[canvaskit] Document perf-canvaskit-puppeteer
We also catch any errors that happen during running the test or flushing. This allows them to show up in the CI logs. For skottie-frames in particular, we stop clearing the canvas before each render, as that was masking an error (and not how we do things on skottie.skia.org). Change-Id: I83936a35b6c314da76a0a64e15deaabd156e71f2 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/421923 Reviewed-by: Kevin Lubick <kjlubick@google.com>
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# This shows an example invocation presuming the user has built canvaskit locally.
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# All of the targets here assume a user has run `make release` in //modules/canvaskit
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frames_lego:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--input_lottie ../../modules/canvaskit/perf/assets/lego_loader.json \
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--bench_html skottie-frames.html
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frames_cpu_lego:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm \
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--input_lottie ../../modules/canvaskit/perf/assets/lego_loader.json \
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--bench_html skottie-frames.html
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test_path_transform_without_snap:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--assets path_translate_assets \
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--bench_html path-transform.html \
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--query_params translate opacity
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test_path_transform_with_snap:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--assets path_translate_assets \
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--bench_html path-transform.html \
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--query_params translate opacity snap
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skp_with_local:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--input_skp ${HOME}/skps/desk_nytimes.skp \
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--bench_html render-skp.html
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# runs all the tests in canvas_perf.js
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perf_js:
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perf_js:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--bench_html canvas_perf.html \
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--bench_html canvas_perf.html \
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--timeout 600 # seconds
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--timeout 600 # seconds
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frames:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--input_lottie ~/Downloads/lottie-samples/lottiefiles.com\ -\ Octopus.json \
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--bench_html skottie-frames.html
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frames_cpu:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm \
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--input_lottie ~/Downloads/lottie-samples/404.json \
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--bench_html skottie-frames.html
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skp:
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node perf-canvaskit-with-puppeteer.js --canvaskit_js ../../out/canvaskit_wasm/canvaskit.js \
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--canvaskit_wasm ../../out/canvaskit_wasm/canvaskit.wasm --use_gpu \
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--input_skp ~/Downloads/skps/desk_nytimes.skp \
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--bench_html render-skp.html
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skps_release_and_simd:
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skps_release_and_simd:
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./perf_all_skps.sh --release --simd --summary
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./perf_all_skps.sh --release --simd --summary
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56
tools/perf-canvaskit-puppeteer/README.md
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tools/perf-canvaskit-puppeteer/README.md
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Measuring the performance of CanvasKit using Puppeteer and Chrome.
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## Initial setup
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Run `npm ci` to install the dependencies need to run the tests. In //modules/canvaskit, run
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`make release` to build the canvaskit that will be used. With modifications to the Makefile,
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other builds (e.g. `make profile`) can be used as well.
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If needed, one can download the lottie-samples and/or skp assets from CIPD using the sk tool:
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```
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sk asset download lottie-samples ~/Downloads/lottie-samples
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sk asset download skps ~/Downloads/skps
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```
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The actual location that these assets can be downloaded to is not important - the Makefile assumes
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them to be in Downloads, but that can be modified by the local user.
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## Basic Performance Tests
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We have a harness for running benchmarks. Benchmark code snippets can be added to `canvas_perf.js`.
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The harness itself is the `canvas_perf.html` and `benchmark.js`. It will run the "test" portion of
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the code on multiple frames and gather data.
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To run the benchmarks, run `make perf_js`. By default, this will use the most recent release build
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of canvaskit done locally. If you want to only run one or a few, modify the
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`canvas_perf.js` file by changing the relevent `tests.push` to `onlytests.push` and then run
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`make perf_js`.
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On the CI, the results from these tests are uploaded to Perf. For example:
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<https://perf.skia.org/e/?queries=test%3Dcanvas_drawOval>
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We include metrics such as the 90th, 95th, and 99th percentile frame, average frame time, median
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frame time, and standard deviation. There are three types of measurements: without_flush_ms is
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the measurement of the test() function; with_flush_ms is the measurement of test() and the
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subsequent flush() call; total_frame_ms is the frame-to-frame time. Frame-to-frame is important to
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measure because it accounts for any work the GPU needs to do, even after CanvasKit flushes.
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## Skottie Frames Performance
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There is a harness that gathers data about rendering 600 frames of a skottie animation, cycling
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through it in a similar fashion to how it would be displayed to a user (e.g. as it is on
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skottie.skia.org).
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To test it locally with a specific skottie animation, feel free to modify the Makefile to adjust the
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`input_lottie` argument and then run `make frames`. The harness itself is `skottie-frames.html` and
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`benchmark.js`.
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On the CI, the results from these tests are uploaded to Perf. For example:
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<https://perf.skia.org/e/?queries=test%3Dlego_loader>
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We include metrics such as the first 5 frame times, average frame times, 90th, 95th and 99th
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percentile frame time.
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## SKP Performance
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There is a harness that repeatedly will draw an SKP and measure various metrics. This is handled
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by `skottie-frames.html` and `benchmark.js`. As before, feel free to modify the Makefile (the
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`input_skp` argument) and run `make skp`.
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On the CI, the results from these tests are uploaded to Perf. For example:
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<https://perf.skia.org/e/?queries=binary%3DCanvasKit%26test%3Ddesk_chalkboard.skp>
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let previousFrame;
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let previousFrame;
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function drawFrame() {
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function drawFrame() {
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const start = performance.now();
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let start, afterDraw, end;
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drawFn();
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try {
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const afterDraw = performance.now();
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start = performance.now();
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surface.flush();
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drawFn();
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const end = performance.now();
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afterDraw = performance.now();
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surface.flush();
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end = performance.now();
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} catch (e) {
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console.error(e);
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window._error = e.stack || e.toString();
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return;
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}
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if (warmUp) {
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if (warmUp) {
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idx++;
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idx++;
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<script type="text/javascript" charset="utf-8">
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<script type="text/javascript" charset="utf-8">
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const WIDTH = 1000;
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const WIDTH = 1000;
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const HEIGHT = 1000;
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const HEIGHT = 1000;
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const WARM_UP_FRAMES = 0; // No warmup, so that the jank of initial frames gets's measured.
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const WARM_UP_FRAMES = 0; // No warmup, so that the jank of initial frames gets measured.
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// We sample MAX_FRAMES or until MAX_SAMPLE_SECONDS has elapsed.
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// We sample MAX_FRAMES or until MAX_SAMPLE_SECONDS has elapsed.
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const MAX_FRAMES = 600; // ~10s at 60fps
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const MAX_FRAMES = 600; // ~10s at 60fps
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const MAX_SAMPLE_MS = 45 * 1000; // in case something takes a while, stop after 30 seconds.
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const MAX_SAMPLE_MS = 45 * 1000; // in case something takes a while, stop after 30 seconds.
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const canvas = surface.getCanvas();
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const canvas = surface.getCanvas();
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document.getElementById('start_bench').addEventListener('click', async () => {
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document.getElementById('start_bench').addEventListener('click', async () => {
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const clearColor = CanvasKit.WHITE;
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const startTime = Date.now();
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const startTime = Date.now();
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const damageRect = Float32Array.of(0, 0, 0, 0);
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const damageRect = Float32Array.of(0, 0, 0, 0);
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const damage = animation.seek(seek, damageRect);
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const damage = animation.seek(seek, damageRect);
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if (damage[2] > damage[0] && damage[3] > damage[1]) {
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if (damage[2] > damage[0] && damage[3] > damage[1]) {
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canvas.clear(clearColor);
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animation.render(canvas, bounds);
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animation.render(canvas, bounds);
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}
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}
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}
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}
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