* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
166 lines
5.3 KiB
C++
166 lines
5.3 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "data/ByteData.h"
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "virtualgeometry/VirtualGeometry.h"
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#include "virtualgeometry/VirtualGeometryRenderer.h"
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#include "window/Window.h"
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#include <cmath>
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#include <string>
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#include <vector>
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using namespace eve::virtualgeometry;
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namespace {
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bool tryInitGpuWindow() {
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auto *win = eve::window::Window::create();
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auto *gfx = eve::graphics::Graphics::create();
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if (!win || !gfx) return false;
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eve::window::WindowSettings s;
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s.width = 320;
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s.height = 240;
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s.centered = true;
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return win->setWindowSettings(s);
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}
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} // namespace
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TEST_CASE("virtualgeometry.module.create") {
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auto *mod = VirtualGeometry::create();
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REQUIRE(mod != nullptr);
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CHECK_EQ(mod->getName(), std::string("VirtualGeometry"));
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}
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TEST_CASE("virtualgeometry.gpu.buildIcosphere") {
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if (!tryInitGpuWindow()) return; // headless: skip
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auto *mod = VirtualGeometry::create();
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if (!mod->isAvailable()) return;
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auto *r = mod->newRenderer();
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REQUIRE(r != nullptr);
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REQUIRE(r->isReady());
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bool built = r->buildIcosphere(3); // 1280-triangle unit sphere
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CHECK(built);
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CHECK(r->getClusterCount() > 0);
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CHECK(r->getMaxLodLevel() >= 2);
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CHECK(r->getTotalTriangleCount() > 0);
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CHECK(r->getLodLevel(0) >= 0);
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delete r;
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}
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TEST_CASE("virtualgeometry.gpu.cullRasterResolve") {
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if (!tryInitGpuWindow()) return; // headless: skip
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auto *mod = VirtualGeometry::create();
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if (!mod->isAvailable()) return;
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auto *r = mod->newRenderer();
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REQUIRE(r != nullptr);
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REQUIRE(r->isReady());
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bool built = r->buildIcosphere(3);
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REQUIRE(built);
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r->setViewport(128, 128, 60.f, 1.0f);
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r->setCameraSimple(0.f, 0.f, 3.2f);
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r->setModelYaw(0.3f);
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// GPU-driven culling + software rasterization into the visibility buffer.
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int visible = r->update();
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CHECK(visible > 0); // some clusters are visible
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CHECK(visible <= r->getClusterCount());
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// Resolve the visibility buffer to RGBA.
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auto *rgba = r->resolveByteData();
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REQUIRE(rgba != nullptr);
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CHECK_EQ(r->getViewWidth(), 128);
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CHECK_EQ(r->getViewHeight(), 128);
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CHECK_EQ(rgba->getSize(), std::size_t(128 * 128 * 4));
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// Most of the projected sphere's pixels should be covered (non-empty color).
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const unsigned char *px = static_cast<const unsigned char *>(rgba->getData());
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int covered = 0;
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for (std::size_t i = 0; i < rgba->getSize(); i += 4) {
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bool empty = px[i] == 4 && px[i + 1] == 6 && px[i + 2] == 12;
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if (!empty) ++covered;
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}
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CHECK(covered > 128 * 128 / 4); // >25% coverage of the viewport
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delete rgba;
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delete r;
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}
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// Sweep the camera distance through the real GPU pipeline and verify LOD
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// transitions are smooth: fine detail up close, coarse detail far away, with a
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// continuous, hole-free cover the whole time.
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TEST_CASE("virtualgeometry.gpu.lodTransitionSweep") {
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if (!tryInitGpuWindow()) return; // headless: skip
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auto *mod = VirtualGeometry::create();
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if (!mod->isAvailable()) return;
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auto *r = mod->newRenderer();
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REQUIRE(r != nullptr);
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REQUIRE(r->isReady());
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bool built = r->buildIcosphere(4); // 5 LOD levels
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REQUIRE(built);
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r->setViewport(128, 128, 60.f, 1.0f);
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const float distances[] = {1.6f, 2.2f, 3.2f, 5.0f, 9.0f};
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std::vector<int> visibleCounts;
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std::vector<int> coveredPixels;
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for (float d : distances) {
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r->setCameraSimple(0.f, 0.f, d);
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r->setModelYaw(0.2f);
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int visible = r->update();
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CHECK(visible > 0);
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visibleCounts.push_back(visible);
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auto *rgba = r->resolveByteData();
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REQUIRE(rgba != nullptr);
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const unsigned char *px = static_cast<const unsigned char *>(rgba->getData());
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int covered = 0;
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for (std::size_t i = 0; i < rgba->getSize(); i += 4) {
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bool empty = px[i] == 4 && px[i + 1] == 6 && px[i + 2] == 12;
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if (!empty) ++covered;
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}
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coveredPixels.push_back(covered);
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delete rgba;
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}
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// Fine detail (many clusters) up close, coarse (few) far away.
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CHECK(visibleCounts[0] > visibleCounts.back());
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// Monotonic non-increase of visible clusters with distance.
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for (std::size_t i = 1; i < visibleCounts.size(); ++i)
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CHECK(visibleCounts[i] <= visibleCounts[i - 1]);
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// The sphere stays fully rendered at every distance (no holes).
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for (std::size_t i = 1; i < coveredPixels.size(); ++i) {
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CHECK(coveredPixels[i] > 0); // still visible far away
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CHECK(coveredPixels[i] <= coveredPixels[i - 1]); // smaller when farther
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}
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delete r;
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}
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