diff --git a/Editor/TemporaryBuildScenesUsingInTest.cs b/Editor/TemporaryBuildScenesUsingInTest.cs
index fcde66b..6154ac6 100644
--- a/Editor/TemporaryBuildScenesUsingInTest.cs
+++ b/Editor/TemporaryBuildScenesUsingInTest.cs
@@ -8,56 +8,54 @@
using TestHelper.Editor;
using UnityEditor;
using UnityEditor.TestTools;
-using UnityEditor.TestTools.TestRunner.Api;
-using UnityEngine;
-[assembly: TestPlayerBuildModifier(typeof(TemporaryBuildScenesUsingInTest.RunOnStandalonePlayer))]
+[assembly: TestPlayerBuildModifier(typeof(TemporaryBuildScenesUsingInTest))]
namespace TestHelper.Editor
{
///
- /// Temporarily build scenes specified by ScenesUsingInTestAttribute when running play mode tests.
+ /// Temporarily build scenes specified by LoadSceneAttribute when running play mode tests on standalone player.
///
- public static class TemporaryBuildScenesUsingInTest
+ public class TemporaryBuildScenesUsingInTest : ITestPlayerBuildModifier
{
- private static IEnumerable FindScenesUsingInTestAttributesOnAssemblies()
+ private static IEnumerable FindLoadSceneAttributesOnAssemblies()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var attribute in assemblies
- .Select(assembly => assembly.GetCustomAttributes(typeof(ScenesUsingInTestAttribute), false))
+ .Select(assembly => assembly.GetCustomAttributes(typeof(LoadSceneAttribute), false))
.SelectMany(attributes => attributes))
{
- yield return attribute as ScenesUsingInTestAttribute;
+ yield return attribute as LoadSceneAttribute;
}
}
- private static IEnumerable FindScenesUsingInTestAttributesOnTypes()
+ private static IEnumerable FindLoadSceneAttributesOnTypes()
{
- var symbols = TypeCache.GetTypesWithAttribute();
+ var symbols = TypeCache.GetTypesWithAttribute();
foreach (var attribute in symbols
- .Select(symbol => symbol.GetCustomAttributes(typeof(ScenesUsingInTestAttribute), false))
+ .Select(symbol => symbol.GetCustomAttributes(typeof(LoadSceneAttribute), false))
.SelectMany(attributes => attributes))
{
- yield return attribute as ScenesUsingInTestAttribute;
+ yield return attribute as LoadSceneAttribute;
}
}
- private static IEnumerable FindScenesUsingInTestAttributesOnMethods()
+ private static IEnumerable FindLoadSceneAttributesOnMethods()
{
- var symbols = TypeCache.GetMethodsWithAttribute();
+ var symbols = TypeCache.GetMethodsWithAttribute();
foreach (var attribute in symbols
- .Select(symbol => symbol.GetCustomAttributes(typeof(ScenesUsingInTestAttribute), false))
+ .Select(symbol => symbol.GetCustomAttributes(typeof(LoadSceneAttribute), false))
.SelectMany(attributes => attributes))
{
- yield return attribute as ScenesUsingInTestAttribute;
+ yield return attribute as LoadSceneAttribute;
}
}
internal static IEnumerable GetScenesUsingInTest()
{
- var attributes = FindScenesUsingInTestAttributesOnAssemblies()
- .Concat(FindScenesUsingInTestAttributesOnTypes())
- .Concat(FindScenesUsingInTestAttributesOnMethods());
+ var attributes = FindLoadSceneAttributesOnAssemblies()
+ .Concat(FindLoadSceneAttributesOnTypes())
+ .Concat(FindLoadSceneAttributesOnMethods());
foreach (var attribute in attributes)
{
if (attribute.ScenePath.ToLower().EndsWith(".unity"))
@@ -74,50 +72,6 @@ internal static IEnumerable GetScenesUsingInTest()
}
}
- ///
- /// Add temporary scenes to build when running play mode tests in editor.
- ///
- public class RunInEditor : ICallbacks
- {
- private EditorBuildSettingsScene[] _originScenesInBuild;
-
- [InitializeOnLoadMethod]
- private static void SetupRunningInEditor()
- {
- var api = ScriptableObject.CreateInstance();
- api.RegisterCallbacks(new RunInEditor());
- }
-
- ///
- public void RunStarted(ITestAdaptor testsToRun)
- {
- _originScenesInBuild = EditorBuildSettings.scenes;
-
- var scenesInBuild = _originScenesInBuild.ToList();
- foreach (var scenePath in GetScenesUsingInTest())
- {
- if (scenesInBuild.All(scene => scene.path != scenePath))
- {
- scenesInBuild.Add(new EditorBuildSettingsScene(scenePath, true));
- }
- }
-
- EditorBuildSettings.scenes = scenesInBuild.ToArray();
- }
-
- ///
- public void RunFinished(ITestResultAdaptor result)
- {
- EditorBuildSettings.scenes = _originScenesInBuild;
- }
-
- ///
- public void TestStarted(ITestAdaptor test) { }
-
- ///
- public void TestFinished(ITestResultAdaptor result) { }
- }
-
///
/// Add temporary scenes to build when running play mode tests on standalone player.
///
@@ -125,23 +79,19 @@ public void TestFinished(ITestResultAdaptor result) { }
/// Required Unity Test Framework package v1.1.13 or higher is to use this script.
/// For details, see the report in forum.
///
- public class RunOnStandalonePlayer : ITestPlayerBuildModifier
+ public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
{
- ///
- public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions)
+ var scenesInBuild = new List(playerOptions.scenes);
+ foreach (var scenePath in GetScenesUsingInTest())
{
- var scenesInBuild = new List(playerOptions.scenes);
- foreach (var scenePath in GetScenesUsingInTest())
+ if (!scenesInBuild.Contains(scenePath))
{
- if (!scenesInBuild.Contains(scenePath))
- {
- scenesInBuild.Add(scenePath);
- }
+ scenesInBuild.Add(scenePath);
}
-
- playerOptions.scenes = scenesInBuild.ToArray();
- return playerOptions;
}
+
+ playerOptions.scenes = scenesInBuild.ToArray();
+ return playerOptions;
}
}
}
diff --git a/README.md b/README.md
index 6a90604..1e442f8 100644
--- a/README.md
+++ b/README.md
@@ -131,16 +131,16 @@ public class MyTestClass
}
```
-#### ScenesUsingInTest
+#### LoadScene
-`ScenesUsingInTestAttribute` is an NUnit test attribute class to temporarily add scene files to "Scenes in Build" when running a play mode tests.
+`LoadSceneAttribute` is an NUnit test attribute class to load scene before running test.
It has the following benefits:
-- Can specify scene by name to `SceneManager.LoadScene()` method
-- Can load scenes when running a test on a standalone player
+- Can be used when running play mode tests in-editor and on-player
+- Can be specified scenes that are not in "Scenes in Build"
-This attribute can attached to test method, test class (`TestFixture`) and test assembly.
+This attribute can attached to test method only.
Usage:
@@ -152,23 +152,21 @@ using TestHelper.Attributes;
[TestFixture]
public class MyTestClass
{
- [UnityTest]
- [ScenesUsingInTest("Assets/MyTests/Scenes")]
- public IEnumerator MyTestMethod()
+ [Test]
+ [LoadScene("Assets/MyTests/Scenes/Scene.unity")]
+ public void MyTestMethod()
{
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild");
-
- var cube = GameObject.Find("CubeInNotInScenesInBuild");
+ var cube = GameObject.Find("Cube");
Assert.That(cube, Is.Not.Null);
}
}
```
> **Note**
-> Scene path can specify a file or directory path.
-> The path starts with `Assets/` or `Packages/`.
-> And use `name` instead of `displayName` of the package, when scenes in the package.
-> (e.g., `Packages/com.nowsprinting.test-helper/Tests/Scenes/`)
+> - Load scene run after OneTimeSetUp and before SetUp
+> - Scene file path is starts with `Assets/` or `Packages/`.
+> And package name using `name` instead of `displayName`, when scenes in the package.
+> (e.g., `Packages/com.nowsprinting.test-helper/Tests/Scenes/Scene.unity`)
### Constraints
diff --git a/Runtime/Attributes/LoadSceneAttribute.cs b/Runtime/Attributes/LoadSceneAttribute.cs
new file mode 100644
index 0000000..1b072b5
--- /dev/null
+++ b/Runtime/Attributes/LoadSceneAttribute.cs
@@ -0,0 +1,78 @@
+// Copyright (c) 2023 Koji Hasegawa.
+// This software is released under the MIT License.
+
+using System;
+using System.Collections;
+using NUnit.Framework;
+using NUnit.Framework.Interfaces;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.TestTools;
+#if UNITY_EDITOR
+using UnityEditor;
+using UnityEditor.SceneManagement;
+#endif
+
+// ReSharper disable InvalidXmlDocComment
+
+namespace TestHelper.Attributes
+{
+ ///
+ /// Load scene before running test.
+ ///
+ /// It has the following benefits:
+ /// - Can be used when running play mode tests in-editor and on-player
+ /// - Can be specified scenes that are not in "Scenes in Build"
+ ///
+ /// Notes:
+ /// - Load scene run after OneTimeSetUp and before SetUp
+ /// - For the process of including a Scene not in "Scenes in Build" to a build for player, see:
+ ///
+ [AttributeUsage(AttributeTargets.Method)]
+ public class LoadSceneAttribute : NUnitAttribute, IOuterUnityTestAction
+ {
+ internal string ScenePath { get; private set; }
+
+ ///
+ /// Load scene before running test.
+ ///
+ /// Scene file path.
+ /// The path starts with `Assets/` or `Packages/`.
+ /// And package name using `name` instead of `displayName`, when scenes in the package.
+ /// (e.g., `Packages/com.nowsprinting.test-helper/Tests/Scenes/Scene.unity`)
+ ///
+ public LoadSceneAttribute(string path)
+ {
+ ScenePath = path;
+ }
+
+ ///
+ public IEnumerator BeforeTest(ITest test)
+ {
+ AsyncOperation loadSceneAsync = null;
+#if UNITY_EDITOR
+ if (EditorApplication.isPlaying)
+ {
+ // Use EditorSceneManager at run on Unity-editor
+ loadSceneAsync = EditorSceneManager.LoadSceneAsyncInPlayMode(
+ ScenePath,
+ new LoadSceneParameters(LoadSceneMode.Single));
+ }
+ else
+ {
+ EditorSceneManager.OpenScene(ScenePath);
+ }
+#else
+ // Use ITestPlayerBuildModifier to change the "Scenes in Build" list before run on player
+ loadSceneAsync = SceneManager.LoadSceneAsync(ScenePath);
+#endif
+ yield return loadSceneAsync;
+ }
+
+ ///
+ public IEnumerator AfterTest(ITest test)
+ {
+ yield return null;
+ }
+ }
+}
diff --git a/Runtime/Attributes/ScenesUsingInTestAttribute.cs.meta b/Runtime/Attributes/LoadSceneAttribute.cs.meta
similarity index 100%
rename from Runtime/Attributes/ScenesUsingInTestAttribute.cs.meta
rename to Runtime/Attributes/LoadSceneAttribute.cs.meta
diff --git a/Runtime/Attributes/ScenesUsingInTestAttribute.cs b/Runtime/Attributes/ScenesUsingInTestAttribute.cs
deleted file mode 100644
index 456aff0..0000000
--- a/Runtime/Attributes/ScenesUsingInTestAttribute.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-// Copyright (c) 2023 Koji Hasegawa.
-// This software is released under the MIT License.
-
-using System;
-using NUnit.Framework;
-
-namespace TestHelper.Attributes
-{
- ///
- /// Temporarily add scene files to "Scenes in Build" when running a play mode tests.
- ///
- /// It has the following benefits:
- /// - Can specify scene by name to `SceneManager.LoadScene()` method
- /// - Can load scenes when running a test on a standalone player
- ///
- /// This attribute is effective for the entire test run, not individual tests.
- /// So, I recommend specifying it at the assembly level.
- ///
- ///
- /// The name is "Scene*s*" to like a "Scenes in Build".
- /// The argument is a single string, but can attach multiple this attribute.
- ///
- [AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method, AllowMultiple = true)]
- public class ScenesUsingInTestAttribute : NUnitAttribute
- {
- internal string ScenePath { get; private set; }
-
- ///
- /// Specify scene file or directory path to temporarily add to "Scenes in Build" when running a play mode test.
- ///
- /// Scene file or directory path not in "Scenes in Build".
- /// The path starts with `Assets/` or `Packages/`.
- /// And use `name` instead of `displayName` of the package, when scenes in the package.
- ///
- public ScenesUsingInTestAttribute(string scenePath)
- {
- ScenePath = scenePath;
- }
- }
-}
diff --git a/Tests/Editor/LoadSceneAttributeTest.cs b/Tests/Editor/LoadSceneAttributeTest.cs
new file mode 100644
index 0000000..bc4fe07
--- /dev/null
+++ b/Tests/Editor/LoadSceneAttributeTest.cs
@@ -0,0 +1,24 @@
+// Copyright (c) 2023 Koji Hasegawa.
+// This software is released under the MIT License.
+
+using NUnit.Framework;
+using TestHelper.Attributes;
+using UnityEngine;
+
+namespace TestHelper.Editor
+{
+ [TestFixture]
+ public class LoadSceneAttributeTest
+ {
+ private const string TestScene = "Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity";
+ private const string ObjectName = "CubeInNotInScenesInBuild";
+
+ [Test]
+ [LoadScene(TestScene)]
+ public void Attach_AlreadyLoadedSceneNotInBuild()
+ {
+ var cube = GameObject.Find(ObjectName);
+ Assert.That(cube, Is.Not.Null);
+ }
+ }
+}
diff --git a/Tests/Editor/LoadSceneAttributeTest.cs.meta b/Tests/Editor/LoadSceneAttributeTest.cs.meta
new file mode 100644
index 0000000..69d2792
--- /dev/null
+++ b/Tests/Editor/LoadSceneAttributeTest.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 331d640b2fcd4350bbc72a2a001024fc
+timeCreated: 1697956834
\ No newline at end of file
diff --git a/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs b/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs
index 10cbdaa..d7715f1 100644
--- a/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs
+++ b/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs
@@ -1,7 +1,6 @@
// Copyright (c) 2023 Koji Hasegawa.
// This software is released under the MIT License.
-using System.Linq;
using NUnit.Framework;
namespace TestHelper.Editor
@@ -9,22 +8,6 @@ namespace TestHelper.Editor
[TestFixture]
public class TemporaryBuildScenesUsingInTestTest
{
- [Test]
- public void GetScenesUsingInTest_AttachedToAssembly_ReturnScenesSpecifiedByAttribute()
- {
- var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest();
- Assert.That(actual,
- Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Assembly.unity"));
- }
-
- [Test]
- public void GetScenesUsingInTest_AttachedToClass_ReturnScenesSpecifiedByAttribute()
- {
- var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest();
- Assert.That(actual,
- Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Class.unity"));
- }
-
[Test]
public void GetScenesUsingInTest_AttachedToMethod_ReturnScenesSpecifiedByAttribute()
{
@@ -32,25 +15,5 @@ public void GetScenesUsingInTest_AttachedToMethod_ReturnScenesSpecifiedByAttribu
Assert.That(actual,
Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity"));
}
-
- [Test]
- public void GetScenesUsingInTest_AttachedToMethodMultiple_ReturnScenesSpecifiedByAttribute()
- {
- var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest().ToArray();
- Assert.That(actual,
- Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild2.unity"));
- Assert.That(actual,
- Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild3.unity"));
- }
-
- [Test]
- public void GetScenesUsingInTest_SpecifyDirectory_ReturnScenesSpecifiedByAttribute()
- {
- var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest().ToArray();
- Assert.That(actual,
- Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/Sub/NotInScenesInBuild4.unity"));
- Assert.That(actual,
- Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/Sub/NotInScenesInBuild5.unity"));
- }
}
}
diff --git a/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs b/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs
new file mode 100644
index 0000000..dd865bc
--- /dev/null
+++ b/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs
@@ -0,0 +1,50 @@
+// Copyright (c) 2023 Koji Hasegawa.
+// This software is released under the MIT License.
+
+using System.Collections;
+using System.Threading.Tasks;
+using NUnit.Framework;
+using UnityEngine;
+using UnityEngine.TestTools;
+
+namespace TestHelper.Attributes
+{
+ [TestFixture]
+ public class LoadSceneAttributeTest
+ {
+ private const string TestScene = "Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity";
+ private const string ObjectName = "CubeInNotInScenesInBuild";
+
+ [Test]
+ [LoadScene(TestScene)]
+ public void Attach_AlreadyLoadedSceneNotInBuild()
+ {
+ var cube = GameObject.Find(ObjectName);
+ Assert.That(cube, Is.Not.Null);
+
+ Object.Destroy(cube); // For not giving false negatives in subsequent tests.
+ }
+
+ [Test]
+ [LoadScene(TestScene)]
+ public async Task AttachToAsyncTest_AlreadyLoadedSceneNotInBuild()
+ {
+ var cube = GameObject.Find(ObjectName);
+ Assert.That(cube, Is.Not.Null);
+
+ Object.Destroy(cube); // For not giving false negatives in subsequent tests.
+ await Task.Yield();
+ }
+
+ [UnityTest]
+ [LoadScene(TestScene)]
+ public IEnumerator AttachToUnityTest_AlreadyLoadedSceneNotInBuild()
+ {
+ var cube = GameObject.Find(ObjectName);
+ Assert.That(cube, Is.Not.Null);
+
+ Object.Destroy(cube); // For not giving false negatives in subsequent tests.
+ yield return null;
+ }
+ }
+}
diff --git a/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs.meta b/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs.meta
similarity index 100%
rename from Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs.meta
rename to Tests/Runtime/Attributes/LoadSceneAttributeTest.cs.meta
diff --git a/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs b/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs
deleted file mode 100644
index a584dba..0000000
--- a/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs
+++ /dev/null
@@ -1,73 +0,0 @@
-// Copyright (c) 2023 Koji Hasegawa.
-// This software is released under the MIT License.
-
-using System.Collections;
-using System.Diagnostics.CodeAnalysis;
-using NUnit.Framework;
-using TestHelper.Attributes;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-using UnityEngine.TestTools;
-
-[assembly: ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Assembly.unity")]
-
-namespace TestHelper.Attributes
-{
- [TestFixture]
- [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Class.unity")]
- [SuppressMessage("ReSharper", "Unity.LoadSceneUnexistingScene")]
- public class ScenesUsingInTestAttributeTest
- {
- [UnityTest]
- public IEnumerator AttachedToAssembly_CanLoadSceneNotIncludedBuild()
- {
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild_Assembly");
- var cube = GameObject.Find("CubeInNotInScenesInBuild_Assembly");
- Assert.That(cube, Is.Not.Null);
- }
-
- [UnityTest]
- public IEnumerator AttachedToClass_CanLoadSceneNotIncludedBuild()
- {
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild_Class");
- var cube = GameObject.Find("CubeInNotInScenesInBuild_Class");
- Assert.That(cube, Is.Not.Null);
- }
-
- [UnityTest]
- [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity")]
- public IEnumerator AttachedToMethod_CanLoadSceneNotIncludedBuild()
- {
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild");
- var cube = GameObject.Find("CubeInNotInScenesInBuild");
- Assert.That(cube, Is.Not.Null);
- }
-
- [UnityTest]
- [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild2.unity")]
- [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild3.unity")]
- public IEnumerator AttachedToMethodMultiple_CanLoadScenesNotIncludedBuild()
- {
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild2");
- var cube2 = GameObject.Find("CubeInNotInScenesInBuild2");
- Assert.That(cube2, Is.Not.Null);
-
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild3");
- var cube3 = GameObject.Find("CubeInNotInScenesInBuild3");
- Assert.That(cube3, Is.Not.Null);
- }
-
- [UnityTest]
- [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/Sub")]
- public IEnumerator SpecifyDirectory_CanLoadScenesNotIncludedBuild()
- {
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild4");
- var cube4 = GameObject.Find("CubeInNotInScenesInBuild4");
- Assert.That(cube4, Is.Not.Null);
-
- yield return SceneManager.LoadSceneAsync("NotInScenesInBuild5");
- var cube5 = GameObject.Find("CubeInNotInScenesInBuild5");
- Assert.That(cube5, Is.Not.Null);
- }
- }
-}
diff --git a/Tests/Scenes/NotInScenesInBuild2.unity b/Tests/Scenes/NotInScenesInBuild2.unity
deleted file mode 100644
index 7a5f853..0000000
--- a/Tests/Scenes/NotInScenesInBuild2.unity
+++ /dev/null
@@ -1,480 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
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- m_ObjectHideFlags: 0
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- smallestOccluder: 5
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---- !u!104 &2
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