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https://github.com/LizardByte/Sunshine.git
synced 2025-08-10 00:52:16 +00:00
Multi controller support for Linux
This commit is contained in:
@@ -28,16 +28,16 @@ using evdev_t = util::safe_ptr<libevdev, libevdev_free>;
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using uinput_t = util::safe_ptr<libevdev_uinput, libevdev_uinput_destroy>;
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using keyboard_t = util::safe_ptr_v2<Display, int, XCloseDisplay>;
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struct input_raw_t {
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evdev_t gamepad_dev;
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uinput_t gamepad_input;
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std::vector<std::pair<uinput_t, gamepad_state_t>> gamepads;
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evdev_t mouse_dev;
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uinput_t mouse_input;
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keyboard_t keyboard;
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gamepad_state_t gamepad_state {};
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};
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void move_mouse(input_t &input, int deltaX, int deltaY) {
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@@ -221,10 +221,17 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
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XFlush(keyboard.get());
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}
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void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
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auto uinput = (input_raw_t*)input.get();
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void gamepad(input_t &input, int controller, const gamepad_state_t &gamepad_state) {
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auto &gamepads = ((input_raw_t*)input.get())->gamepads;
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if(controller < 0 || controller > gamepads.size()) {
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BOOST_LOG(warning) << "Controller number out of range: ["sv << controller << " > "sv << gamepads.size() << ']';
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return;
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}
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auto bf = gamepad_state.buttonFlags ^ uinput->gamepad_state.buttonFlags;
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TUPLE_2D_REF(uinput, gamepad_state_old, gamepads[controller]);
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auto bf = gamepad_state.buttonFlags ^ gamepad_state_old.buttonFlags;
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auto bf_new = gamepad_state.buttonFlags;
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if(bf) {
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@@ -232,54 +239,54 @@ void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
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if((DPAD_UP | DPAD_DOWN) & bf) {
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int button_state = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_HAT0Y, button_state);
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}
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if((DPAD_LEFT | DPAD_RIGHT) & bf) {
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int button_state = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_HAT0X, button_state);
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}
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if(START & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
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if(BACK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
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if(LEFT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
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if(RIGHT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
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if(LEFT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
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if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
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if(HOME & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
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if(A & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
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if(B & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
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if(X & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
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if(Y & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_WEST, bf_new & Y ? 1 : 0);
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if(START & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
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if(BACK & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
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if(LEFT_STICK & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
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if(RIGHT_STICK & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
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if(LEFT_BUTTON & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
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if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
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if(HOME & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
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if(A & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
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if(B & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
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if(X & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
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if(Y & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_WEST, bf_new & Y ? 1 : 0);
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}
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if(uinput->gamepad_state.lt != gamepad_state.lt) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Z, gamepad_state.lt);
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if(gamepad_state_old.lt != gamepad_state.lt) {
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_Z, gamepad_state.lt);
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}
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if(uinput->gamepad_state.rt != gamepad_state.rt) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RZ, gamepad_state.rt);
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if(gamepad_state_old.rt != gamepad_state.rt) {
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_RZ, gamepad_state.rt);
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}
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if(uinput->gamepad_state.lsX != gamepad_state.lsX) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_X, gamepad_state.lsX);
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if(gamepad_state_old.lsX != gamepad_state.lsX) {
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_X, gamepad_state.lsX);
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}
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if(uinput->gamepad_state.lsY != gamepad_state.lsY) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Y, -gamepad_state.lsY);
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if(gamepad_state_old.lsY != gamepad_state.lsY) {
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_Y, -gamepad_state.lsY);
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}
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if(uinput->gamepad_state.rsX != gamepad_state.rsX) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RX, gamepad_state.rsX);
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if(gamepad_state_old.rsX != gamepad_state.rsX) {
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_RX, gamepad_state.rsX);
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}
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if(uinput->gamepad_state.rsY != gamepad_state.rsY) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RY, -gamepad_state.rsY);
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if(gamepad_state_old.rsY != gamepad_state.rsY) {
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libevdev_uinput_write_event(uinput.get(), EV_ABS, ABS_RY, -gamepad_state.rsY);
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}
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uinput->gamepad_state = gamepad_state;
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
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gamepad_state_old = gamepad_state;
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libevdev_uinput_write_event(uinput.get(), EV_SYN, SYN_REPORT, 0);
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}
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int mouse(input_raw_t &gp) {
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@@ -390,13 +397,18 @@ int gamepad(input_raw_t &gp) {
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libevdev_enable_event_code(gp.gamepad_dev.get(), EV_ABS, ABS_Y, &stick);
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libevdev_enable_event_code(gp.gamepad_dev.get(), EV_ABS, ABS_RY, &stick);
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libevdev_uinput *buf;
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int err = libevdev_uinput_create_from_device(gp.gamepad_dev.get(), LIBEVDEV_UINPUT_OPEN_MANAGED, &buf);
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gp.gamepads.resize(MAX_GAMEPADS);
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gp.gamepad_input.reset(buf);
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if(err) {
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BOOST_LOG(error) << "Could not create Sunshine Gamepad: "sv << strerror(-err);
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return -1;
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for(auto &[uinput, _] : gp.gamepads) {
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libevdev_uinput *buf {};
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int err = libevdev_uinput_create_from_device(gp.gamepad_dev.get(), LIBEVDEV_UINPUT_OPEN_MANAGED, &buf);
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uinput.reset(buf);
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if(err) {
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BOOST_LOG(error) << "Could not create Sunshine Gamepad: "sv << strerror(-err);
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return -1;
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}
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}
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return 0;
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@@ -426,16 +438,24 @@ input_t input() {
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}
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std::filesystem::path mouse_path { "sunshine_mouse" };
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std::filesystem::path gamepad_path { "sunshine_gamepad" };
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if(std::filesystem::is_symlink(mouse_path)) {
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std::filesystem::remove(mouse_path);
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}
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if(std::filesystem::is_symlink(gamepad_path)) {
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std::filesystem::remove(gamepad_path);
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}
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std::filesystem::create_symlink(libevdev_uinput_get_devnode(gp.mouse_input.get()), mouse_path);
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std::filesystem::create_symlink(libevdev_uinput_get_devnode(gp.gamepad_input.get()), gamepad_path);
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for(int x = 0; x < gp.gamepads.size(); ++x) {
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std::stringstream ss;
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ss << "sunshine_gamepad_"sv << x;
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std::filesystem::path gamepad_path { ss.str() };
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if(std::filesystem::is_symlink(gamepad_path)) {
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std::filesystem::remove(gamepad_path);
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}
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std::filesystem::create_symlink(libevdev_uinput_get_devnode(gp.gamepads[0].first.get()), gamepad_path);
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}
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return result;
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}
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