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Performance fix + SAO factorization
Original credits goes to @Rogier-5 * Merge common attributes between LuaEntitySAO & PlayerSAO to UnitSAO * Make some functions const * Improve some lists performance by returning const ref Signed-off-by: Loic Blot <loic.blot@unix-experience.fr>
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ec30d49e02
commit
6647939403
8 changed files with 88 additions and 117 deletions
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@ -19,11 +19,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_sao.h"
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#include "util/serialize.h"
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#include "util/mathconstants.h"
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#include "collision.h"
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#include "environment.h"
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#include "settings.h"
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#include "serialization.h" // For compressZlib
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#include "tool.h" // For ToolCapabilities
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#include "gamedef.h"
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#include "nodedef.h"
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@ -31,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "server.h"
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#include "scripting_game.h"
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#include "genericobject.h"
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#include "log.h"
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std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
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@ -94,13 +90,8 @@ public:
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}
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}
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bool getCollisionBox(aabb3f *toset) {
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return false;
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}
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bool collideWithObjects() {
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return false;
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}
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bool getCollisionBox(aabb3f *toset) const { return false; }
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bool collideWithObjects() const { return false; }
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private:
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float m_timer1;
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@ -110,6 +101,28 @@ private:
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// Prototype (registers item for deserialization)
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TestSAO proto_TestSAO(NULL, v3f(0,0,0));
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/*
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UnitSAO
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*/
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UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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ServerActiveObject(env, pos),
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m_hp(-1),
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m_yaw(0),
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m_properties_sent(true),
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m_armor_groups_sent(false),
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m_animation_range(0,0),
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m_animation_speed(0),
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m_animation_blend(0),
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m_animation_loop(true),
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m_animation_sent(false),
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false)
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{
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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/*
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LuaEntitySAO
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*/
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@ -125,29 +138,17 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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m_registered(false),
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m_velocity(0,0,0),
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m_acceleration(0,0,0),
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m_properties_sent(true),
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m_last_sent_yaw(0),
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m_last_sent_position(0,0,0),
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m_last_sent_velocity(0,0,0),
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m_last_sent_position_timer(0),
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m_last_sent_move_precision(0),
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m_armor_groups_sent(false),
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m_animation_speed(0),
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m_animation_blend(0),
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m_animation_loop(true),
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m_animation_sent(false),
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false)
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m_last_sent_move_precision(0)
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{
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// Only register type if no environment supplied
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if(env == NULL){
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ServerActiveObject::registerType(getType(), create);
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return;
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}
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// Initialize something to armor groups
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m_armor_groups["fleshy"] = 100;
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}
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LuaEntitySAO::~LuaEntitySAO()
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@ -565,7 +566,7 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ItemGroupList LuaEntitySAO::getArmorGroups()
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const ItemGroupList &LuaEntitySAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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@ -635,7 +636,7 @@ void LuaEntitySAO::removeAttachmentChild(int child_id)
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m_attachment_child_ids.erase(child_id);
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}
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UNORDERED_SET<int> LuaEntitySAO::getAttachmentChildIds()
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const UNORDERED_SET<int> &LuaEntitySAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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@ -732,7 +733,8 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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m_messages_out.push(aom);
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}
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bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
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bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
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{
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if (m_prop.physical)
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{
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//update collision box
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@ -748,7 +750,8 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
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return false;
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}
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bool LuaEntitySAO::collideWithObjects(){
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bool LuaEntitySAO::collideWithObjects() const
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{
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return m_prop.collideWithObjects;
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}
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@ -770,16 +773,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
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m_nocheat_dig_time(0),
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m_wield_index(0),
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m_position_not_sent(false),
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m_armor_groups_sent(false),
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m_properties_sent(true),
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m_is_singleplayer(is_singleplayer),
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m_animation_speed(0),
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m_animation_blend(0),
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m_animation_loop(true),
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m_animation_sent(false),
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m_bone_position_sent(false),
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m_attachment_parent_id(0),
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m_attachment_sent(false),
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m_breath(PLAYER_MAX_BREATH),
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m_pitch(0),
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m_fov(0),
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@ -793,7 +787,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
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m_physics_override_sent(false)
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{
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assert(m_peer_id != 0); // pre-condition
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m_armor_groups["fleshy"] = 100;
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m_prop.hp_max = PLAYER_MAX_HP;
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m_prop.physical = false;
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@ -828,6 +821,11 @@ void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &pr
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m_inventory = &m_player->inventory;
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}
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v3f PlayerSAO::getEyeOffset() const
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{
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return v3f(0, BS * 1.625f, 0);
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}
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std::string PlayerSAO::getDescription()
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{
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return std::string("player ") + m_player->getName();
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@ -1282,7 +1280,7 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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m_armor_groups_sent = false;
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}
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ItemGroupList PlayerSAO::getArmorGroups()
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const ItemGroupList &PlayerSAO::getArmorGroups()
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{
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return m_armor_groups;
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}
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@ -1354,7 +1352,7 @@ void PlayerSAO::removeAttachmentChild(int child_id)
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m_attachment_child_ids.erase(child_id);
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}
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UNORDERED_SET<int> PlayerSAO::getAttachmentChildIds()
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const UNORDERED_SET<int> &PlayerSAO::getAttachmentChildIds()
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{
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return m_attachment_child_ids;
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}
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@ -1512,15 +1510,10 @@ bool PlayerSAO::checkMovementCheat()
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return cheated;
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}
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bool PlayerSAO::getCollisionBox(aabb3f *toset)
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bool PlayerSAO::getCollisionBox(aabb3f *toset) const
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{
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*toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
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toset->MinEdge += m_base_position;
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toset->MaxEdge += m_base_position;
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return true;
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}
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bool PlayerSAO::collideWithObjects()
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{
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return true;
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}
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