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Merge pull request #491 from smoogipooo/scoreprocessor_failing_improvements
Scoreprocessor failing improvements
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commit
847f96de94
@ -12,6 +12,36 @@ namespace osu.Game.Modes
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{
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{
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public abstract class ScoreProcessor
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public abstract class ScoreProcessor
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{
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{
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/// <summary>
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/// Invoked when the score is in a failing state.
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/// </summary>
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public event Action Failed;
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/// <summary>
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/// The current total score.
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/// </summary>
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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/// <summary>
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/// The current accuracy.
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/// </summary>
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public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current health.
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/// </summary>
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current combo.
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/// </summary>
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// THe highest combo achieved by this score.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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public virtual Score GetScore() => new Score
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public virtual Score GetScore() => new Score
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{
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{
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TotalScore = TotalScore,
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TotalScore = TotalScore,
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@ -21,24 +51,11 @@ namespace osu.Game.Modes
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Health = Health,
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Health = Health,
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};
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};
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// <summary>
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/// Keeps track of the highest combo ever achieved in this play.
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/// Checks if the score is in a failing state.
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/// This is handled automatically by ScoreProcessor.
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/// </summary>
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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/// <returns>Whether the score is in a failing state.</returns>
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public abstract bool CheckFailed();
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/// <summary>
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/// Called when we reach a failing health of zero.
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/// </summary>
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public event Action Failed;
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/// <summary>
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/// <summary>
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/// Notifies subscribers that the score is in a failed state.
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/// Notifies subscribers that the score is in a failed state.
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@ -56,17 +73,17 @@ namespace osu.Game.Modes
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/// <summary>
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/// <summary>
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/// All judgements held by this ScoreProcessor.
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/// All judgements held by this ScoreProcessor.
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/// </summary>
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/// </summary>
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protected List<TJudgement> Judgements;
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protected readonly List<TJudgement> Judgements = new List<TJudgement>();
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/// <summary>
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/// <summary>
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/// Are we allowed to fail?
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/// Whether the score is in a failable state.
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/// </summary>
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/// </summary>
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protected bool CanFail => true;
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protected virtual bool IsFailable => Health.Value == Health.MinValue;
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/// <summary>
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/// <summary>
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/// Whether this ScoreProcessor has already triggered the failed event.
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/// Whether this ScoreProcessor has already failed.
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/// </summary>
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/// </summary>
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protected bool HasFailed { get; private set; }
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private bool hasFailed;
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protected ScoreProcessor()
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protected ScoreProcessor()
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{
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{
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@ -78,10 +95,14 @@ namespace osu.Game.Modes
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protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
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protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
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: this()
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: this()
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{
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{
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Judgements = new List<TJudgement>(hitRenderer.Beatmap.HitObjects.Count);
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Judgements.Capacity = hitRenderer.Beatmap.HitObjects.Count;
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hitRenderer.OnJudgement += addJudgement;
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hitRenderer.OnJudgement += addJudgement;
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}
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}
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/// <summary>
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/// Adds a judgement to this ScoreProcessor.
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/// </summary>
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/// <param name="judgement">The judgement to add.</param>
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private void addJudgement(TJudgement judgement)
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private void addJudgement(TJudgement judgement)
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{
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{
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Judgements.Add(judgement);
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Judgements.Add(judgement);
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@ -89,17 +110,35 @@ namespace osu.Game.Modes
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UpdateCalculations(judgement);
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UpdateCalculations(judgement);
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judgement.ComboAtHit = (ulong)Combo.Value;
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judgement.ComboAtHit = (ulong)Combo.Value;
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if (Health.Value == Health.MinValue && !HasFailed)
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CheckFailed();
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}
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public override bool CheckFailed()
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{
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{
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HasFailed = true;
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if (!hasFailed && IsFailable)
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{
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hasFailed = true;
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TriggerFailed();
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TriggerFailed();
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}
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}
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return hasFailed;
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}
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}
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/// <summary>
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/// <summary>
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/// Resets this ScoreProcessor to a stale state.
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/// Resets this ScoreProcessor to a stale state.
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/// </summary>
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/// </summary>
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protected virtual void Reset() { }
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protected virtual void Reset()
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{
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Judgements.Clear();
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hasFailed = false;
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TotalScore.Value = 0;
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Accuracy.Value = 0;
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Health.Value = 0;
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Combo.Value = 0;
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HighestCombo.Value = 0;
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}
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/// <summary>
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/// <summary>
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/// Update any values that potentially need post-processing on a judgement change.
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/// Update any values that potentially need post-processing on a judgement change.
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@ -135,7 +135,7 @@ namespace osu.Game.Screens.Play
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hudOverlay.BindHitRenderer(hitRenderer);
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hudOverlay.BindHitRenderer(hitRenderer);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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hitRenderer.OnAllJudged += onPass;
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hitRenderer.OnAllJudged += onCompletion;
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//bind ScoreProcessor to ourselves (for a fail situation)
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//bind ScoreProcessor to ourselves (for a fail situation)
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scoreProcessor.Failed += onFail;
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scoreProcessor.Failed += onFail;
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@ -237,8 +237,17 @@ namespace osu.Game.Screens.Play
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});
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});
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}
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}
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private void onPass()
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private void onCompletion()
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{
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{
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// Force a final check to see if the player has failed
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// Some game modes (e.g. taiko) fail at the end of the map
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if (scoreProcessor.CheckFailed())
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{
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// If failed, onFail will be invoked which will push a new screen.
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// Let's not push the completion screen in this case
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return;
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}
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Delay(1000);
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Delay(1000);
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Schedule(delegate
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Schedule(delegate
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{
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{
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