mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-05-21 09:45:48 +08:00
232 lines
7.4 KiB
C#
232 lines
7.4 KiB
C#
using BehaviourTree.Composites;
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using BehaviourTree.FluentBuilder;
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using BehaviourTree;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using BetterGenshinImpact.Core.Config;
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using OpenCvSharp;
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using System.IO;
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using Microsoft.Extensions.Logging;
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using BetterGenshinImpact.GameTask.Model.Area;
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using System.Threading.Tasks;
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namespace BetterGenshinImpact.GameTask.AutoFishing
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{
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public static class BehaviourTreeExtensions
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{
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public static FluentBuilder<TContext> MySimpleParallel<TContext>(this FluentBuilder<TContext> builder, string name, SimpleParallelPolicy policy = SimpleParallelPolicy.BothMustSucceed)
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{
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return builder.PushComposite((IBehaviour<TContext>[] children) => new MySimpleParallel<TContext>(name, policy, children[0], children[1]));
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}
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}
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/// <summary>
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/// MySimpleParallel
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/// 和SimpleParallel的区别是,任一子行为返回失败则返回失败
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/// </summary>
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/// <typeparam name="TContext"></typeparam>
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public class MySimpleParallel<TContext> : CompositeBehaviour<TContext>
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{
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private readonly IBehaviour<TContext> _first;
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private readonly IBehaviour<TContext> _second;
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private BehaviourStatus _firstStatus;
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private BehaviourStatus _secondStatus;
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private readonly Func<TContext, BehaviourStatus> _behave;
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public readonly SimpleParallelPolicy Policy;
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public MySimpleParallel(SimpleParallelPolicy policy, IBehaviour<TContext> first, IBehaviour<TContext> second)
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: this("SimpleParallel", policy, first, second)
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{
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}
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public MySimpleParallel(string name, SimpleParallelPolicy policy, IBehaviour<TContext> first, IBehaviour<TContext> second)
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: base(name, new IBehaviour<TContext>[2] { first, second })
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{
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Policy = policy;
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_first = first;
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_second = second;
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_behave = ((policy == SimpleParallelPolicy.BothMustSucceed) ? new Func<TContext, BehaviourStatus>(BothMustSucceedBehaviour) : new Func<TContext, BehaviourStatus>(OnlyOneMustSucceedBehaviour));
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}
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private BehaviourStatus OnlyOneMustSucceedBehaviour(TContext context)
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{
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if (_firstStatus == BehaviourStatus.Succeeded || _secondStatus == BehaviourStatus.Succeeded)
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{
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return BehaviourStatus.Succeeded;
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}
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if (_firstStatus == BehaviourStatus.Failed && _secondStatus == BehaviourStatus.Failed)
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{
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return BehaviourStatus.Failed;
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}
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return BehaviourStatus.Running;
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}
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private BehaviourStatus BothMustSucceedBehaviour(TContext context)
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{
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if (_firstStatus == BehaviourStatus.Succeeded && _secondStatus == BehaviourStatus.Succeeded)
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{
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return BehaviourStatus.Succeeded;
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}
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if (_firstStatus == BehaviourStatus.Failed || _secondStatus == BehaviourStatus.Failed)
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{
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return BehaviourStatus.Failed;
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}
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return BehaviourStatus.Running;
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}
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protected override BehaviourStatus Update(TContext context)
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{
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if (base.Status != BehaviourStatus.Running)
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{
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_firstStatus = _first.Tick(context);
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_secondStatus = _second.Tick(context);
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}
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else
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{
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if (_firstStatus == BehaviourStatus.Ready || _firstStatus == BehaviourStatus.Running)
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{
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_firstStatus = _first.Tick(context);
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}
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if (_secondStatus == BehaviourStatus.Ready || _secondStatus == BehaviourStatus.Running)
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{
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_secondStatus = _second.Tick(context);
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}
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}
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if (_firstStatus == BehaviourStatus.Failed || _secondStatus == BehaviourStatus.Failed)
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{
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return BehaviourStatus.Failed;
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}
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else
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{
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return _behave(context);
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}
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}
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protected override void DoReset(BehaviourStatus status)
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{
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_firstStatus = BehaviourStatus.Ready;
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_secondStatus = BehaviourStatus.Ready;
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base.DoReset(status);
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}
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}
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/// <summary>
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/// 原库的BaseBehaviour继承后也无法改写Tick方法,只得另起此实现类
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/// 暂时直接覆盖行为树原本的BaseBehaviour
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/// </summary>
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public abstract class BaseBehaviour<TImageRegion> : IBehaviour<TImageRegion>, IDisposable where TImageRegion : ImageRegion
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{
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public static bool SaveScreenshotOnTerminate;
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private readonly ILogger logger;
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public string Name { get; }
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public BehaviourStatus Status { get; private set; }
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protected BaseBehaviour(string name, ILogger logger)
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{
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Name = name;
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this.logger = logger;
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}
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public BehaviourStatus Tick(TImageRegion context)
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{
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if (Status == BehaviourStatus.Ready)
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{
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OnInitialize();
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}
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Status = Update(context);
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if (Status == BehaviourStatus.Ready)
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{
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throw new InvalidOperationException("Ready status should not be returned by Behaviour Update Method");
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}
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if (Status != BehaviourStatus.Running)
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{
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if (SaveScreenshotOnTerminate)
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{
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string name = $"{DateTime.Now:yyyyMMddHHmmssfff}_{this.GetType().Name}_{Status}.png";
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logger.LogInformation("保存截图: {Name}", name);
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SaveScreenshot(context, name);
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}
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OnTerminate(Status);
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}
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return Status;
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}
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public virtual void SaveScreenshot(ImageRegion imageRegion, string? name)
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{
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var path = Global.Absolute($@"log\screenshot\");
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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var bitmap = imageRegion.SrcBitmap;
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if (String.IsNullOrWhiteSpace(name))
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{
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name = $@"{DateTime.Now:yyyyMMddHHmmssffff}.png";
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}
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var savePath = Global.Absolute($@"log\screenshot\{name}");
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var mat = imageRegion.SrcMat;
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if (TaskContext.Instance().Config.CommonConfig.ScreenshotUidCoverEnabled)
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{
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var rect = TaskContext.Instance().Config.MaskWindowConfig.UidCoverRect;
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mat.Rectangle(rect, Scalar.White, -1);
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}
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new Task(() =>
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{
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Cv2.ImWrite(savePath, mat);
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}).Start();
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}
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public void Reset()
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{
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if (Status != 0)
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{
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DoReset(Status);
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Status = BehaviourStatus.Ready;
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}
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}
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protected abstract BehaviourStatus Update(TImageRegion context);
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protected virtual void OnTerminate(BehaviourStatus status)
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{
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}
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protected virtual void OnInitialize()
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{
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}
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protected virtual void DoReset(BehaviourStatus status)
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{
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}
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protected virtual void Dispose(bool disposing)
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{
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}
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public void Dispose()
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{
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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}
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}
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