just got filled
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is_empty = false;
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}
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if is_empty && check_empty {
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self.event.send(PlayerAction::Empty).unwrap();
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}
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2022-01-04 02:15:28 +00:00
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if is_exiting {
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break;
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}
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}
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println!("Exiting playback server");
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self.event.send(PlayerAction::End).unwrap();
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}
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pub fn spawn<F: FnOnce() -> MpsPlayer<T> + Send + 'static>(
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factory: F,
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ctrl_tx: Sender<ControlAction>,
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ctrl_rx: Receiver<ControlAction>,
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event: Sender<PlayerAction>,
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keep_alive: bool,
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) -> JoinHandle<()> {
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thread::spawn(move || Self::unblocking_timer_loop(ctrl_tx, 50));
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thread::spawn(move || {
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let player = factory();
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let mut server_obj = Self::new(player, ctrl_rx, event, keep_alive);
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server_obj.run_loop();
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})
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}
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pub fn unblocking_timer_loop(ctrl_tx: Sender<ControlAction>, sleep_ms: u64) {
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let dur = std::time::Duration::from_millis(sleep_ms);
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loop {
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if let Err(_) = ctrl_tx.send(ControlAction::NoOp { ack: false }) {
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break;
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}
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thread::sleep(dur);
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}
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}
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}
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/// Action the controller wants the player to perform
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#[allow(dead_code)]
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#[derive(Clone, PartialEq, Eq, Debug)]
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pub enum ControlAction {
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Next { ack: bool },
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Previous { ack: bool },
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Play { ack: bool },
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Pause { ack: bool },
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PlayPause { ack: bool },
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Stop { ack: bool },
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Exit { ack: bool },
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Enqueue { amount: usize, ack: bool },
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NoOp { ack: bool },
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SetVolume { ack: bool, volume: u32 },
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CheckEmpty { ack: bool },
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}
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impl ControlAction {
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fn needs_ack(&self) -> bool {
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*match self {
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Self::Next { ack } => ack,
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Self::Previous { ack } => ack,
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Self::Play { ack } => ack,
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Self::Pause { ack } => ack,
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Self::PlayPause { ack } => ack,
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Self::Stop { ack } => ack,
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Self::Exit { ack } => ack,
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Self::Enqueue { ack, .. } => ack,
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Self::NoOp { ack, .. } => ack,
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Self::SetVolume { ack, .. } => ack,
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Self::CheckEmpty { ack } => ack,
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}
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}
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}
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/// Action the player has performed/encountered
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#[derive(Clone, Debug)]
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pub enum PlayerAction {
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Acknowledge(ControlAction),
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Exception(PlaybackError),
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End,
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Empty,
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}
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impl PlayerAction {
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pub fn is_acknowledgement(&self) -> bool {
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match self {
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Self::Acknowledge(_) => true,
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_ => false,
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}
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}
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}
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