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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

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{"version":3,"file":"InteractiveObject.min.mjs","sources":["../../../../src/shapes/Object/InteractiveObject.ts"],"sourcesContent":["import { Point, ZERO } from '../../Point';\nimport type { TCornerPoint, TDegree } from '../../typedefs';\nimport { FabricObject } from './Object';\nimport { degreesToRadians } from '../../util/misc/radiansDegreesConversion';\nimport type { TQrDecomposeOut } from '../../util/misc/matrix';\nimport {\n calcDimensionsMatrix,\n createRotateMatrix,\n createTranslateMatrix,\n multiplyTransformMatrices,\n qrDecompose,\n} from '../../util/misc/matrix';\nimport type { Control } from '../../controls/Control';\nimport { sizeAfterTransform } from '../../util/misc/objectTransforms';\nimport type { ObjectEvents, TPointerEvent } from '../../EventTypeDefs';\nimport type { Canvas } from '../../canvas/Canvas';\nimport type { ControlRenderingStyleOverride } from '../../controls/controlRendering';\nimport type { FabricObjectProps } from './types/FabricObjectProps';\nimport type { TFabricObjectProps, SerializedObjectProps } from './types';\nimport { createObjectDefaultControls } from '../../controls/commonControls';\nimport { interactiveObjectDefaultValues } from './defaultValues';\nimport { SCALE } from '../../constants';\n\nexport type TOCoord = Point & {\n corner: TCornerPoint;\n touchCorner: TCornerPoint;\n};\n\nexport type TControlSet = Record<string, Control>;\n\nexport type TBorderRenderingStyleOverride = Partial<\n Pick<InteractiveFabricObject, 'borderColor' | 'borderDashArray'>\n>;\n\nexport type TStyleOverride = ControlRenderingStyleOverride &\n TBorderRenderingStyleOverride &\n Partial<\n Pick<InteractiveFabricObject, 'hasBorders' | 'hasControls'> & {\n forActiveSelection: boolean;\n }\n >;\n\nexport class InteractiveFabricObject<\n Props extends TFabricObjectProps = Partial<FabricObjectProps>,\n SProps extends SerializedObjectProps = SerializedObjectProps,\n EventSpec extends ObjectEvents = ObjectEvents,\n >\n extends FabricObject<Props, SProps, EventSpec>\n implements FabricObjectProps\n{\n declare noScaleCache: boolean;\n\n declare snapAngle?: TDegree;\n declare snapThreshold?: TDegree;\n\n declare lockMovementX: boolean;\n declare lockMovementY: boolean;\n declare lockRotation: boolean;\n declare lockScalingX: boolean;\n declare lockScalingY: boolean;\n declare lockSkewingX: boolean;\n declare lockSkewingY: boolean;\n declare lockScalingFlip: boolean;\n\n declare cornerSize: number;\n declare touchCornerSize: number;\n declare transparentCorners: boolean;\n declare cornerColor: string;\n declare cornerStrokeColor: string;\n declare cornerStyle: 'rect' | 'circle';\n declare cornerDashArray: number[] | null;\n declare hasControls: boolean;\n\n declare borderColor: string;\n declare borderDashArray: number[] | null;\n declare borderOpacityWhenMoving: number;\n declare borderScaleFactor: number;\n declare hasBorders: boolean;\n declare selectionBackgroundColor: string;\n\n declare selectable: boolean;\n declare evented: boolean;\n declare perPixelTargetFind: boolean;\n declare activeOn: 'down' | 'up';\n\n declare hoverCursor: CSSStyleDeclaration['cursor'] | null;\n declare moveCursor: CSSStyleDeclaration['cursor'] | null;\n\n /**\n * The object's controls' position in viewport coordinates\n * Calculated by {@link Control#positionHandler} and {@link Control#calcCornerCoords}, depending on {@link padding}.\n * `corner/touchCorner` describe the 4 points forming the interactive area of the corner.\n * Used to draw and locate controls.\n */\n declare oCoords: Record<string, TOCoord>;\n\n /**\n * keeps the value of the last hovered corner during mouse move.\n * 0 is no corner, or 'mt', 'ml', 'mtr' etc..\n * It should be private, but there is no harm in using it as\n * a read-only property.\n * this isn't cleaned automatically. Non selected objects may have wrong values\n * @type [string]\n */\n declare __corner?: string;\n\n /**\n * a map of control visibility for this object.\n * this was left when controls were introduced to not break the api too much\n * this takes priority over the generic control visibility\n */\n declare _controlsVisibility: Record<string, boolean>;\n\n /**\n * holds the controls for the object.\n * controls are added by default_controls.js\n */\n declare controls: TControlSet;\n\n /**\n * internal boolean to signal the code that the object is\n * part of the move action.\n */\n declare isMoving?: boolean;\n\n /**\n * A boolean used from the gesture module to keep tracking of a scaling\n * action when there is no scaling transform in place.\n * This is an edge case and is used twice in all codebase.\n * Probably added to keep track of some performance issues\n * @TODO use git blame to investigate why it was added\n * DON'T USE IT. WE WILL TRY TO REMOVE IT\n */\n declare _scaling?: boolean;\n\n declare canvas?: Canvas;\n\n static ownDefaults = interactiveObjectDefaultValues;\n\n static getDefaults(): Record<string, any> {\n return {\n ...super.getDefaults(),\n ...InteractiveFabricObject.ownDefaults,\n };\n }\n\n /**\n * Constructor\n * @param {Object} [options] Options object\n */\n constructor(options?: Props) {\n super();\n Object.assign(\n this,\n (this.constructor as typeof InteractiveFabricObject).createControls(),\n InteractiveFabricObject.ownDefaults,\n );\n this.setOptions(options);\n }\n\n /**\n * Creates the default control object.\n * If you prefer to have on instance of controls shared among all objects\n * make this function return an empty object and add controls to the ownDefaults\n * @param {Object} [options] Options object\n */\n static createControls(): { controls: Record<string, Control> } {\n return { controls: createObjectDefaultControls() };\n }\n\n /**\n * Update width and height of the canvas for cache\n * returns true or false if canvas needed resize.\n * @private\n * @return {Boolean} true if the canvas has been resized\n */\n _updateCacheCanvas() {\n const targetCanvas = this.canvas;\n if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {\n const transform = targetCanvas._currentTransform,\n target = transform.target,\n action = transform.action;\n if (\n this === (target as unknown as this) &&\n action &&\n action.startsWith(SCALE)\n ) {\n return false;\n }\n }\n return super._updateCacheCanvas();\n }\n\n getActiveControl() {\n const key = this.__corner;\n return key\n ? {\n key,\n control: this.controls[key],\n coord: this.oCoords[key],\n }\n : undefined;\n }\n\n /**\n * Determines which corner is under the mouse cursor, represented by `pointer`.\n * This function is return a corner only if the object is the active one.\n * This is done to avoid selecting corner of non active object and activating transformations\n * rather than drag action. The default behavior of fabricJS is that if you want to transform\n * an object, first you select it to show the control set\n * @private\n * @param {Object} pointer The pointer indicating the mouse position\n * @param {boolean} forTouch indicates if we are looking for interaction area with a touch action\n * @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or 0 if nothing is found.\n */\n findControl(\n pointer: Point,\n forTouch = false,\n ): { key: string; control: Control; coord: TOCoord } | undefined {\n if (!this.hasControls || !this.canvas) {\n return undefined;\n }\n\n this.__corner = undefined;\n const cornerEntries = Object.entries(this.oCoords);\n for (let i = cornerEntries.length - 1; i >= 0; i--) {\n const [key, corner] = cornerEntries[i];\n const control = this.controls[key];\n\n if (\n control.shouldActivate(\n key,\n this,\n pointer,\n forTouch ? corner.touchCorner : corner.corner,\n )\n ) {\n // this.canvas.contextTop.fillRect(pointer.x - 1, pointer.y - 1, 2, 2);\n this.__corner = key;\n\n return { key, control, coord: this.oCoords[key] };\n }\n }\n\n return undefined;\n }\n\n /**\n * Calculates the coordinates of the center of each control plus the corners of the control itself\n * This basically just delegates to each control positionHandler\n * WARNING: changing what is passed to positionHandler is a breaking change, since position handler\n * is a public api and should be done just if extremely necessary\n * @return {Record<string, TOCoord>}\n */\n calcOCoords(): Record<string, TOCoord> {\n const vpt = this.getViewportTransform(),\n center = this.getCenterPoint(),\n tMatrix = createTranslateMatrix(center.x, center.y),\n rMatrix = createRotateMatrix({\n angle: this.getTotalAngle() - (!!this.group && this.flipX ? 180 : 0),\n }),\n positionMatrix = multiplyTransformMatrices(tMatrix, rMatrix),\n startMatrix = multiplyTransformMatrices(vpt, positionMatrix),\n finalMatrix = multiplyTransformMatrices(startMatrix, [\n 1 / vpt[0],\n 0,\n 0,\n 1 / vpt[3],\n 0,\n 0,\n ]),\n transformOptions = this.group\n ? qrDecompose(this.calcTransformMatrix())\n : undefined;\n // decomposing could bring negative scaling and `_calculateCurrentDimensions` can't take it\n if (transformOptions) {\n transformOptions.scaleX = Math.abs(transformOptions.scaleX);\n transformOptions.scaleY = Math.abs(transformOptions.scaleY);\n }\n const dim = this._calculateCurrentDimensions(transformOptions),\n coords: Record<string, TOCoord> = {};\n\n this.forEachControl((control, key) => {\n const position = control.positionHandler(dim, finalMatrix, this, control);\n // coords[key] are sometimes used as points. Those are points to which we add\n // the property corner and touchCorner from `_calcCornerCoords`.\n // don't remove this assign for an object spread.\n coords[key] = Object.assign(\n position,\n this._calcCornerCoords(control, position),\n );\n });\n\n // debug code\n /*\n const canvas = this.canvas;\n setTimeout(function () {\n if (!canvas) return;\n canvas.contextTop.clearRect(0, 0, 700, 700);\n canvas.contextTop.fillStyle = 'green';\n Object.keys(coords).forEach(function(key) {\n const control = coords[key];\n canvas.contextTop.fillRect(control.x, control.y, 3, 3);\n });\n } 50);\n */\n return coords;\n }\n\n /**\n * Sets the coordinates that determine the interaction area of each control\n * note: if we would switch to ROUND corner area, all of this would disappear.\n * everything would resolve to a single point and a pythagorean theorem for the distance\n * @todo evaluate simplification of code switching to circle interaction area at runtime\n * @private\n */\n private _calcCornerCoords(control: Control, position: Point) {\n const angle = this.getTotalAngle();\n const corner = control.calcCornerCoords(\n angle,\n this.cornerSize,\n position.x,\n position.y,\n false,\n this,\n );\n const touchCorner = control.calcCornerCoords(\n angle,\n this.touchCornerSize,\n position.x,\n position.y,\n true,\n this,\n );\n return { corner, touchCorner };\n }\n\n /**\n * @override set controls' coordinates as well\n * See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}\n * @return {void}\n */\n setCoords(): void {\n super.setCoords();\n this.canvas && (this.oCoords = this.calcOCoords());\n }\n\n /**\n * Calls a function for each control. The function gets called,\n * with the control, the control's key and the object that is calling the iterator\n * @param {Function} fn function to iterate over the controls over\n */\n forEachControl(\n fn: (\n control: Control,\n key: string,\n fabricObject: InteractiveFabricObject,\n ) => any,\n ) {\n for (const i in this.controls) {\n fn(this.controls[i], i, this);\n }\n }\n\n /**\n * Draws a colored layer behind the object, inside its selection borders.\n * Requires public options: padding, selectionBackgroundColor\n * this function is called when the context is transformed\n * has checks to be skipped when the object is on a staticCanvas\n * @todo evaluate if make this disappear in favor of a pre-render hook for objects\n * this was added by Andrea Bogazzi to make possible some feature for work reasons\n * it seemed a good option, now is an edge case\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n */\n drawSelectionBackground(ctx: CanvasRenderingContext2D): void {\n if (\n !this.selectionBackgroundColor ||\n (this.canvas && (this.canvas._activeObject as unknown as this) !== this)\n ) {\n return;\n }\n ctx.save();\n const center = this.getRelativeCenterPoint(),\n wh = this._calculateCurrentDimensions(),\n vpt = this.getViewportTransform();\n ctx.translate(center.x, center.y);\n ctx.scale(1 / vpt[0], 1 / vpt[3]);\n ctx.rotate(degreesToRadians(this.angle));\n ctx.fillStyle = this.selectionBackgroundColor;\n ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);\n ctx.restore();\n }\n\n /**\n * @public override this function in order to customize the drawing of the control box, e.g. rounded corners, different border style.\n * @param {CanvasRenderingContext2D} ctx ctx is rotated and translated so that (0,0) is at object's center\n * @param {Point} size the control box size used\n */\n strokeBorders(ctx: CanvasRenderingContext2D, size: Point): void {\n ctx.strokeRect(-size.x / 2, -size.y / 2, size.x, size.y);\n }\n\n /**\n * @private\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Point} size\n * @param {TStyleOverride} styleOverride object to override the object style\n */\n _drawBorders(\n ctx: CanvasRenderingContext2D,\n size: Point,\n styleOverride: TStyleOverride = {},\n ): void {\n const options = {\n hasControls: this.hasControls,\n borderColor: this.borderColor,\n borderDashArray: this.borderDashArray,\n ...styleOverride,\n };\n ctx.save();\n ctx.strokeStyle = options.borderColor;\n this._setLineDash(ctx, options.borderDashArray);\n this.strokeBorders(ctx, size);\n options.hasControls && this.drawControlsConnectingLines(ctx, size);\n ctx.restore();\n }\n\n /**\n * Renders controls and borders for the object\n * the context here is not transformed\n * @todo move to interactivity\n * @param {CanvasRenderingContext2D} ctx Context to render on\n * @param {TStyleOverride} [styleOverride] properties to override the object style\n */\n _renderControls(\n ctx: CanvasRenderingContext2D,\n styleOverride: TStyleOverride = {},\n ) {\n const { hasBorders, hasControls } = this;\n const styleOptions = {\n hasBorders,\n hasControls,\n ...styleOverride,\n };\n const vpt = this.getViewportTransform(),\n shouldDrawBorders = styleOptions.hasBorders,\n shouldDrawControls = styleOptions.hasControls;\n const matrix = multiplyTransformMatrices(vpt, this.calcTransformMatrix());\n const options = qrDecompose(matrix);\n ctx.save();\n ctx.translate(options.translateX, options.translateY);\n ctx.lineWidth = this.borderScaleFactor; // 1 * this.borderScaleFactor;\n // since interactive groups have been introduced, an object could be inside a group and needing controls\n // the following equality check `this.group === this.parent` covers:\n // object without a group ( undefined === undefined )\n // object inside a group\n // excludes object inside a group but multi selected since group and parent will differ in value\n if (this.group === this.parent) {\n ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;\n }\n if (this.flipX) {\n options.angle -= 180;\n }\n ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));\n shouldDrawBorders && this.drawBorders(ctx, options, styleOverride);\n shouldDrawControls && this.drawControls(ctx, styleOverride);\n ctx.restore();\n }\n\n /**\n * Draws borders of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {object} options object representing current object parameters\n * @param {TStyleOverride} [styleOverride] object to override the object style\n */\n drawBorders(\n ctx: CanvasRenderingContext2D,\n options: TQrDecomposeOut,\n styleOverride: TStyleOverride,\n ): void {\n let size;\n if ((styleOverride && styleOverride.forActiveSelection) || this.group) {\n const bbox = sizeAfterTransform(\n this.width,\n this.height,\n calcDimensionsMatrix(options),\n ),\n stroke = !this.isStrokeAccountedForInDimensions()\n ? (this.strokeUniform\n ? new Point().scalarAdd(this.canvas ? this.canvas.getZoom() : 1)\n : // this is extremely confusing. options comes from the upper function\n // and is the qrDecompose of a matrix that takes in account zoom too\n new Point(options.scaleX, options.scaleY)\n ).scalarMultiply(this.strokeWidth)\n : ZERO;\n size = bbox\n .add(stroke)\n .scalarAdd(this.borderScaleFactor)\n .scalarAdd(this.padding * 2);\n } else {\n size = this._calculateCurrentDimensions().scalarAdd(\n this.borderScaleFactor,\n );\n }\n this._drawBorders(ctx, size, styleOverride);\n }\n\n /**\n * Draws lines from a borders of an object's bounding box to controls that have `withConnection` property set.\n * Requires public properties: width, height\n * Requires public options: padding, borderColor\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {Point} size object size x = width, y = height\n */\n drawControlsConnectingLines(\n ctx: CanvasRenderingContext2D,\n size: Point,\n ): void {\n let shouldStroke = false;\n\n ctx.beginPath();\n this.forEachControl((control, key) => {\n // in this moment, the ctx is centered on the object.\n // width and height of the above function are the size of the bbox.\n if (control.withConnection && control.getVisibility(this, key)) {\n // reset movement for each control\n shouldStroke = true;\n ctx.moveTo(control.x * size.x, control.y * size.y);\n ctx.lineTo(\n control.x * size.x + control.offsetX,\n control.y * size.y + control.offsetY,\n );\n }\n });\n shouldStroke && ctx.stroke();\n }\n\n /**\n * Draws corners of an object's bounding box.\n * Requires public properties: width, height\n * Requires public options: cornerSize, padding\n * Be aware that since fabric 6.0 this function does not call setCoords anymore.\n * setCoords needs to be called manually if the object of which we are rendering controls\n * is outside the standard selection and transform process.\n * @param {CanvasRenderingContext2D} ctx Context to draw on\n * @param {ControlRenderingStyleOverride} styleOverride object to override the object style\n */\n drawControls(\n ctx: CanvasRenderingContext2D,\n styleOverride: ControlRenderingStyleOverride = {},\n ) {\n ctx.save();\n const retinaScaling = this.getCanvasRetinaScaling();\n const { cornerStrokeColor, cornerDashArray, cornerColor } = this;\n const options = {\n cornerStrokeColor,\n cornerDashArray,\n cornerColor,\n ...styleOverride,\n };\n ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);\n ctx.strokeStyle = ctx.fillStyle = options.cornerColor;\n if (!this.transparentCorners) {\n ctx.strokeStyle = options.cornerStrokeColor;\n }\n this._setLineDash(ctx, options.cornerDashArray);\n this.forEachControl((control, key) => {\n if (control.getVisibility(this, key)) {\n const p = this.oCoords[key];\n control.render(ctx, p.x, p.y, options, this);\n }\n });\n ctx.restore();\n }\n\n /**\n * Returns true if the specified control is visible, false otherwise.\n * @param {string} controlKey The key of the control. Possible values are usually 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr',\n * but since the control api allow for any control name, can be any string.\n * @returns {boolean} true if the specified control is visible, false otherwise\n */\n isControlVisible(controlKey: string): boolean {\n return (\n this.controls[controlKey] &&\n this.controls[controlKey].getVisibility(this, controlKey)\n );\n }\n\n /**\n * Sets the visibility of the specified control.\n * please do not use.\n * @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.\n * but since the control api allow for any control name, can be any string.\n * @param {Boolean} visible true to set the specified control visible, false otherwise\n * @todo discuss this overlap of priority here with the team. Andrea Bogazzi for details\n */\n setControlVisible(controlKey: string, visible: boolean) {\n if (!this._controlsVisibility) {\n this._controlsVisibility = {};\n }\n this._controlsVisibility[controlKey] = visible;\n }\n\n /**\n * Sets the visibility state of object controls, this is just a bulk option for setControlVisible;\n * @param {Record<string, boolean>} [options] with an optional key per control\n * example: {Boolean} [options.bl] true to enable the bottom-left control, false to disable it\n */\n setControlsVisibility(options: Record<string, boolean> = {}) {\n Object.entries(options).forEach(([controlKey, visibility]) =>\n this.setControlVisible(controlKey, visibility),\n );\n }\n\n /**\n * Clears the canvas.contextTop in a specific area that corresponds to the object's bounding box\n * that is in the canvas.contextContainer.\n * This function is used to clear pieces of contextTop where we render ephemeral effects on top of the object.\n * Example: blinking cursor text selection, drag effects.\n * @todo discuss swapping restoreManually with a renderCallback, but think of async issues\n * @param {Boolean} [restoreManually] When true won't restore the context after clear, in order to draw something else.\n * @return {CanvasRenderingContext2D|undefined} canvas.contextTop that is either still transformed\n * with the object transformMatrix, or restored to neutral transform\n */\n clearContextTop(\n restoreManually?: boolean,\n ): CanvasRenderingContext2D | undefined {\n if (!this.canvas) {\n return;\n }\n const ctx = this.canvas.contextTop;\n if (!ctx) {\n return;\n }\n const v = this.canvas.viewportTransform;\n ctx.save();\n ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);\n this.transform(ctx);\n // we add 4 pixel, to be sure to do not leave any pixel out\n const width = this.width + 4,\n height = this.height + 4;\n ctx.clearRect(-width / 2, -height / 2, width, height);\n\n restoreManually || ctx.restore();\n return ctx;\n }\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to deselect this object. If the function returns true, the process is cancelled\n * @param {Object} [_options] options sent from the upper functions\n * @param {TPointerEvent} [options.e] event if the process is generated by an event\n * @param {FabricObject} [options.object] next object we are setting as active, and reason why\n * this is being deselected\n */\n onDeselect(_options?: {\n e?: TPointerEvent;\n object?: InteractiveFabricObject;\n }): boolean {\n // implemented by sub-classes, as needed.\n return false;\n }\n\n /**\n * This callback function is called every time _discardActiveObject or _setActiveObject\n * try to to select this object. If the function returns true, the process is cancelled\n * @param {Object} [_options] options sent from the upper functions\n * @param {Event} [_options.e] event if the process is generated by an event\n */\n onSelect(_options?: { e?: TPointerEvent }): boolean {\n // implemented by sub-classes, as needed.\n return false;\n }\n\n /**\n * Override to customize Drag behavior\n * Fired from {@link Canvas#_onMouseMove}\n * @returns true in order for the window to start a drag session\n */\n shouldStartDragging(_e: TPointerEvent) {\n return false;\n }\n\n /**\n * Override to customize Drag behavior\\\n * Fired once a drag session has started\n * @returns true to handle the drag event\n */\n onDragStart(_e: DragEvent) {\n return false;\n }\n\n /**\n * Override to customize drag and drop behavior\n * @public\n * @param {DragEvent} _e\n * @returns {boolean} true if the object currently dragged can be dropped on the target\n */\n canDrop(_e: DragEvent): boolean {\n return false;\n }\n\n /**\n * Override to customize drag and drop behavior\n * render a specific effect when an object is the source of a drag event\n * example: render the selection status for the part of text that is being dragged from a text object\n * @public\n * @param {DragEvent} _e\n */\n renderDragSourceEffect(_e: DragEvent) {\n // for subclasses\n }\n\n /**\n * Override to customize drag and drop behavior\n * render a specific effect when an object is the target of a drag event\n * used to show that the underly object can receive a drop, or to show how the\n * object will change when dropping. example: show the cursor where the text is about to be dropped\n * @public\n * @param {DragEvent} _e\n */\n renderDropTargetEffect(_e: DragEvent) {\n // for subclasses\n 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