add the correct paths for Light component test and use the 'Base' level instead of 'auto_test' level to resolve remaining issues with screenshot angles
Signed-off-by: jromnoa <80134229+jromnoa@users.noreply.github.com>
This commit is contained in:
@@ -69,7 +69,7 @@ def create_screenshots_archive(screenshot_path):
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@pytest.mark.parametrize("project", ["AutomatedTesting"])
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@pytest.mark.parametrize("launcher_platform", ["windows_editor"])
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@pytest.mark.parametrize("level", ["auto_test"])
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@pytest.mark.parametrize("level", ["Base"])
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class TestAllComponentsIndepthTests(object):
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@pytest.mark.parametrize("screenshot_name", ["AtomBasicLevelSetup.ppm"])
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@@ -91,10 +91,7 @@ class TestAllComponentsIndepthTests(object):
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"Viewport is set to the expected size: True",
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"Exited game mode"
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]
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unexpected_lines = [
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"Traceback (most recent call last):",
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"Screenshot failed"
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]
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unexpected_lines = ["Traceback (most recent call last):"]
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hydra.launch_and_validate_results(
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request,
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@@ -149,12 +146,7 @@ class TestAllComponentsIndepthTests(object):
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golden_images.append(golden_image_path)
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expected_lines = ["spot_light Controller|Configuration|Shadows|Shadowmap size: SUCCESS"]
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unexpected_lines = [
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"Trace::Assert",
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"Trace::Error",
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"Traceback (most recent call last):",
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"Screenshot failed",
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]
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unexpected_lines = ["Traceback (most recent call last):"]
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hydra.launch_and_validate_results(
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request,
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TEST_DIRECTORY,
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@@ -116,29 +116,11 @@ def create_basic_atom_level(level_name):
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helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
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# Create a new level.
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new_level_name = level_name
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heightmap_resolution = 512
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heightmap_meters_per_pixel = 1
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terrain_texture_resolution = 412
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use_terrain = False
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# Return codes are ECreateLevelResult defined in CryEdit.h
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return_code = general.create_level_no_prompt(
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new_level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain)
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if return_code == 1:
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general.log(f"{new_level_name} level already exists")
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elif return_code == 2:
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general.log("Failed to create directory")
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elif return_code == 3:
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general.log("Directory length is too long")
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elif return_code != 0:
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general.log("Unknown error, failed to create level")
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else:
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general.log(f"{new_level_name} level created successfully")
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# Enable idle and update viewport.
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# Wait for Editor idle loop before executing Python hydra scripts.
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general.idle_enable(True)
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# Basic setup for opened level.
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helper.open_level(level_name="Base")
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general.idle_wait(1.0)
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general.update_viewport()
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general.idle_wait(0.5) # half a second is more than enough for updating the viewport.
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@@ -205,24 +187,25 @@ def create_basic_atom_level(level_name):
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components=["Material"],
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parent_id=default_level.id)
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azlmbr.components.TransformBus(azlmbr.bus.Event, "SetLocalUniformScale", ground_plane.id, 32.0)
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ground_plane_material_asset_path = os.path.join(
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"Materials", "Presets", "PBR", "metal_chrome.azmaterial")
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ground_plane_material_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
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ground_plane.get_set_test(0, "Default Material|Material Asset", ground_plane_material_asset_value)
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# Work around to add the correct Atom Mesh component
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# Work around to add the correct Atom Mesh component and asset.
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mesh_type_id = azlmbr.globals.property.EditorMeshComponentTypeId
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ground_plane.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", ground_plane.id, [mesh_type_id]
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).GetValue()[0]
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)
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ground_plane_mesh_asset_path = os.path.join("Models", "plane.azmodel")
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ground_plane_mesh_asset_path = os.path.join("TestData", "Objects", "plane.azmodel")
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ground_plane_mesh_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_mesh_asset_path, math.Uuid(), False)
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ground_plane.get_set_test(1, "Controller|Configuration|Mesh Asset", ground_plane_mesh_asset_value)
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# Add Atom Material component and asset.
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ground_plane_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_chrome.azmaterial")
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ground_plane_material_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", ground_plane_material_asset_path, math.Uuid(), False)
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ground_plane.get_set_test(0, "Default Material|Material Asset", ground_plane_material_asset_value)
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# Create directional_light entity and set the properties
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directional_light = hydra.Entity("directional_light")
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directional_light.create_entity(
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@@ -239,12 +222,8 @@ def create_basic_atom_level(level_name):
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entity_position=math.Vector3(0.0, 0.0, 1.0),
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components=["Material"],
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parent_id=default_level.id)
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sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
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sphere_material_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
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sphere_entity.get_set_test(0, "Default Material|Material Asset", sphere_material_asset_value)
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# Work around to add the correct Atom Mesh component
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# Work around to add the correct Atom Mesh component and asset.
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sphere_entity.components.append(
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editor.EditorComponentAPIBus(
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bus.Broadcast, "AddComponentsOfType", sphere_entity.id, [mesh_type_id]
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@@ -255,6 +234,12 @@ def create_basic_atom_level(level_name):
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bus.Broadcast, "GetAssetIdByPath", sphere_mesh_asset_path, math.Uuid(), False)
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sphere_entity.get_set_test(1, "Controller|Configuration|Mesh Asset", sphere_mesh_asset_value)
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# Add Atom Material component and asset.
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sphere_material_asset_path = os.path.join("Materials", "Presets", "PBR", "metal_brass_polished.azmaterial")
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sphere_material_asset_value = asset.AssetCatalogRequestBus(
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bus.Broadcast, "GetAssetIdByPath", sphere_material_asset_path, math.Uuid(), False)
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sphere_entity.get_set_test(0, "Default Material|Material Asset", sphere_material_asset_value)
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# Create camera component and set the properties
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camera_entity = hydra.Entity("camera")
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camera_entity.create_entity(
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@@ -218,6 +218,7 @@ class AtomComponentProperties:
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properties = {
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'name': 'HDR Color Grading',
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'requires': [AtomComponentProperties.postfx_layer()],
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'Enable HDR color grading': 'Controller|Configuration|LUT Generation|Enable HDR color grading',
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}
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return properties[property]
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@@ -33,7 +33,7 @@ def run():
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11. Adds a "camera" entity to "default_level" & adds a Camera component with 80 degree FOV and Transform values:
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Translate - x:5.5m, y:-12.0m, z:9.0m
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Rotate - x:-27.0, y:-12.0, z:25.0
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12. Finally enters game mode, takes a screenshot, exits game mode, & saves the level.
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12. Finally enters game mode, takes a screenshot, & exits game mode.
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:return: None
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"""
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import azlmbr.asset as asset
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@@ -81,33 +81,11 @@ def run():
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general.run_console("r_displayInfo=0")
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general.idle_wait(1.0)
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return True
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# Wait for Editor idle loop before executing Python hydra scripts.
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general.idle_enable(True)
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# Open the auto_test level.
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new_level_name = "auto_test" # Specified in class TestAllComponentsIndepthTests()
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heightmap_resolution = 512
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heightmap_meters_per_pixel = 1
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terrain_texture_resolution = 412
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use_terrain = False
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# Return codes are ECreateLevelResult defined in CryEdit.h
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return_code = general.create_level_no_prompt(
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new_level_name, heightmap_resolution, heightmap_meters_per_pixel, terrain_texture_resolution, use_terrain)
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if return_code == 1:
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general.log(f"{new_level_name} level already exists")
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elif return_code == 2:
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general.log("Failed to create directory")
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elif return_code == 3:
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general.log("Directory length is too long")
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elif return_code != 0:
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general.log("Unknown error, failed to create level")
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else:
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general.log(f"{new_level_name} level created successfully")
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# Basic setup for newly created level.
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# Basic setup for opened level.
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helper.open_level(level_name="Base")
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after_level_load()
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initial_viewport_setup(SCREEN_WIDTH, SCREEN_HEIGHT)
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@@ -22,7 +22,7 @@ from editor_python_test_tools.editor_test_helper import EditorTestHelper
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helper = EditorTestHelper(log_prefix="Atom_EditorTestHelper")
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LEVEL_NAME = "auto_test"
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LEVEL_NAME = "Base"
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LIGHT_COMPONENT = "Light"
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LIGHT_TYPE_PROPERTY = 'Controller|Configuration|Light type'
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DEGREE_RADIAN_FACTOR = 0.0174533
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