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[HTML5] Document Engine and EngineConfig (jsdoc).
This commit also removes the utils.js engine file, moving some of it's content to config.js and some to engine.js .
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5 changed files with 547 additions and 273 deletions
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@ -1,100 +1,309 @@
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/** @constructor */
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function EngineConfig(opts) {
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// Module config
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this.unloadAfterInit = true;
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this.onPrintError = function () {
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console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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};
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this.onPrint = function () {
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console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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};
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this.onProgress = null;
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/**
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* An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
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* templates if needed.
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*
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* @header Engine configuration
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* @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
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*
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* ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
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*
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* @typedef {Object} EngineConfig
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*/
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const EngineConfig = {}; // eslint-disable-line no-unused-vars
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// Godot Config
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this.canvas = null;
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this.executable = '';
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this.mainPack = null;
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this.locale = null;
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this.canvasResizePolicy = false;
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this.persistentPaths = ['/userfs'];
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this.gdnativeLibs = [];
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this.args = [];
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this.onExecute = null;
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this.onExit = null;
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this.update(opts);
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}
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EngineConfig.prototype.update = function (opts) {
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const config = opts || {};
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function parse(key, def) {
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if (typeof (config[key]) === 'undefined') {
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return def;
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}
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return config[key];
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}
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// Module config
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this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
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this.onPrintError = parse('onPrintError', this.onPrintError);
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this.onPrint = parse('onPrint', this.onPrint);
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this.onProgress = parse('onProgress', this.onProgress);
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// Godot config
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this.canvas = parse('canvas', this.canvas);
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this.executable = parse('executable', this.executable);
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this.mainPack = parse('mainPack', this.mainPack);
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this.locale = parse('locale', this.locale);
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this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
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this.persistentPaths = parse('persistentPaths', this.persistentPaths);
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this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
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this.args = parse('args', this.args);
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this.onExecute = parse('onExecute', this.onExecute);
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this.onExit = parse('onExit', this.onExit);
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};
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EngineConfig.prototype.getModuleConfig = function (loadPath, loadPromise) {
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const me = this;
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return {
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'print': this.onPrint,
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'printErr': this.onPrintError,
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'locateFile': Utils.createLocateRewrite(loadPath),
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'instantiateWasm': Utils.createInstantiatePromise(loadPromise),
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'thisProgram': me.executable,
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'noExitRuntime': true,
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'dynamicLibraries': [`${me.executable}.side.wasm`],
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};
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};
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EngineConfig.prototype.getGodotConfig = function (cleanup) {
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if (!(this.canvas instanceof HTMLCanvasElement)) {
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this.canvas = Utils.findCanvas();
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if (!this.canvas) {
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throw new Error('No canvas found in page');
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}
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}
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// Canvas can grab focus on click, or key events won't work.
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if (this.canvas.tabIndex < 0) {
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this.canvas.tabIndex = 0;
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}
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// Browser locale, or custom one if defined.
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let locale = this.locale;
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if (!locale) {
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locale = navigator.languages ? navigator.languages[0] : navigator.language;
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locale = locale.split('.')[0];
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}
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const onExit = this.onExit;
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// Godot configuration.
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return {
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'canvas': this.canvas,
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'canvasResizePolicy': this.canvasResizePolicy,
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'locale': locale,
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'onExecute': this.onExecute,
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'onExit': function (p_code) {
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cleanup(); // We always need to call the cleanup callback to free memory.
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if (typeof (onExit) === 'function') {
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onExit(p_code);
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}
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/**
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* @struct
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* @constructor
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* @ignore
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*/
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const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
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const cfg = /** @lends {InternalConfig.prototype} */ {
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/**
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* Whether the unload the engine automatically after the instance is initialized.
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*
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* @memberof EngineConfig
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* @default
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* @type {boolean}
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*/
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unloadAfterInit: true,
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/**
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* The HTML DOM Canvas object to use.
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*
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* By default, the first canvas element in the document will be used is none is specified.
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*
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* @memberof EngineConfig
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* @default
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* @type {?HTMLCanvasElement}
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*/
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canvas: null,
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/**
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* The name of the WASM file without the extension. (Set by Godot Editor export process).
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*
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* @memberof EngineConfig
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* @default
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* @type {string}
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*/
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executable: '',
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/**
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* An alternative name for the game pck to load. The executable name is used otherwise.
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*
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* @memberof EngineConfig
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* @default
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* @type {?string}
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*/
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mainPack: null,
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/**
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* Specify a language code to select the proper localization for the game.
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*
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* The browser locale will be used if none is specified. See complete list of
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* :ref:`supported locales <doc_locales>`.
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*
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* @memberof EngineConfig
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* @type {?string}
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* @default
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*/
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locale: null,
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/**
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* The canvas resize policy determines how the canvas should be resized by Godot.
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*
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* ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
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* javascript code in your template.
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*
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* ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
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*
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* ``2`` means Godot will adapt the canvas size to match the whole browser window.
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*
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* @memberof EngineConfig
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* @type {number}
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* @default
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*/
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canvasResizePolicy: 2,
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/**
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* The arguments to be passed as command line arguments on startup.
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*
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* See :ref:`command line tutorial <doc_command_line_tutorial>`.
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*
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* **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
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*
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* @memberof EngineConfig
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* @type {Array<string>}
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* @default
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*/
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args: [],
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/**
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* @ignore
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* @type {Array.<string>}
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*/
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persistentPaths: ['/userfs'],
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/**
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* @ignore
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* @type {Array.<string>}
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*/
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gdnativeLibs: [],
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/**
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* A callback function for handling Godot's ``OS.execute`` calls.
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*
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* This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
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*
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* @callback EngineConfig.onExecute
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* @param {string} path The path that Godot's wants executed.
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* @param {Array.<string>} args The arguments of the "command" to execute.
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*/
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/**
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* @ignore
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* @type {?function(string, Array.<string>)}
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*/
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onExecute: null,
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/**
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* A callback function for being notified when the Godot instance quits.
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*
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* **Note**: This function will not be called if the engine crashes or become unresponsive.
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*
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* @callback EngineConfig.onExit
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* @param {number} status_code The status code returned by Godot on exit.
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*/
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/**
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* @ignore
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* @type {?function(number)}
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*/
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onExit: null,
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/**
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* A callback function for displaying download progress.
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*
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* The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
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* is not necessary.
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*
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* If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
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* Possible reasons include:
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*
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* - Files are delivered with server-side chunked compression
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* - Files are delivered with server-side compression on Chromium
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* - Not all file downloads have started yet (usually on servers without multi-threading)
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*
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* @callback EngineConfig.onProgress
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* @param {number} current The current amount of downloaded bytes so far.
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* @param {number} total The total amount of bytes to be downloaded.
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*/
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/**
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* @ignore
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* @type {?function(number, number)}
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*/
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onProgress: null,
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/**
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* A callback function for handling the standard output stream. This method should usually only be used in debug pages.
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*
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* By default, ``console.log()`` is used.
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*
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* @callback EngineConfig.onPrint
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* @param {...*} [var_args] A variadic number of arguments to be printed.
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*/
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/**
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* @ignore
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* @type {?function(...*)}
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*/
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onPrint: function () {
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console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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},
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/**
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* A callback function for handling the standard error stream. This method should usually only be used in debug pages.
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*
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* By default, ``console.error()`` is used.
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*
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* @callback EngineConfig.onPrintError
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* @param {...*} [var_args] A variadic number of arguments to be printed as errors.
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*/
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/**
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* @ignore
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* @type {?function(...*)}
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*/
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onPrintError: function (var_args) {
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console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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},
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};
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/**
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* @ignore
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* @struct
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* @constructor
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* @param {EngineConfig} opts
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*/
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function Config(opts) {
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this.update(opts);
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}
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Config.prototype = cfg;
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/**
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* @ignore
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* @param {EngineConfig} opts
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*/
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Config.prototype.update = function (opts) {
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const config = opts || {};
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function parse(key, def) {
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if (typeof (config[key]) === 'undefined') {
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return def;
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}
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return config[key];
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}
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// Module config
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this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
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this.onPrintError = parse('onPrintError', this.onPrintError);
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this.onPrint = parse('onPrint', this.onPrint);
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this.onProgress = parse('onProgress', this.onProgress);
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// Godot config
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this.canvas = parse('canvas', this.canvas);
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this.executable = parse('executable', this.executable);
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this.mainPack = parse('mainPack', this.mainPack);
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this.locale = parse('locale', this.locale);
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this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
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this.persistentPaths = parse('persistentPaths', this.persistentPaths);
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this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
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this.args = parse('args', this.args);
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this.onExecute = parse('onExecute', this.onExecute);
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this.onExit = parse('onExit', this.onExit);
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};
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/**
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* @ignore
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* @param {string} loadPath
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* @param {Promise} loadPromise
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*/
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Config.prototype.getModuleConfig = function (loadPath, loadPromise) {
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let loader = loadPromise;
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return {
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'print': this.onPrint,
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'printErr': this.onPrintError,
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'thisProgram': this.executable,
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'noExitRuntime': true,
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'dynamicLibraries': [`${loadPath}.side.wasm`],
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'instantiateWasm': function (imports, onSuccess) {
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loader.then(function (xhr) {
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WebAssembly.instantiate(xhr.response, imports).then(function (result) {
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onSuccess(result['instance'], result['module']);
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});
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});
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loader = null;
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return {};
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},
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'locateFile': function (path) {
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if (path.endsWith('.worker.js')) {
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return `${loadPath}.worker.js`;
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} else if (path.endsWith('.audio.worklet.js')) {
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return `${loadPath}.audio.worklet.js`;
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} else if (path.endsWith('.js')) {
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return `${loadPath}.js`;
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} else if (path.endsWith('.side.wasm')) {
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return `${loadPath}.side.wasm`;
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} else if (path.endsWith('.wasm')) {
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return `${loadPath}.wasm`;
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}
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return path;
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},
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};
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};
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/**
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* @ignore
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* @param {function()} cleanup
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*/
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Config.prototype.getGodotConfig = function (cleanup) {
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// Try to find a canvas
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if (!(this.canvas instanceof HTMLCanvasElement)) {
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const nodes = document.getElementsByTagName('canvas');
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if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
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this.canvas = nodes[0];
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}
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if (!this.canvas) {
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throw new Error('No canvas found in page');
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}
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}
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// Canvas can grab focus on click, or key events won't work.
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if (this.canvas.tabIndex < 0) {
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this.canvas.tabIndex = 0;
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}
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// Browser locale, or custom one if defined.
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let locale = this.locale;
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if (!locale) {
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locale = navigator.languages ? navigator.languages[0] : navigator.language;
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locale = locale.split('.')[0];
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}
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const onExit = this.onExit;
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// Godot configuration.
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return {
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'canvas': this.canvas,
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'canvasResizePolicy': this.canvasResizePolicy,
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'locale': locale,
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'onExecute': this.onExecute,
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'onExit': function (p_code) {
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cleanup(); // We always need to call the cleanup callback to free memory.
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if (typeof (onExit) === 'function') {
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onExit(p_code);
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}
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},
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};
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};
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return new Config(initConfig);
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};
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