mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-13 22:12:22 -06:00
refactor: consolidate rendering systems into a combined render system for improved performance and reduced overhead
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@@ -2,8 +2,9 @@ use crate::constants::CANVAS_SIZE;
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use crate::error::{GameError, TextureError};
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use crate::map::builder::Map;
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use crate::systems::{
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DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
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StartupSequence, Velocity,
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debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
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TtfAtlasResource, Velocity,
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};
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::text::TextTexture;
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@@ -18,6 +19,7 @@ use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{BlendMode, Canvas, Texture};
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use sdl2::video::Window;
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use std::time::Instant;
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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@@ -25,6 +27,13 @@ pub struct RenderDirty(pub bool);
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#[derive(Component)]
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pub struct Hidden;
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/// Enum to identify which texture is being rendered to in the combined render system
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#[derive(Debug, Clone, Copy)]
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enum RenderTarget {
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Backbuffer,
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Debug,
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}
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#[allow(clippy::type_complexity)]
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pub fn dirty_render_system(
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mut dirty: ResMut<RenderDirty>,
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@@ -172,59 +181,138 @@ pub fn hud_render_system(
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#[allow(clippy::too_many_arguments)]
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pub fn render_system(
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canvas: &mut Canvas<Window>,
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map_texture: &NonSendMut<MapTextureResource>,
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atlas: &mut SpriteAtlas,
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map: &Res<Map>,
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dirty: &Res<RenderDirty>,
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renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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errors: &mut EventWriter<GameError>,
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) {
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if !dirty.0 {
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return;
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}
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// Clear the backbuffer
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canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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canvas.clear();
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// Copy the pre-rendered map texture to the backbuffer
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if let Err(e) = canvas.copy(&map_texture.0, None, None) {
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errors.write(TextureError::RenderFailed(e.to_string()).into());
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}
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// Render all entities to the backbuffer
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for (_, renderable, position) in renderables
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.iter()
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.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
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.rev()
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{
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let pos = position.get_pixel_position(&map.graph);
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match pos {
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Ok(pos) => {
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let dest = Rect::from_center(
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Point::from((pos.x as i32, pos.y as i32)),
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renderable.sprite.size.x as u32,
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renderable.sprite.size.y as u32,
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);
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renderable
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.sprite
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.render(canvas, atlas, dest)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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}
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Err(e) => {
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errors.write(e);
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}
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}
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}
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}
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/// Combined render system that renders to both backbuffer and debug textures in a single
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/// with_multiple_texture_canvas call for reduced overhead
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#[allow(clippy::too_many_arguments)]
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pub fn combined_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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map_texture: NonSendMut<MapTextureResource>,
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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mut atlas: NonSendMut<SpriteAtlas>,
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
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batched_lines: Res<BatchedLinesResource>,
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debug_state: Res<DebugState>,
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timings: Res<SystemTimings>,
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map: Res<Map>,
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dirty: Res<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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colliders: Query<(&Collider, &Position)>,
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cursor: Res<CursorPosition>,
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mut errors: EventWriter<GameError>,
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) {
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if !dirty.0 {
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return;
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}
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// Render to backbuffer
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canvas
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.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
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// Clear the backbuffer
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backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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backbuffer_canvas.clear();
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// Copy the pre-rendered map texture to the backbuffer
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if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
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errors.write(TextureError::RenderFailed(e.to_string()).into());
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// Prepare textures and render targets
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let textures = [
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(&mut backbuffer.0, RenderTarget::Backbuffer),
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(&mut debug_texture.0, RenderTarget::Debug),
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];
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// Record timing for each system independently
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let mut render_duration = None;
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let mut debug_render_duration = None;
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let result = canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, render_target| match render_target {
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RenderTarget::Backbuffer => {
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let start_time = Instant::now();
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render_system(
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texture_canvas,
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&map_texture,
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&mut atlas,
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&map,
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&dirty,
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&renderables,
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&mut errors,
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);
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render_duration = Some(start_time.elapsed());
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}
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RenderTarget::Debug => {
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if !debug_state.enabled {
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return;
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}
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// Render all entities to the backbuffer
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for (_, renderable, position) in renderables
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.iter()
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.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
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.rev()
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{
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let pos = position.get_pixel_position(&map.graph);
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match pos {
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Ok(pos) => {
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let dest = Rect::from_center(
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Point::from((pos.x as i32, pos.y as i32)),
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renderable.sprite.size.x as u32,
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renderable.sprite.size.y as u32,
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);
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let start_time = Instant::now();
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renderable
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.sprite
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.render(backbuffer_canvas, &mut atlas, dest)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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}
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Err(e) => {
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errors.write(e);
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}
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}
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}
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})
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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debug_render_system(
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texture_canvas,
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&mut ttf_atlas,
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&batched_lines,
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&debug_state,
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&timings,
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&map,
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&colliders,
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&cursor,
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);
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debug_render_duration = Some(start_time.elapsed());
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}
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});
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if let Err(e) = result {
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errors.write(TextureError::RenderFailed(e.to_string()).into());
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}
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// Record timings for each system independently
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if let Some(duration) = render_duration {
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timings.add_timing(SystemId::Render, duration);
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}
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if let Some(duration) = debug_render_duration {
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timings.add_timing(SystemId::DebugRender, duration);
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}
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}
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pub fn present_system(
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