Implemented changes to use abstract feedback
This commit is contained in:
@@ -490,6 +490,10 @@ MonoBehaviour:
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m_Name:
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feedbackText: {fileID: 4318122121437849762}
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feedbackProgress: {fileID: 4318122121437849761}
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feedbackProgressImage: {fileID: 4318122121437849760}
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signPredictor: {fileID: 883853268}
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previewModel: {fileID: 5022602860645237092, guid: e6d85df707405ad4f97c23b07227ee99, type: 3}
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feedbackProgressBar: {fileID: 4318122121437849759}
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previewMessage: {fileID: 2070775951}
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@@ -505,7 +509,6 @@ MonoBehaviour:
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ResultsDecription: {fileID: 100123246}
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CoursesButton: {fileID: 839294691}
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timeSpent: {fileID: 77614869}
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feedback: {fileID: 1714882683}
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--- !u!1 &361280475
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@@ -1222,8 +1225,8 @@ MonoBehaviour:
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@@ -6,7 +6,9 @@
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"AccountsScripts",
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"InterfacesScripts",
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"SignPredictor",
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"Unity.Barracuda"
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"Unity.Barracuda",
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"Tween",
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"SignPredictorInterfaces"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -1,14 +1,16 @@
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using System;
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using System.Collections;
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using TMPro;
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using Unity.Barracuda;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Video;
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using DigitalRuby.Tween;
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/// <summary>
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/// TemplateCourse scene manager
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/// </summary>
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public class TemplateCourse : MonoBehaviour
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public class TemplateCourse : AbstractFeedback
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{
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// vvv TEMPORARY STUFF vvv
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public NNModel previewModel;
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@@ -112,11 +114,6 @@ public class TemplateCourse : MonoBehaviour
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/// </summary>
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public TMP_Text timeSpent;
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/// <summary>
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/// Reference to the feedback script on the Feedback prefab
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/// </summary>
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public Feedback feedback;
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/// <summary>
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/// This function is called when the script is initialised.
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/// It inactivatis the popup, finds a webcam to use and links it via the WebcamTexture to the display RawImage.
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@@ -124,18 +121,23 @@ public class TemplateCourse : MonoBehaviour
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/// Then it checks whether or not the User has started the course yet, to possibly create a new progress atribute for the course.
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/// Then it sets up the course-screen to display relevant information from the course-scriptable.
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/// </summary>
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void Awake()
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void Start()
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{
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StartGameController();
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signPredictor.SetModel(course.theme.modelIndex);
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AddSelfAsListener();
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}
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public void StartGameController()
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{
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// Setting up course
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course = courselist.courses[courselist.currentCourseIndex];
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feedback.signPredictor.ChangeModel(course.theme.modelIndex);
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maxWords = course.theme.learnables.Count;
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// vvv TEMPORARY STUFF vvv
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feedbackProgressBar.SetActive(course.theme.modelIndex != ModelIndex.NONE);
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previewMessage.SetActive(course.theme.modelIndex == ModelIndex.NONE);
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// Instead, the NONE-modelIndex points to Fingerspelling, which gives the same result
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//feedback.signPredictor.model = previewModel;
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// ^^^ TEMPORARY STUFF ^^^
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// Create entry in current user for keeping track of progress
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@@ -164,23 +166,6 @@ public class TemplateCourse : MonoBehaviour
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ResultPanel.SetActive(false);
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// Set the startTime
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startMoment = DateTime.Now;
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// Set callbacks
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feedback.getSignCallback = () =>
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{
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if (currentWordIndex < course.theme.learnables.Count)
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{
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return course.theme.learnables[currentWordIndex].name;
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}
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return null;
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};
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feedback.predictSignCallback = (sign) =>
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{
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if (sign == course.theme.learnables[currentWordIndex].name)
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{
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NextSign();
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}
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};
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}
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/// <summary>
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@@ -287,4 +272,98 @@ public class TemplateCourse : MonoBehaviour
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progress.AddOrUpdate<float>("courseProgress", 1f);
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userList.Save();
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}
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protected override IEnumerator UpdateFeedback()
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{
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// Get current sign
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string currentSign = course.theme.learnables[currentWordIndex].name;
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// Get the predicted sign
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if (signPredictor != null && signPredictor.learnableProbabilities != null &&
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currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign))
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{
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float accuracy = signPredictor.learnableProbabilities[currentSign];
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if (feedbackText != null && feedbackProgressImage != null)
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{
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if (accuracy > 0.90)
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{
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feedbackText.text = "Goed";
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feedbackText.color = Color.green;
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feedbackProgressImage.color = Color.green;
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}
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else if (accuracy > 0.80)
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{
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feedbackText.text = "Bijna...";
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Color col = new Color(0xff / 255.0f, 0x66 / 255.0f, 0x00 / 255.0f);
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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}
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else
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{
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feedbackText.text = "Detecteren...";
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feedbackText.color = Color.red;
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feedbackProgressImage.color = Color.red;
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}
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float oldValue = feedbackProgress.value;
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// use an exponential scale
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float newValue = Mathf.Exp(4 * (accuracy - 1.0f));
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feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
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{
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if (feedbackProgress != null)
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{
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feedbackProgress.value = t.CurrentValue;
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}
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});
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}
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// Check whether (in)correct sign has high accuracy
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foreach (var kv in signPredictor.learnableProbabilities)
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{
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if (kv.Value > 0.90)
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{
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predictedSign = kv.Key;
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// Correct sign
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if (predictedSign == currentSign)
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{
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yield return new WaitForSeconds(1.0f);
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CheckEquality(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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// Incorrect sign
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else
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{
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if (previousIncorrectSign != predictedSign)
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{
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timer = DateTime.Now;
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previousIncorrectSign = predictedSign;
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}
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else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
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{
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CheckEquality(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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}
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break;
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}
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}
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}
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else if (feedbackProgress != null)
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{
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feedbackProgress.value = 0.0f;
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}
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}
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private void CheckEquality(string predicted)
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{
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if(predicted == course.theme.learnables[currentWordIndex].name)
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{
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NextSign();
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}
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}
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}
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