backend-infra-engineer: Release v0.3.2 snapshot
This commit is contained in:
@@ -1,233 +1,231 @@
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#include "integration/dungeon_editor_test.h"
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#include <cstring>
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#include <vector>
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#include "absl/strings/str_format.h"
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#include "app/zelda3/dungeon/room.h"
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#include "app/zelda3/dungeon/room_object.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_object.h"
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namespace yaze {
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namespace test {
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void DungeonEditorIntegrationTest::SetUp() {
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ASSERT_TRUE(CreateMockRom().ok());
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ASSERT_TRUE(LoadTestRoomData().ok());
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dungeon_editor_ = std::make_unique<editor::DungeonEditor>(mock_rom_.get());
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dungeon_editor_->Initialize();
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}
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using namespace yaze::zelda3;
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void DungeonEditorIntegrationTest::TearDown() {
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dungeon_editor_.reset();
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mock_rom_.reset();
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}
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// ============================================================================
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// Basic Room Loading Tests
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// ============================================================================
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absl::Status DungeonEditorIntegrationTest::CreateMockRom() {
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mock_rom_ = std::make_unique<MockRom>();
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// Generate mock ROM data
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std::vector<uint8_t> mock_data(kMockRomSize, 0x00);
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// Set up basic ROM structure
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// Header at 0x7FC0
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std::string title = "ZELDA3 TEST ROM";
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std::memcpy(&mock_data[0x7FC0], title.c_str(), std::min(title.length(), size_t(21)));
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// Set ROM size and type
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mock_data[0x7FD7] = 0x21; // 2MB ROM
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mock_data[0x7FD8] = 0x00; // SRAM size
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mock_data[0x7FD9] = 0x00; // Country code (NTSC)
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mock_data[0x7FDA] = 0x00; // License code
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mock_data[0x7FDB] = 0x00; // Version
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// Set up room header pointers
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mock_data[0xB5DD] = 0x00; // Room header pointer low
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mock_data[0xB5DE] = 0x00; // Room header pointer mid
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mock_data[0xB5DF] = 0x00; // Room header pointer high
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// Set up object pointers
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mock_data[0x874C] = 0x00; // Object pointer low
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mock_data[0x874D] = 0x00; // Object pointer mid
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mock_data[0x874E] = 0x00; // Object pointer high
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static_cast<MockRom*>(mock_rom_.get())->SetMockData(mock_data);
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return absl::OkStatus();
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}
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absl::Status DungeonEditorIntegrationTest::LoadTestRoomData() {
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// Generate test room data
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auto room_header = GenerateMockRoomHeader(kTestRoomId);
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auto object_data = GenerateMockObjectData();
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auto graphics_data = GenerateMockGraphicsData();
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static_cast<MockRom*>(mock_rom_.get())->SetMockRoomData(kTestRoomId, room_header);
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static_cast<MockRom*>(mock_rom_.get())->SetMockObjectData(kTestObjectId, object_data);
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return absl::OkStatus();
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}
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absl::Status DungeonEditorIntegrationTest::TestObjectParsing() {
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// Test object parsing without SNES emulation
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auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
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// Verify room was loaded correctly
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TEST_F(DungeonEditorIntegrationTest, LoadRoomFromRealRom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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EXPECT_NE(room.rom(), nullptr);
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// Note: room_id_ is private, so we can't directly access it in tests
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// Test object loading
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room.LoadObjects();
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EXPECT_FALSE(room.GetTileObjects().empty());
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// Verify object properties
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for (const auto& obj : room.GetTileObjects()) {
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// Note: id_ is private, so we can't directly access it in tests
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EXPECT_LE(obj.x_, 31); // Room width limit
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EXPECT_LE(obj.y_, 31); // Room height limit
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// Note: rom() method is not const, so we can't call it on const objects
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}
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return absl::OkStatus();
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}
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absl::Status DungeonEditorIntegrationTest::TestObjectRendering() {
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// Test object rendering without SNES emulation
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auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
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TEST_F(DungeonEditorIntegrationTest, LoadMultipleRooms) {
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// Test loading several different rooms
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for (int room_id : {0x00, 0x01, 0x02, 0x10, 0x20}) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), room_id);
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EXPECT_NE(room.rom(), nullptr) << "Failed to load room " << std::hex << room_id;
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room.LoadObjects();
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// Some rooms may be empty, but loading should not fail
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}
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}
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TEST_F(DungeonEditorIntegrationTest, DungeonEditorInitialization) {
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// Initialize the editor before loading
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dungeon_editor_->Initialize();
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// Now load should succeed
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auto status = dungeon_editor_->Load();
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ASSERT_TRUE(status.ok()) << "Load failed: " << status.message();
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}
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// ============================================================================
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// Object Encoding/Decoding Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, ObjectEncodingRoundTrip) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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// Test tile loading for objects
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for (auto& obj : room.GetTileObjects()) {
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obj.EnsureTilesLoaded();
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EXPECT_FALSE(obj.tiles_.empty());
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auto encoded = room.EncodeObjects();
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EXPECT_FALSE(encoded.empty());
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EXPECT_EQ(encoded[encoded.size()-1], 0xFF); // Terminator
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}
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TEST_F(DungeonEditorIntegrationTest, EncodeType1Object) {
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// Type 1: xxxxxxss yyyyyyss iiiiiiii (ID < 0x100)
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zelda3::RoomObject obj(0x10, 5, 7, 0x12, 0); // id, x, y, size, layer
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auto bytes = obj.EncodeObjectToBytes();
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// Verify encoding format
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EXPECT_EQ((bytes.b1 >> 2), 5) << "X coordinate should be in upper 6 bits of b1";
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EXPECT_EQ((bytes.b2 >> 2), 7) << "Y coordinate should be in upper 6 bits of b2";
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EXPECT_EQ(bytes.b3, 0x10) << "Object ID should be in b3";
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}
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TEST_F(DungeonEditorIntegrationTest, EncodeType2Object) {
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// Type 2: 111111xx xxxxyyyy yyiiiiii (ID >= 0x100 && < 0x200)
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zelda3::RoomObject obj(0x150, 12, 8, 0, 0);
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auto bytes = obj.EncodeObjectToBytes();
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// Verify Type 2 marker
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EXPECT_EQ((bytes.b1 & 0xFC), 0xFC) << "Type 2 objects should have 111111 prefix";
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}
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TEST_F(DungeonEditorIntegrationTest, EncodeType3Object) {
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// Type 3: xxxxxxii yyyyyyii 11111iii (ID >= 0xF00)
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zelda3::RoomObject obj(0xF23, 3, 4, 0, 0);
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auto bytes = obj.EncodeObjectToBytes();
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// Verify Type 3 encoding: bytes.b3 = (id_ >> 4) & 0xFF
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// For ID 0xF23: (0xF23 >> 4) = 0xF2
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EXPECT_EQ(bytes.b3, 0xF2) << "Type 3: (ID >> 4) should be in b3";
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}
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// ============================================================================
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// Object Manipulation Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, AddObjectToRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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size_t initial_count = room.GetTileObjects().size();
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// Add a new object (Type 1, so size must be <= 15)
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zelda3::RoomObject new_obj(0x20, 10, 10, 5, 0);
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new_obj.set_rom(rom_.get());
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auto status = room.AddObject(new_obj);
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EXPECT_TRUE(status.ok()) << "Failed to add object: " << status.message();
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EXPECT_EQ(room.GetTileObjects().size(), initial_count + 1);
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}
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TEST_F(DungeonEditorIntegrationTest, RemoveObjectFromRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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size_t initial_count = room.GetTileObjects().size();
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ASSERT_GT(initial_count, 0) << "Room should have at least one object";
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// Remove first object
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auto status = room.RemoveObject(0);
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EXPECT_TRUE(status.ok()) << "Failed to remove object: " << status.message();
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EXPECT_EQ(room.GetTileObjects().size(), initial_count - 1);
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}
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TEST_F(DungeonEditorIntegrationTest, UpdateObjectInRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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ASSERT_FALSE(room.GetTileObjects().empty());
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// Update first object's position
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zelda3::RoomObject updated_obj = room.GetTileObjects()[0];
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updated_obj.x_ = 15;
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updated_obj.y_ = 15;
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auto status = room.UpdateObject(0, updated_obj);
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EXPECT_TRUE(status.ok()) << "Failed to update object: " << status.message();
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EXPECT_EQ(room.GetTileObjects()[0].x_, 15);
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EXPECT_EQ(room.GetTileObjects()[0].y_, 15);
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}
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// ============================================================================
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// Object Validation Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, ValidateObjectBounds) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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// Test objects within valid bounds (0-63 for x and y)
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zelda3::RoomObject valid_obj(0x10, 0, 0, 0, 0);
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EXPECT_TRUE(room.ValidateObject(valid_obj));
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zelda3::RoomObject valid_obj2(0x10, 31, 31, 0, 0);
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EXPECT_TRUE(room.ValidateObject(valid_obj2));
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zelda3::RoomObject valid_obj3(0x10, 63, 63, 0, 0);
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EXPECT_TRUE(room.ValidateObject(valid_obj3));
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// Test objects outside bounds (> 63)
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zelda3::RoomObject invalid_obj(0x10, 64, 64, 0, 0);
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EXPECT_FALSE(room.ValidateObject(invalid_obj));
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zelda3::RoomObject invalid_obj2(0x10, 100, 100, 0, 0);
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EXPECT_FALSE(room.ValidateObject(invalid_obj2));
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}
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// ============================================================================
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// Save/Load Round-Trip Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, SaveAndReloadRoom) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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size_t original_count = room.GetTileObjects().size();
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// Encode objects
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auto encoded = room.EncodeObjects();
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EXPECT_FALSE(encoded.empty());
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// Create a new room and decode
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auto room2 = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room2.LoadObjects();
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// Verify object count matches
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EXPECT_EQ(room2.GetTileObjects().size(), original_count);
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}
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// ============================================================================
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// Object Rendering Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, RenderObjectWithTiles) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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room.LoadObjects();
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ASSERT_FALSE(room.GetTileObjects().empty());
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// Ensure tiles are loaded for first object
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auto& obj = room.GetTileObjects()[0];
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const_cast<zelda3::RoomObject&>(obj).set_rom(rom_.get());
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const_cast<zelda3::RoomObject&>(obj).EnsureTilesLoaded();
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EXPECT_FALSE(obj.tiles_.empty()) << "Object should have tiles after loading";
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}
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// ============================================================================
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// Multi-Layer Tests
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// ============================================================================
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TEST_F(DungeonEditorIntegrationTest, ObjectsOnDifferentLayers) {
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auto room = zelda3::LoadRoomFromRom(rom_.get(), kTestRoomId);
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// Add objects on different layers
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zelda3::RoomObject obj_bg1(0x10, 5, 5, 0, 0); // Layer 0 (BG2)
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zelda3::RoomObject obj_bg2(0x11, 6, 6, 0, 1); // Layer 1 (BG1)
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zelda3::RoomObject obj_bg3(0x12, 7, 7, 0, 2); // Layer 2 (BG3)
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room.AddObject(obj_bg1);
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room.AddObject(obj_bg2);
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room.AddObject(obj_bg3);
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// Encode and verify layer separation
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auto encoded = room.EncodeObjects();
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// Should have layer terminators (0xFF 0xFF between layers)
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int terminator_count = 0;
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for (size_t i = 0; i < encoded.size() - 1; i++) {
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if (encoded[i] == 0xFF && encoded[i+1] == 0xFF) {
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terminator_count++;
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}
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}
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// Test room graphics rendering
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room.LoadRoomGraphics();
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room.RenderRoomGraphics();
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return absl::OkStatus();
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}
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absl::Status DungeonEditorIntegrationTest::TestRoomGraphics() {
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// Test room graphics loading and rendering
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auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
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// Test graphics loading
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room.LoadRoomGraphics();
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EXPECT_FALSE(room.blocks().empty());
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// Test graphics rendering
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room.RenderRoomGraphics();
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return absl::OkStatus();
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}
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absl::Status DungeonEditorIntegrationTest::TestPaletteHandling() {
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// Test palette loading and application
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auto room = zelda3::LoadRoomFromRom(mock_rom_.get(), kTestRoomId);
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// Verify palette is set
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EXPECT_GE(room.palette, 0);
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EXPECT_LE(room.palette, 0x47); // Max palette index
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return absl::OkStatus();
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}
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std::vector<uint8_t> DungeonEditorIntegrationTest::GenerateMockRoomHeader(int room_id) {
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std::vector<uint8_t> header(32, 0x00);
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// Basic room properties
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header[0] = 0x00; // Background type, collision, light
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header[1] = 0x00; // Palette
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header[2] = 0x01; // Blockset
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header[3] = 0x01; // Spriteset
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header[4] = 0x00; // Effect
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header[5] = 0x00; // Tag1
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header[6] = 0x00; // Tag2
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header[7] = 0x00; // Staircase planes
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header[8] = 0x00; // Staircase planes continued
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header[9] = 0x00; // Hole warp
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header[10] = 0x00; // Staircase rooms
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header[11] = 0x00;
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header[12] = 0x00;
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header[13] = 0x00;
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return header;
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}
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std::vector<uint8_t> DungeonEditorIntegrationTest::GenerateMockObjectData() {
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std::vector<uint8_t> data;
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// Add a simple wall object
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data.push_back(0x08); // X position (2 tiles)
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data.push_back(0x08); // Y position (2 tiles)
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data.push_back(0x01); // Object ID (wall)
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// Add layer separator
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data.push_back(0xFF);
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data.push_back(0xFF);
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// Add door section
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data.push_back(0xF0);
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data.push_back(0xFF);
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return data;
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}
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std::vector<uint8_t> DungeonEditorIntegrationTest::GenerateMockGraphicsData() {
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std::vector<uint8_t> data(0x4000, 0x00);
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// Generate basic tile data
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for (size_t i = 0; i < data.size(); i += 2) {
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data[i] = 0x00; // Tile low byte
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data[i + 1] = 0x00; // Tile high byte
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}
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return data;
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}
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void MockRom::SetMockData(const std::vector<uint8_t>& data) {
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mock_data_ = data;
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}
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void MockRom::SetMockRoomData(int room_id, const std::vector<uint8_t>& data) {
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mock_room_data_[room_id] = data;
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}
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void MockRom::SetMockObjectData(int object_id, const std::vector<uint8_t>& data) {
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mock_object_data_[object_id] = data;
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}
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bool MockRom::ValidateRoomData(int room_id) const {
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return mock_room_data_.find(room_id) != mock_room_data_.end();
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}
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bool MockRom::ValidateObjectData(int object_id) const {
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return mock_object_data_.find(object_id) != mock_object_data_.end();
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}
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// Test cases
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TEST_F(DungeonEditorIntegrationTest, ObjectParsingTest) {
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EXPECT_TRUE(TestObjectParsing().ok());
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}
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TEST_F(DungeonEditorIntegrationTest, ObjectRenderingTest) {
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EXPECT_TRUE(TestObjectRendering().ok());
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}
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TEST_F(DungeonEditorIntegrationTest, RoomGraphicsTest) {
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EXPECT_TRUE(TestRoomGraphics().ok());
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}
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TEST_F(DungeonEditorIntegrationTest, PaletteHandlingTest) {
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EXPECT_TRUE(TestPaletteHandling().ok());
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}
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TEST_F(DungeonEditorIntegrationTest, MockRomValidation) {
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EXPECT_TRUE(static_cast<MockRom*>(mock_rom_.get())->ValidateRoomData(kTestRoomId));
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EXPECT_TRUE(static_cast<MockRom*>(mock_rom_.get())->ValidateObjectData(kTestObjectId));
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EXPECT_GE(terminator_count, 2) << "Should have at least 2 layer terminators";
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}
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} // namespace test
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} // namespace yaze
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} // namespace yaze
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