mirror of https://git.suyu.dev/suyu/suyu
Merge pull request #9889 from Morph1984/time-is-ticking
core_timing: Reduce CPU usage on Windowsmerge-requests/60/head
commit
a7792e5ff8
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#if defined(_WIN32)
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#include <windows.h>
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#else
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#include <time.h>
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#endif
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#include "common/steady_clock.h"
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namespace Common {
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#ifdef _WIN32
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static s64 WindowsQueryPerformanceFrequency() {
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LARGE_INTEGER frequency;
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QueryPerformanceFrequency(&frequency);
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return frequency.QuadPart;
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}
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static s64 WindowsQueryPerformanceCounter() {
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LARGE_INTEGER counter;
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QueryPerformanceCounter(&counter);
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return counter.QuadPart;
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}
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#endif
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SteadyClock::time_point SteadyClock::Now() noexcept {
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#if defined(_WIN32)
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static const auto freq = WindowsQueryPerformanceFrequency();
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const auto counter = WindowsQueryPerformanceCounter();
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// 10 MHz is a very common QPC frequency on modern PCs.
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// Optimizing for this specific frequency can double the performance of
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// this function by avoiding the expensive frequency conversion path.
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static constexpr s64 TenMHz = 10'000'000;
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if (freq == TenMHz) [[likely]] {
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static_assert(period::den % TenMHz == 0);
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static constexpr s64 Multiplier = period::den / TenMHz;
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return time_point{duration{counter * Multiplier}};
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}
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const auto whole = (counter / freq) * period::den;
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const auto part = (counter % freq) * period::den / freq;
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return time_point{duration{whole + part}};
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#elif defined(__APPLE__)
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return time_point{duration{clock_gettime_nsec_np(CLOCK_MONOTONIC_RAW)}};
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#else
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timespec ts;
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clock_gettime(CLOCK_MONOTONIC, &ts);
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return time_point{std::chrono::seconds{ts.tv_sec} + std::chrono::nanoseconds{ts.tv_nsec}};
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#endif
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}
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}; // namespace Common
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <chrono>
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#include "common/common_types.h"
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namespace Common {
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struct SteadyClock {
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using rep = s64;
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using period = std::nano;
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using duration = std::chrono::nanoseconds;
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using time_point = std::chrono::time_point<SteadyClock>;
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static constexpr bool is_steady = true;
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[[nodiscard]] static time_point Now() noexcept;
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};
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} // namespace Common
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <windows.h>
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#include "common/windows/timer_resolution.h"
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extern "C" {
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// http://undocumented.ntinternals.net/index.html?page=UserMode%2FUndocumented%20Functions%2FTime%2FNtQueryTimerResolution.html
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NTSYSAPI LONG NTAPI NtQueryTimerResolution(PULONG MinimumResolution, PULONG MaximumResolution,
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PULONG CurrentResolution);
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// http://undocumented.ntinternals.net/index.html?page=UserMode%2FUndocumented%20Functions%2FTime%2FNtSetTimerResolution.html
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NTSYSAPI LONG NTAPI NtSetTimerResolution(ULONG DesiredResolution, BOOLEAN SetResolution,
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PULONG CurrentResolution);
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// http://undocumented.ntinternals.net/index.html?page=UserMode%2FUndocumented%20Functions%2FNT%20Objects%2FThread%2FNtDelayExecution.html
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NTSYSAPI LONG NTAPI NtDelayExecution(BOOLEAN Alertable, PLARGE_INTEGER DelayInterval);
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}
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// Defines for compatibility with older Windows 10 SDKs.
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#ifndef PROCESS_POWER_THROTTLING_EXECUTION_SPEED
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#define PROCESS_POWER_THROTTLING_EXECUTION_SPEED 0x1
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#endif
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#ifndef PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION
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#define PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION 0x4
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#endif
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namespace Common::Windows {
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namespace {
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using namespace std::chrono;
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constexpr nanoseconds ToNS(ULONG hundred_ns) {
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return nanoseconds{hundred_ns * 100};
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}
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constexpr ULONG ToHundredNS(nanoseconds ns) {
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return static_cast<ULONG>(ns.count()) / 100;
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}
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struct TimerResolution {
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std::chrono::nanoseconds minimum;
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std::chrono::nanoseconds maximum;
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std::chrono::nanoseconds current;
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};
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TimerResolution GetTimerResolution() {
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ULONG MinimumTimerResolution;
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ULONG MaximumTimerResolution;
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ULONG CurrentTimerResolution;
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NtQueryTimerResolution(&MinimumTimerResolution, &MaximumTimerResolution,
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&CurrentTimerResolution);
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return {
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.minimum{ToNS(MinimumTimerResolution)},
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.maximum{ToNS(MaximumTimerResolution)},
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.current{ToNS(CurrentTimerResolution)},
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};
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}
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void SetHighQoS() {
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// https://learn.microsoft.com/en-us/windows/win32/procthread/quality-of-service
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PROCESS_POWER_THROTTLING_STATE PowerThrottling{
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.Version{PROCESS_POWER_THROTTLING_CURRENT_VERSION},
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.ControlMask{PROCESS_POWER_THROTTLING_EXECUTION_SPEED |
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PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION},
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.StateMask{},
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};
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SetProcessInformation(GetCurrentProcess(), ProcessPowerThrottling, &PowerThrottling,
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sizeof(PROCESS_POWER_THROTTLING_STATE));
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}
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} // Anonymous namespace
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nanoseconds GetMinimumTimerResolution() {
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return GetTimerResolution().minimum;
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}
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nanoseconds GetMaximumTimerResolution() {
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return GetTimerResolution().maximum;
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}
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nanoseconds GetCurrentTimerResolution() {
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return GetTimerResolution().current;
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}
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nanoseconds SetCurrentTimerResolution(nanoseconds timer_resolution) {
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// Set the timer resolution, and return the current timer resolution.
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const auto DesiredTimerResolution = ToHundredNS(timer_resolution);
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ULONG CurrentTimerResolution;
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NtSetTimerResolution(DesiredTimerResolution, TRUE, &CurrentTimerResolution);
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return ToNS(CurrentTimerResolution);
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}
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nanoseconds SetCurrentTimerResolutionToMaximum() {
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SetHighQoS();
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return SetCurrentTimerResolution(GetMaximumTimerResolution());
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}
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void SleepForOneTick() {
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LARGE_INTEGER DelayInterval{
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.QuadPart{-1},
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};
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NtDelayExecution(FALSE, &DelayInterval);
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}
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} // namespace Common::Windows
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <chrono>
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namespace Common::Windows {
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/// Returns the minimum (least precise) supported timer resolution in nanoseconds.
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std::chrono::nanoseconds GetMinimumTimerResolution();
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/// Returns the maximum (most precise) supported timer resolution in nanoseconds.
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std::chrono::nanoseconds GetMaximumTimerResolution();
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/// Returns the current timer resolution in nanoseconds.
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std::chrono::nanoseconds GetCurrentTimerResolution();
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/**
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* Sets the current timer resolution.
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*
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* @param timer_resolution Timer resolution in nanoseconds.
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*
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* @returns The current timer resolution.
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*/
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std::chrono::nanoseconds SetCurrentTimerResolution(std::chrono::nanoseconds timer_resolution);
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/**
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* Sets the current timer resolution to the maximum supported timer resolution.
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*
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* @returns The current timer resolution.
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*/
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std::chrono::nanoseconds SetCurrentTimerResolutionToMaximum();
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/// Sleep for one tick of the current timer resolution.
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void SleepForOneTick();
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} // namespace Common::Windows
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