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233
Source/Engine/Content/Loading/ContentLoadingManager.cpp
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233
Source/Engine/Content/Loading/ContentLoadingManager.cpp
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "ContentLoadingManager.h"
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#include "ContentLoadTask.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Math.h"
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#include "Engine/Platform/CPUInfo.h"
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#include "Engine/Platform/Thread.h"
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#include "Engine/Platform/ConditionVariable.h"
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#include "Engine/Content/Config.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Threading/ConcurrentTaskQueue.h"
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#if USE_EDITOR && PLATFORM_WINDOWS
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#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
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#include <propidlbase.h>
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#endif
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namespace ContentLoadingManagerImpl
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{
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THREADLOCAL LoadingThread* ThisThread = nullptr;
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LoadingThread* MainThread = nullptr;
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Array<LoadingThread*> Threads;
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ConcurrentTaskQueue<ContentLoadTask> Tasks;
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ConditionVariable TasksSignal;
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};
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using namespace ContentLoadingManagerImpl;
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class ContentLoadingManagerService : public EngineService
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{
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public:
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ContentLoadingManagerService()
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: EngineService(TEXT("Content Loading Manager"), -500)
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{
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}
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bool Init() override;
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void BeforeExit() override;
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void Dispose() override;
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};
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ContentLoadingManagerService ContentLoadingManagerServiceInstance;
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LoadingThread::LoadingThread()
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: _exitFlag(false)
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, _thread(nullptr)
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, _totalTasksDoneCount(0)
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{
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}
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LoadingThread::~LoadingThread()
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{
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// Check if has thread attached
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if (_thread != nullptr)
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{
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if (_thread->IsRunning())
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_thread->Kill(true);
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Delete(_thread);
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}
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}
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uint64 LoadingThread::GetID() const
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{
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return _thread ? _thread->GetID() : 0;
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}
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void LoadingThread::NotifyExit()
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{
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Platform::InterlockedIncrement(&_exitFlag);
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}
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void LoadingThread::Join()
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{
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auto thread = _thread;
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if (thread)
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thread->Join();
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}
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bool LoadingThread::Start(const String& name)
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{
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ASSERT(_thread == nullptr && name.HasChars());
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// Create new thread
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auto thread = Thread::Create(this, name, ThreadPriority::Normal);
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if (thread == nullptr)
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return true;
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_thread = thread;
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return false;
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}
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void LoadingThread::Run(ContentLoadTask* job)
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{
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ASSERT(job);
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job->Execute();
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_totalTasksDoneCount++;
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}
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String LoadingThread::ToString() const
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{
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return String::Format(TEXT("Loading Thread {0}"), GetID());
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}
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int32 LoadingThread::Run()
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{
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#if USE_EDITOR && PLATFORM_WINDOWS
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// Initialize COM
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// TODO: maybe add sth to Thread::Create to indicate that thread will use COM stuff
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const auto result = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
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if (FAILED(result))
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{
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LOG(Error, "Failed to init COM for WIC texture importing! Result: {0:x}", static_cast<uint32>(result));
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return -1;
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}
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#endif
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ContentLoadTask* task;
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CriticalSection mutex;
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ThisThread = this;
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while (HasExitFlagClear())
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{
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if (Tasks.try_dequeue(task))
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{
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Run(task);
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}
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else
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{
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mutex.Lock();
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TasksSignal.Wait(mutex);
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mutex.Unlock();
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}
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}
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ThisThread = nullptr;
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return 0;
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}
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void LoadingThread::Exit()
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{
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// Send info
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ASSERT_LOW_LAYER(_thread);
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LOG(Info, "Content thread '{0}' exited. Load calls: {1}", _thread->GetName(), _totalTasksDoneCount);
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}
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LoadingThread* ContentLoadingManager::GetCurrentLoadThread()
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{
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return ThisThread;
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}
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int32 ContentLoadingManager::GetTasksCount()
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{
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return Tasks.Count();
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}
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bool ContentLoadingManagerService::Init()
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{
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ASSERT(ContentLoadingManagerImpl::Threads.IsEmpty() && IsInMainThread());
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// Calculate amount of loading threads to use
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const CPUInfo cpuInfo = Platform::GetCPUInfo();
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const int32 count = static_cast<int32>(Math::Clamp(LOADING_THREAD_PER_PHYSICAL_CORE * cpuInfo.ProcessorCoreCount, 1.0f, 4.0f));
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LOG(Info, "Creating {0} content loading threads...", count);
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// Create loading threads
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MainThread = New<LoadingThread>();
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ThisThread = MainThread;
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Threads.EnsureCapacity(count);
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for (int32 i = 0; i < count; i++)
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{
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auto thread = New<LoadingThread>();
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if (thread->Start(String::Format(TEXT("Load Thread {0}"), i)))
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{
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LOG(Fatal, "Cannot spawn content thread {0}/{1}", i, count);
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Delete(thread);
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return true;
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}
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Threads.Add(thread);
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}
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return false;
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}
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void ContentLoadingManagerService::BeforeExit()
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{
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// Signal threads to end work soon
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for (int32 i = 0; i < Threads.Count(); i++)
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Threads[i]->NotifyExit();
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TasksSignal.NotifyAll();
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}
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void ContentLoadingManagerService::Dispose()
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{
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// Exit all threads
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for (int32 i = 0; i < Threads.Count(); i++)
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Threads[i]->NotifyExit();
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TasksSignal.NotifyAll();
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for (int32 i = 0; i < Threads.Count(); i++)
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Threads[i]->Join();
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Threads.ClearDelete();
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Delete(MainThread);
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MainThread = nullptr;
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ThisThread = nullptr;
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// Cancel all reaming tasks (no chance to execute them)
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Tasks.CancelAll();
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}
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void ContentLoadTask::Enqueue()
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{
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Tasks.Add(this);
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TasksSignal.NotifyOne();
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}
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bool ContentLoadTask::Run()
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{
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// Perform an operation
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const auto result = run();
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// Process result
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const bool failed = result != Result::Ok;
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if (failed)
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{
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LOG(Warning, "\'{0}\' failed with result: {1}", ToString(), ToString(result));
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}
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return failed;
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}
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