annotate src/video/uikit/SDL_uikitopenglview.m @ 3485:e77a69aae239

Mason Wheeler to sdl I updated SDL, and suddenly my SDL frames stopped working. They'd "initialize" full of gibberish, and I couldn't render anything to them. After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore. procedure TSdlFrame.Paint; begin if SDL_SelectRenderer(FWindowID) = -1 then CreateRenderer; SDL_RenderPresent; end; function TSdlFrame.CreateRenderer: boolean; const pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1; dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER; iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8; iLayerType: PFD_MAIN_PLANE); RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d'); var pFormat: integer; begin if (SDL_SelectRenderer(FWindowID) = 0) then begin result := true; Exit; end; if FRendererType = rtOpenGL then begin pFormat := ChoosePixelFormat(canvas.Handle, @pf); if not SetPixelFormat(canvas.Handle, pFormat, @pf) then outputDebugString(PChar(SysErrorMessage(GetLastError))); if wglCreateContext(canvas.Handle) = 0 then outputDebugString(PChar(SysErrorMessage(GetLastError))); end; if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then begin SDL_ShowWindow(FWindowID); assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0); FFlags := SDL_GetWindowFlags(FWindowID); if assigned(FOnAvailable) then FOnAvailable(self); end else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError]))); result := SDL_SelectRenderer(FWindowID) = 0; end; This is a critical issue. The Paint method gets called when the control receives a WM_PAINT message from Windows. I can't create the renderer before then, or it will fail and cause trouble. And when I do create it, it needs to be created with certain parameters. So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist! Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Nov 2009 04:48:12 +0000
parents 99210400e8b9
children 5690ebc772c7
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #import <QuartzCore/QuartzCore.h>
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24 #import <OpenGLES/EAGLDrawable.h>
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25 #import "SDL_uikitopenglview.h"
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26
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27 @interface SDL_uikitopenglview (privateMethods)
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28
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29 - (BOOL) createFramebuffer;
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30 - (void) destroyFramebuffer;
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31
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32 @end
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33
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34
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35 @implementation SDL_uikitopenglview
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36
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37 @synthesize context;
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38
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39 + (Class)layerClass {
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40 return [CAEAGLLayer class];
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41 }
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42
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43 - (id)initWithFrame:(CGRect)frame \
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44 retainBacking:(BOOL)retained \
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45 rBits:(int)rBits \
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46 gBits:(int)gBits \
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47 bBits:(int)bBits \
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48 aBits:(int)aBits \
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49 depthBits:(int)depthBits \
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50 {
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51
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52 NSString *colorFormat=nil;
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53 GLuint depthBufferFormat;
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54 BOOL useDepthBuffer;
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55
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56 if (rBits == 8 && gBits == 8 && bBits == 8) {
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57 /* if user specifically requests rbg888 or some color format higher than 16bpp */
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58 colorFormat = kEAGLColorFormatRGBA8;
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59 }
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60 else {
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61 /* default case (faster) */
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62 colorFormat = kEAGLColorFormatRGB565;
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63 }
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64
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65 if (depthBits == 24) {
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66 useDepthBuffer = YES;
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67 depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
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68 }
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69 else if (depthBits == 0) {
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70 useDepthBuffer = NO;
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71 }
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72 else {
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73 /* default case when depth buffer is not disabled */
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74 /*
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75 strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
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76 perhaps that's the only depth format iPhone actually supports
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77 */
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78 useDepthBuffer = YES;
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79 depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
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80 }
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81
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82 if ((self = [super initWithFrame:frame])) {
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83 // Get the layer
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84 CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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85
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86 eaglLayer.opaque = YES;
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87 eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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88 [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
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89
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90 context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
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91
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92 if (!context || ![EAGLContext setCurrentContext:context]) {
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93 [self release];
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94 return nil;
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95 }
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96
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97 /* create the buffers */
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98 glGenFramebuffersOES(1, &viewFramebuffer);
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99 glGenRenderbuffersOES(1, &viewRenderbuffer);
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100
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101 glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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102 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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103 [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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104 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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105
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106 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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107 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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108
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109 if (useDepthBuffer) {
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110 glGenRenderbuffersOES(1, &depthRenderbuffer);
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111 glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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112 glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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113 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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114 }
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115
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116 if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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117 return NO;
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118 }
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119 /* end create buffers */
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120 }
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121 return self;
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122 }
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123
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124 - (void)setCurrentContext {
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125 [EAGLContext setCurrentContext:context];
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126 }
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127
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128
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129 - (void)swapBuffers {
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130 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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131 [context presentRenderbuffer:GL_RENDERBUFFER_OES];
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132 }
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133
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134
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135 - (void)layoutSubviews {
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136 [EAGLContext setCurrentContext:context];
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137 }
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138
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139 - (void)destroyFramebuffer {
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140
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141 glDeleteFramebuffersOES(1, &viewFramebuffer);
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142 viewFramebuffer = 0;
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143 glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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144 viewRenderbuffer = 0;
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145
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146 if (depthRenderbuffer) {
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147 glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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148 depthRenderbuffer = 0;
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149 }
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150 }
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151
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152
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153 - (void)dealloc {
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154
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155 [self destroyFramebuffer];
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156 if ([EAGLContext currentContext] == context) {
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157 [EAGLContext setCurrentContext:nil];
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158 }
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159 [context release];
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160 [super dealloc];
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161
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162 }
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163
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164 @end