389 lines
13 KiB
C++
389 lines
13 KiB
C++
/*
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* AdjustSync defines two methods for fixing the sync.
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*
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* The first method adjusts either the song or the machine by the
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* average offset of the user's steps. In other words, if the user
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* averages to step early by 10 ms, either the song or the global
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* offset is adjusted by 10 ms to compensate for that. These
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* adjustments only require a small set of data, so this method
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* updates the offset while the song is playing.
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*
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* The second method adjusts both the offset and the tempo of an
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* individual song. It records all of the steps during a play of
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* the song and uses linear least squares regression to minimize the
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* error of those steps. It makes one adjustment for the tempo of
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* the entire song, rather than adding many different tempo segments
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* to match the steps. If there are already several tempo segments
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* in the stepfile, this method makes a proportional change to each
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* of them. For example, if it changes 100 bpm to 101 bpm, it will
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* also change 200 bpm to 202 bpm. This method also adjusts the stops.
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* It assumes that a given stop is measured in terms of beats and makes
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* the appropriate change.
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*
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* If we use this method on a small set of data late in the song, it
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* can have very chaotic effects on the early settings. For example,
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* it may change the offset by several hundred milliseconds and make a
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* large change to the BPM to compensate if that would minimize the
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* error. This problem occurs especially when the user makes a couple
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* steps that are significantly off beat. The way to avoid this is to
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* perform the least squares regression once on all of the data
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* collected, rather than adjusting the sync every time we get another
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* 50 or so data points. In fact, if we are playing in edit mode and
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* the user loops through the song more than once, we use all of the
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* steps made.
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*/
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#include "global.h"
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#include "Song.h"
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#include "AdjustSync.h"
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#include "GameState.h"
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#include "LocalizedString.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "Foreach.h"
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TimingData *AdjustSync::s_pTimingDataOriginal = NULL;
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float AdjustSync::s_fGlobalOffsetSecondsOriginal = 0.0f;
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int AdjustSync::s_iAutosyncOffsetSample = 0;
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float AdjustSync::s_fAutosyncOffset[AdjustSync::OFFSET_SAMPLE_COUNT];
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float AdjustSync::s_fStandardDeviation = 0.0f;
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vector< pair<float, float> > AdjustSync::s_vAutosyncTempoData;
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float AdjustSync::s_fAverageError = 0.0f;
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const float AdjustSync::ERROR_TOO_HIGH = 0.025f;
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int AdjustSync::s_iStepsFiltered = 0;
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void AdjustSync::ResetOriginalSyncData()
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{
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if( s_pTimingDataOriginal == NULL )
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s_pTimingDataOriginal = new TimingData;
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if( GAMESTATE->m_pCurSong )
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*s_pTimingDataOriginal = GAMESTATE->m_pCurSong->m_Timing;
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else
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*s_pTimingDataOriginal = TimingData();
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s_fGlobalOffsetSecondsOriginal = PREFSMAN->m_fGlobalOffsetSeconds;
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ResetAutosync();
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}
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void AdjustSync::ResetAutosync()
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{
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s_iAutosyncOffsetSample = 0;
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s_vAutosyncTempoData.clear();
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}
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bool AdjustSync::IsSyncDataChanged()
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{
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// Can't sync in course modes
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if( GAMESTATE->IsCourseMode() )
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return false;
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vector<RString> vs;
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AdjustSync::GetSyncChangeTextGlobal( vs );
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AdjustSync::GetSyncChangeTextSong( vs );
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return !vs.empty();
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}
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void AdjustSync::SaveSyncChanges()
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{
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if( GAMESTATE->IsCourseMode() )
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return;
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if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_Timing )
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{
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if( GAMESTATE->IsEditing() )
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{
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MESSAGEMAN->Broadcast( Message_SongModified );
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}
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else
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{
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GAMESTATE->m_pCurSong->Save();
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}
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}
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if( s_fGlobalOffsetSecondsOriginal != PREFSMAN->m_fGlobalOffsetSeconds )
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PREFSMAN->SavePrefsToDisk();
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ResetOriginalSyncData();
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s_fStandardDeviation = 0.0f;
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s_fAverageError = 0.0f;
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}
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void AdjustSync::RevertSyncChanges()
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{
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if( GAMESTATE->IsCourseMode() )
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return;
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PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
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GAMESTATE->m_pCurSong->m_Timing = *s_pTimingDataOriginal;
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ResetOriginalSyncData();
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s_fStandardDeviation = 0.0f;
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s_fAverageError = 0.0f;
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}
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static LocalizedString AUTOSYNC_CORRECTION_APPLIED ( "AdjustSync", "Autosync: Correction applied." );
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static LocalizedString AUTOSYNC_CORRECTION_NOT_APPLIED ( "AdjustSync", "Autosync: Correction NOT applied. Deviation too high." );
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static LocalizedString AUTOSYNC_SONG ( "AdjustSync", "Autosync Song" );
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static LocalizedString AUTOSYNC_MACHINE ( "AdjustSync", "Autosync Machine" );
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static LocalizedString AUTOSYNC_TEMPO ( "AdjustSync", "Autosync Tempo" );
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void AdjustSync::HandleAutosync( float fNoteOffBySeconds, float fStepTime )
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{
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if( GAMESTATE->IsCourseMode() )
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return;
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType ) {
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case SongOptions::AUTOSYNC_OFF:
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return;
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case SongOptions::AUTOSYNC_TEMPO:
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{
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// We collect all of the data and process it at the end
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s_vAutosyncTempoData.push_back( make_pair(fStepTime, fNoteOffBySeconds) );
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break;
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}
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case SongOptions::AUTOSYNC_MACHINE:
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case SongOptions::AUTOSYNC_SONG:
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{
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s_fAutosyncOffset[s_iAutosyncOffsetSample] = fNoteOffBySeconds;
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++s_iAutosyncOffsetSample;
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if( s_iAutosyncOffsetSample < OFFSET_SAMPLE_COUNT )
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break; // need more
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AutosyncOffset();
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break;
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}
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default:
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ASSERT(0);
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}
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}
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void AdjustSync::HandleSongEnd()
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{
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if( GAMESTATE->IsCourseMode() )
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return;
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if( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType == SongOptions::AUTOSYNC_TEMPO )
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{
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AutosyncTempo();
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}
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// all other states don't care
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}
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void AdjustSync::AutosyncOffset()
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{
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const float mean = calc_mean( s_fAutosyncOffset, s_fAutosyncOffset+OFFSET_SAMPLE_COUNT );
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const float stddev = calc_stddev( s_fAutosyncOffset, s_fAutosyncOffset+OFFSET_SAMPLE_COUNT );
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RString sAutosyncType;
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_SONG:
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sAutosyncType = AUTOSYNC_SONG;
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break;
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case SongOptions::AUTOSYNC_MACHINE:
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sAutosyncType = AUTOSYNC_MACHINE;
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break;
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default:
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ASSERT(0);
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}
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if( stddev < .03f ) // If they stepped with less than .03 error
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{
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_SONG:
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GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += mean;
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break;
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case SongOptions::AUTOSYNC_MACHINE:
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
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break;
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default:
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ASSERT(0);
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}
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SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
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}
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else
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{
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SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_NOT_APPLIED.GetValue() );
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}
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s_iAutosyncOffsetSample = 0;
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s_fStandardDeviation = stddev;
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}
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void AdjustSync::AutosyncTempo()
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{
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float fSlope = 0.0f;
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float fIntercept = 0.0f;
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if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, s_fAverageError ) )
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{
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s_vAutosyncTempoData.clear();
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return;
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}
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if( s_fAverageError < ERROR_TOO_HIGH )
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{
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// Here we filter out any steps that are too far off.
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//
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// If it turns out that we want to be even more selective, we can
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// keep only a fraction of the data, such as the 80% with the lowest
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// error. However, throwing away the ones with high error should
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// be enough in most cases.
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float fFilteredError = 0.0;
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s_iStepsFiltered = s_vAutosyncTempoData.size();
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FilterHighErrorPoints( s_vAutosyncTempoData, fSlope, fIntercept, ERROR_TOO_HIGH );
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s_iStepsFiltered -= s_vAutosyncTempoData.size();
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if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, fFilteredError ) )
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return;
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GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fIntercept;
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const float fScaleBPM = 1.0f/(1.0f - fSlope);
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FOREACH( BPMSegment, GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments, i )
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i->SetBPM( i->GetBPM() * fScaleBPM );
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// We assume that the stops were measured as a number of beats.
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// Therefore, if we change the bpms, we need to make a similar
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// change to the stops.
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FOREACH( StopSegment, GAMESTATE->m_pCurSong->m_Timing.m_StopSegments, i )
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i->m_fStopSeconds *= 1.0f - fSlope;
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SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
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}
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else
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{
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// deviation... error... close enough for an error message
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SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_NOT_APPLIED.GetValue() );
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}
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s_vAutosyncTempoData.clear();
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}
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static LocalizedString EARLIER ("AdjustSync","earlier");
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static LocalizedString LATER ("AdjustSync","later");
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static LocalizedString GLOBAL_OFFSET_FROM ( "AdjustSync", "Global Offset from %+.3f to %+.3f (notes %s)" );
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// We need to limit the length of lines so each one fits on one line of the SM console.
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// The tempo and stop change message can get very long in a complicated song, and at
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// a low resolution, the keep/revert menu would be pushed off the bottom of the screen
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// if we didn't limit the length of the message. Keeping the lines short lets us fit
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// more information on the screen.
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static LocalizedString SONG_OFFSET_FROM ( "AdjustSync", "Song offset from %+.3f to %+.3f (notes %s)" );
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static LocalizedString TEMPO_SEGMENT_FROM ( "AdjustSync", "%s BPM from %.3f BPM to %.3f BPM." );
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static LocalizedString CHANGED_STOP ("AdjustSync","The stop segment #%d changed from %+.3fs to %+.3fs (change of %+.3f).");
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static LocalizedString ERROR ("AdjustSync", "Average Error %.5fs");
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static LocalizedString ETC ("AdjustSync", "Etc.");
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static LocalizedString TAPS_IGNORED ("AdjustSync", "%d taps ignored.");
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void AdjustSync::GetSyncChangeTextGlobal( vector<RString> &vsAddTo )
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{
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{
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float fOld = Quantize( AdjustSync::s_fGlobalOffsetSecondsOriginal, 0.001f );
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float fNew = Quantize( PREFSMAN->m_fGlobalOffsetSeconds, 0.001f ) ;
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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{
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vsAddTo.push_back( ssprintf(
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GLOBAL_OFFSET_FROM.GetValue(),
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fOld,
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fNew,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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}
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}
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}
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void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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{
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if( GAMESTATE->m_pCurSong.Get() )
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{
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unsigned int iOriginalSize = vsAddTo.size();
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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{
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vsAddTo.push_back( ssprintf(
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SONG_OFFSET_FROM.GetValue(),
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fOld,
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fNew,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].GetBPM(), 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].GetBPM(), 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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{
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if ( i >= 4 )
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{
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vsAddTo.push_back(ETC.GetValue());
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break;
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}
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vsAddTo.push_back( ssprintf(
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TEMPO_SEGMENT_FROM.GetValue(),
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FormatNumberAndSuffix(i+1).c_str(),
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fOld,
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fNew ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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{
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if ( i >= 4 )
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{
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vsAddTo.push_back(ETC.GetValue());
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break;
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}
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vsAddTo.push_back( ssprintf(
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CHANGED_STOP.GetValue(),
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i+1,
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fOld,
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fNew ) );
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}
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}
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if( vsAddTo.size() > iOriginalSize && s_fAverageError > 0.0f )
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{
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vsAddTo.push_back( ssprintf(ERROR.GetValue(), s_fAverageError) );
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}
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if( vsAddTo.size() > iOriginalSize && s_iStepsFiltered > 0 )
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{
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vsAddTo.push_back( ssprintf(TAPS_IGNORED.GetValue(), s_iStepsFiltered) );
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}
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}
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}
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/*
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* (c) 2003-2006 Chris Danford, John Bauer
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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