mirror of
https://github.com/babalae/better-genshin-impact.git
synced 2026-04-05 11:25:20 +08:00
* BitBlt 优化 * BitBlt恢复Top-down * 渲染时翻转图像 * CaptureSession引用计数 * 恢复成无拷贝Mat * 合法性检查 * 优化截图预览窗口 * 保存截图文件必要时需要克隆一份Mat * BitBlt内存池 * 返回拷贝就不用对Session做引用计数了 * 移除CaptureImageRes * 优化DirectX * 更好地处理padding * BitBlt去掉padding 1920*1080的游戏窗口是4字节对齐的,因此不会有性能影响。这里主要用于测试。 * 修复修改窗口大小 * 合并CreateStagingTexture * 修复设备丢失崩溃 * WGC截图支持HDR * fix typo * CodeQA * 去掉1px窗口边框 * DirectX截图去掉A通道 * HDR转换使用GPU加速 --------- Co-authored-by: 辉鸭蛋 <huiyadanli@gmail.com>
233 lines
7.4 KiB
C#
233 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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using System.Linq;
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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));
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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;并且支持两个以上子行为
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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 Func<TContext, BehaviourStatus> _behave;
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public readonly SimpleParallelPolicy Policy;
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public MySimpleParallel(SimpleParallelPolicy policy, IBehaviour<TContext>[] children)
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: this("SimpleParallel", policy, children)
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{
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}
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public MySimpleParallel(string name, SimpleParallelPolicy policy, IBehaviour<TContext>[] children)
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: base(name, children)
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{
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Policy = policy;
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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 (Children.Any(c => c.Status == BehaviourStatus.Succeeded))
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{
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return BehaviourStatus.Succeeded;
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}
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if (Children.All(c => c.Status == 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 (Children.All(c => c.Status == BehaviourStatus.Succeeded))
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{
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return BehaviourStatus.Succeeded;
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}
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if (Children.Any(c => c.Status == 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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foreach (var child in Children)
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{
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child.Tick(context);
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}
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}
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else
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{
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foreach (var child in Children)
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{
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if (child.Status == BehaviourStatus.Ready || child.Status == BehaviourStatus.Running)
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{
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child.Tick(context);
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}
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}
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}
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if (Children.Any(c => c.Status == 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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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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protected readonly bool saveScreenshotOnTerminate;
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protected 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, bool saveScreenshotOnTerminate)
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{
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Name = name;
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this.logger = logger;
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this.saveScreenshotOnTerminate = saveScreenshotOnTerminate;
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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 fileName = $"{DateTime.Now:yyyyMMddHHmmssfff}_{this.GetType().Name}_{Status}.png";
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logger.LogInformation("保存截图: {Name}", fileName);
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SaveScreenshot(context, fileName);
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}
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OnTerminate(Status);
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}
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return Status;
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}
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public virtual void SaveScreenshot(ImageRegion imageRegion, string? name)
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{
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var path = Global.Absolute($@"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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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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new Task(() =>
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{
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using var mat2 = mat.Clone();
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var assetScale = TaskContext.Instance().SystemInfo.ScaleTo1080PRatio;
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var rect = new Rect((int)(mat.Width - MaskWindowConfig.UidCoverRightBottomRect.X * assetScale),
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(int)(mat.Height - MaskWindowConfig.UidCoverRightBottomRect.Y * assetScale),
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(int)(MaskWindowConfig.UidCoverRightBottomRect.Width * assetScale),
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(int)(MaskWindowConfig.UidCoverRightBottomRect.Height * assetScale));
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mat2.Rectangle(rect, Scalar.White, -1);
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Cv2.ImWrite(savePath, mat2);
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}).Start();
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}
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else
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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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}
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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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