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https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 15:15:48 -06:00
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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b88895e82f | |||
| 2f0c734d13 |
@@ -14,13 +14,13 @@ use crate::systems::{
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collision::collision_system,
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components::{
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Collider, CollisionLayer, DeltaTime, DirectionalAnimated, EntityType, GlobalState, ItemBundle, ItemCollider,
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PacmanCollider, PlayerBundle, PlayerControlled, Renderable, Score, ScoreResource,
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PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, Score, ScoreResource,
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},
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control::player_system,
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input::input_system,
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movement::movement_system,
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profiling::{profile, SystemTimings},
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render::{directional_render_system, render_system, BackbufferResource, MapTextureResource},
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render::{directional_render_system, dirty_render_system, render_system, BackbufferResource, MapTextureResource},
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};
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use crate::texture::animated::AnimatedTexture;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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@@ -100,7 +100,7 @@ impl Game {
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// Render map to texture
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canvas
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.with_texture_canvas(&mut map_texture, |map_canvas| {
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MapRenderer::render_map(map_canvas, &mut atlas, &mut map_tiles);
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MapRenderer::render_map(map_canvas, &mut atlas, &map_tiles);
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})
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.map_err(|e| GameError::Sdl(e.to_string()))?;
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@@ -175,6 +175,7 @@ impl Game {
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world.insert_resource(SystemTimings::default());
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world.insert_resource(Bindings::default());
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world.insert_resource(DeltaTime(0f32));
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world.insert_resource(RenderDirty::default());
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world.add_observer(
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|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
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@@ -196,10 +197,10 @@ impl Game {
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profile("collision", collision_system),
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profile("blinking", blinking_system),
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profile("directional_render", directional_render_system),
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profile("render", render_system),
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)
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.chain(),
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);
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schedule.add_systems((profile("dirty_render", dirty_render_system), profile("render", render_system)).chain());
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// Spawn player
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world.spawn(player);
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@@ -19,7 +19,7 @@ impl MapRenderer {
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///
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/// This function draws the static map texture to the screen at the correct
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/// position and scale.
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pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &mut [AtlasTile]) {
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pub fn render_map<T: RenderTarget>(canvas: &mut Canvas<T>, atlas: &mut SpriteAtlas, map_tiles: &[AtlasTile]) {
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for (y, row) in TILE_MAP.iter().enumerate() {
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for (x, &tile_index) in row.iter().enumerate() {
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let mut tile = map_tiles[tile_index];
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@@ -109,3 +109,6 @@ pub struct ScoreResource(pub u32);
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#[derive(Resource)]
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pub struct DeltaTime(pub f32);
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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@@ -1,14 +1,25 @@
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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::components::{DeltaTime, DirectionalAnimated, Renderable};
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use crate::systems::components::{DeltaTime, DirectionalAnimated, RenderDirty, Renderable};
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use crate::systems::movement::{Movable, MovementState, Position};
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use crate::texture::sprite::SpriteAtlas;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::EventWriter;
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use bevy_ecs::system::{NonSendMut, Query, Res};
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use bevy_ecs::prelude::{Changed, Or, RemovedComponents};
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use bevy_ecs::system::{NonSendMut, Query, Res, ResMut};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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pub fn dirty_render_system(
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mut dirty: ResMut<RenderDirty>,
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changed_renderables: Query<(), Or<(Changed<Renderable>, Changed<Position>)>>,
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removed_renderables: RemovedComponents<Renderable>,
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) {
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if !changed_renderables.is_empty() || !removed_renderables.is_empty() {
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dirty.0 = true;
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}
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}
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/// Updates the directional animated texture of an entity.
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///
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/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
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@@ -31,7 +42,10 @@ pub fn directional_render_system(
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if !stopped {
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texture.tick(dt.0);
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}
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renderable.sprite = *texture.current_tile();
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let new_tile = *texture.current_tile();
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if renderable.sprite != new_tile {
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renderable.sprite = new_tile;
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}
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} else {
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errors.write(TextureError::RenderFailed(format!("Entity has no texture")).into());
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continue;
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@@ -51,9 +65,13 @@ pub fn render_system(
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mut backbuffer: NonSendMut<BackbufferResource>,
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mut atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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renderables: Query<(Entity, &mut Renderable, &Position)>,
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mut dirty: ResMut<RenderDirty>,
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renderables: Query<(Entity, &Renderable, &Position)>,
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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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// Clear the main canvas first
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canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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canvas.clear();
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@@ -66,17 +84,12 @@ pub fn render_system(
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backbuffer_canvas.clear();
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// Copy the pre-rendered map texture to the backbuffer
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backbuffer_canvas
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.copy(&map_texture.0, None, None)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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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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}
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// Render all entities to the backbuffer
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for (_, mut renderable, position) in renderables
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// .iter_mut()
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// .sort_by_key::<&mut Renderable, _, _>(|(renderable, renderable, renderable)| renderable.layer)
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// .collect()
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{
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for (_, renderable, position) in renderables.iter() {
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let pos = position.get_pixel_pos(&map.graph);
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match pos {
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Ok(pos) => {
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@@ -107,4 +120,6 @@ pub fn render_system(
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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canvas.present();
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dirty.0 = false;
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}
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@@ -21,7 +21,7 @@ pub struct MapperFrame {
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pub height: u16,
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}
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#[derive(Copy, Clone, Debug)]
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub struct AtlasTile {
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pub pos: U16Vec2,
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pub size: U16Vec2,
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@@ -30,7 +30,7 @@ pub struct AtlasTile {
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impl AtlasTile {
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pub fn render<C: RenderTarget>(
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&mut self,
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&self,
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canvas: &mut Canvas<C>,
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atlas: &mut SpriteAtlas,
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dest: Rect,
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@@ -41,7 +41,7 @@ impl AtlasTile {
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}
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pub fn render_with_color<C: RenderTarget>(
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&mut self,
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&self,
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canvas: &mut Canvas<C>,
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atlas: &mut SpriteAtlas,
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dest: Rect,
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@@ -103,9 +103,9 @@ impl TextTexture {
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&self.char_map
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}
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pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&mut AtlasTile>> {
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pub fn get_tile(&mut self, c: char, atlas: &mut SpriteAtlas) -> Result<Option<&AtlasTile>> {
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if self.char_map.contains_key(&c) {
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return Ok(self.char_map.get_mut(&c));
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return Ok(self.char_map.get(&c));
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}
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if let Some(tile_name) = char_to_tile_name(c) {
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@@ -113,7 +113,7 @@ impl TextTexture {
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.get_tile(&tile_name)
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.ok_or(GameError::Texture(TextureError::AtlasTileNotFound(tile_name)))?;
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self.char_map.insert(c, tile);
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Ok(self.char_map.get_mut(&c))
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Ok(self.char_map.get(&c))
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} else {
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Ok(None)
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}
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