完善十子棋功能
This commit is contained in:
@@ -0,0 +1,12 @@
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package main
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import (
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"fmt"
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"testing"
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"work_cation/views"
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)
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func TestP1(t *testing.T) {
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r := views.IsArithmeticSequence2([]int{0, 4, 8}, 8, 3, 3, 3)
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fmt.Println(r)
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}
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+5
-1
@@ -4,6 +4,10 @@ import "work_cation/models"
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type SendGlobal struct {
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type SendGlobal struct {
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SendChan chan *models.Message
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SendChan chan *models.Message
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Game1Chan chan *models.GameMessage
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}
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}
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var Send = &SendGlobal{SendChan: make(chan *models.Message, 1000)}
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var Send = &SendGlobal{
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SendChan: make(chan *models.Message, 1000),
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Game1Chan: make(chan *models.GameMessage, 1000),
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}
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@@ -0,0 +1,6 @@
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package models
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type GameMessage struct {
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UserID string `json:"user_id"`
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Pos int `json:"pos"`
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}
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@@ -105,6 +105,28 @@ func (s *serverService) StartListenServer() error {
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c.JSON(200, gin.H{"message": "ok"})
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c.JSON(200, gin.H{"message": "ok"})
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})
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})
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// 游戏接口
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router.POST("/game", func(c *gin.Context) {
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uuid := c.GetHeader("User-UserID")
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user := repo.UserFollow.GetUser(global.DB, uuid)
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if user.Ip != c.ClientIP() {
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c.JSON(200, gin.H{"message": "对方未关注你"})
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return
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}
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var msg = make(map[string]interface{})
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if err := c.ShouldBind(&msg); err != nil {
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c.JSON(200, gin.H{"message": "输入异常"})
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return
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}
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message := &models.GameMessage{
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UserID: user.ID,
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Pos: msg["text"].(int),
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}
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global.Send.Game1Chan <- message
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c.JSON(200, gin.H{"message": "ok"})
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})
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srv := &http.Server{
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srv := &http.Server{
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Addr: cfg.T.ServerAddr,
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Addr: cfg.T.ServerAddr,
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Handler: router,
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Handler: router,
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+134
-43
@@ -1,6 +1,9 @@
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package views
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package views
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import (
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import (
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"context"
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"errors"
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"fmt"
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/canvas"
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"fyne.io/fyne/v2/canvas"
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"fyne.io/fyne/v2/container"
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"fyne.io/fyne/v2/container"
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@@ -13,18 +16,29 @@ import (
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func TenChinaGameView() {
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func TenChinaGameView() {
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game := NewTenGame(nil)
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game := NewTenGame(nil)
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//go func() {
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// for {
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// select {
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// case <-game.Ctx.Done():
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// return
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// case msg := <-global.Send.Game1Chan:
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// game.play()
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// }
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// }
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//}()
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game.StartShow()
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game.StartShow()
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}
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}
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type TenGame struct {
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type TenGame struct {
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lock sync.Mutex
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lock sync.Mutex // 玩家操作锁
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playerMax int // 玩家总人数
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playerMax int // 玩家总人数
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playerID2Image map[int]fyne.Resource // 各个玩家对应的图标
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playerID2Image map[int]fyne.Resource // 各个玩家对应的图标
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defaultImage fyne.Resource
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defaultImage fyne.Resource // 默认图标
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CurrentRoundPlayer int // 当前行动的玩家
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currentRoundPlayer int // 当前行动的玩家
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players [][]int // 各个玩家已完成下棋数据
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players [][]int // 各个玩家已完成下棋数据
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allMaps []int // 所有下棋数据
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winCallback func(int) // 胜利返回
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winCallback func(int) // 胜利返回
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@@ -34,38 +48,52 @@ type TenGame struct {
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itemSize fyne.Size //单个格子大小
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itemSize fyne.Size //单个格子大小
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itemX float32 // 格子总数x
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itemX float32 // 格子总数x
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itemY float32 // 格子总数y
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itemY float32 // 格子总数y
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winSum int // 胜利连线数
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Ctx context.Context
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Cancel func()
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}
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}
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func NewTenGame(winCallback func(int)) *TenGame {
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func NewTenGame(winCallback func(int)) *TenGame {
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game := &TenGame{
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playerImageMap := map[int]fyne.Resource{
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playerID2Image: map[int]fyne.Resource{
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0: theme.RadioButtonIcon(),
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0: theme.RadioButtonIcon(),
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1: theme.CancelIcon(),
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1: theme.CancelIcon(),
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},
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//2: theme.DownloadIcon(),
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}
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ctx, cancel := context.WithCancel(context.Background())
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game := &TenGame{
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playerID2Image: playerImageMap,
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defaultImage: theme.CheckButtonIcon(),
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defaultImage: theme.CheckButtonIcon(),
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CurrentRoundPlayer: 0,
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currentRoundPlayer: 0,
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players: make([][]int, 2),
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players: make([][]int, len(playerImageMap)),
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winCallback: winCallback,
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winCallback: winCallback,
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itemSize: fyne.NewSize(100, 100),
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itemSize: fyne.NewSize(25, 25),
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itemX: 3,
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itemX: 3,
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itemY: 3,
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itemY: 3,
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winSum: 3,
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Ctx: ctx,
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Cancel: cancel,
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}
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}
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return game
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return game
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}
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}
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func (t *TenGame) StartShow() {
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func (t *TenGame) StartShow() {
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myApp := fyne.CurrentApp()
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myApp := fyne.CurrentApp()
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myWindow := myApp.NewWindow("Game")
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myWindow := myApp.NewWindow(fmt.Sprintf("Game %0.f*%0.f win:%d", t.itemX, t.itemY, t.winSum))
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t.w = myWindow
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t.w = myWindow
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myWindow.SetContent(t.CanvasObject())
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myWindow.SetContent(t.CanvasObject())
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myWindow.Resize(fyne.NewSize(t.itemX*t.itemSize.Width+20, t.itemY*t.itemSize.Height+20))
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myWindow.Resize(fyne.NewSize(t.itemX*(t.itemSize.Width+8), t.itemY*(t.itemSize.Height+8)))
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myWindow.CenterOnScreen()
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myWindow.CenterOnScreen()
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t.w.SetOnClosed(func() { t.Cancel() })
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myWindow.Show()
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myWindow.Show()
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}
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}
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func (t *TenGame) CanvasObject() fyne.CanvasObject {
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func (t *TenGame) CanvasObject() fyne.CanvasObject {
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gridWrap := container.NewGridWrap(t.itemSize)
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var items []fyne.CanvasObject
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for i := 0; i < int(t.itemX*t.itemY); i++ {
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for i := 0; i < int(t.itemX*t.itemY); i++ {
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var itemIndex = i
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var itemIndex = i
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@@ -75,28 +103,34 @@ func (t *TenGame) CanvasObject() fyne.CanvasObject {
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t.Items = append(t.Items, image)
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t.Items = append(t.Items, image)
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toggle := widget.NewButton("", func() {
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toggle := widget.NewButton("", func() {
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t.Play(0, itemIndex)
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_ = t.Play(0, itemIndex)
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})
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})
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toggle.Resize(t.itemSize)
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toggle.Resize(t.itemSize)
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//toggle.Alignment = 3
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gridWrap.Add(container.NewBorder(nil, nil, nil, nil, container.NewWithoutLayout(image, toggle)))
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iViews := container.NewBorder(nil, nil, nil, nil, container.NewWithoutLayout(image, toggle))
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//gridWrap.Add()
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items = append(items, iViews)
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}
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}
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gridWrap := container.NewGridWithRows(int(t.itemX), items...)
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return container.NewScroll(gridWrap)
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return container.NewScroll(gridWrap)
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}
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}
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func (t *TenGame) Play(userIndex int, pos int) error {
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func (t *TenGame) Play(userIndex int, pos int) error {
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t.lock.Lock()
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t.lock.Lock()
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defer t.lock.Unlock()
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defer t.lock.Unlock()
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//if t.CurrentRoundPlayer != userIndex {
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//if t.currentRoundPlayer != userIndex {
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// return errors.New("not your turn")
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// return errors.New("你急个der")
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//}
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//}
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if slices.Contains(t.allMaps, pos) {
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return errors.New("已经下过了")
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}
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// 下棋
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t.allMaps = append(t.allMaps, pos)
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t.play(pos)
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t.play(pos)
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// 推进
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// 推进
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t.CurrentRoundPlayer++
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t.currentRoundPlayer++
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if t.CurrentRoundPlayer+1 > len(t.playerID2Image) {
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if t.currentRoundPlayer+1 > len(t.playerID2Image) {
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t.CurrentRoundPlayer = 0
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t.currentRoundPlayer = 0
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}
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}
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return nil
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return nil
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}
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}
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@@ -108,53 +142,110 @@ func (t *TenGame) Play(userIndex int, pos int) error {
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*/
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*/
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func (t *TenGame) play(pos int) {
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func (t *TenGame) play(pos int) {
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// 更新玩家数据
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// 更新玩家数据
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playerIntList := t.players[t.CurrentRoundPlayer]
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playerIntList := t.players[t.currentRoundPlayer]
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playerIntList = append(playerIntList, pos)
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playerIntList = append(playerIntList, pos)
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t.players[t.CurrentRoundPlayer] = playerIntList
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t.players[t.currentRoundPlayer] = playerIntList
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// 刷新展示
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// 刷新展示
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t.Items[pos].Resource = t.playerID2Image[t.CurrentRoundPlayer]
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t.Items[pos].Resource = t.playerID2Image[t.currentRoundPlayer]
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t.Items[pos].Refresh()
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t.Items[pos].Refresh()
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// check 胜利 判断
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// check 胜利 判断
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if t.winCheck(playerIntList) {
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if t.winCheck(playerIntList, pos) {
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endView := widget.NewButton("关闭", func() {
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endView := widget.NewButton("关闭", func() {
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t.w.Close()
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t.w.Close()
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})
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})
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img := canvas.NewImageFromResource(t.playerID2Image[t.CurrentRoundPlayer])
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img := canvas.NewImageFromResource(t.playerID2Image[t.currentRoundPlayer])
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img.FillMode = canvas.ImageFillOriginal
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img.FillMode = canvas.ImageFillOriginal
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v := container.NewBorder(nil, endView, nil, nil,
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v := container.NewBorder(nil, endView, nil, nil,
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container.NewBorder(nil, nil, img, nil, widget.NewLabel("胜利")))
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container.NewBorder(nil, nil, img, nil, widget.NewLabel("胜利")))
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dialog.NewCustomWithoutButtons("游戏结束", v, t.w).Show()
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dialog.NewCustomWithoutButtons("游戏结束", v, t.w).Show()
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if t.winCallback != nil {
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if t.winCallback != nil {
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t.winCallback(t.CurrentRoundPlayer)
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t.winCallback(t.currentRoundPlayer)
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}
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}
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} else if len(t.allMaps) == int(t.itemX*t.itemY) {
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endView := widget.NewButton("关闭", t.w.Close)
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img := canvas.NewImageFromResource(t.playerID2Image[t.currentRoundPlayer])
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img.FillMode = canvas.ImageFillOriginal
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v := container.NewBorder(nil, endView, nil, nil,
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container.NewBorder(nil, nil, img, nil, widget.NewLabel("平局")))
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dialog.NewCustomWithoutButtons("游戏结束", v, t.w).Show()
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}
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}
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}
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}
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func (t *TenGame) winCheck(playerIntList []int) bool {
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func (t *TenGame) winCheck(playerIntList []int, pos int) bool {
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slices.Sort(playerIntList)
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//slices.Sort(playerIntList)
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if isArithmeticSequence(playerIntList, 1) ||
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isArithmeticSequence(playerIntList, 2) ||
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return IsArithmeticSequence2(playerIntList, pos, t.winSum, int(t.itemX), int(t.itemY))
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isArithmeticSequence(playerIntList, 3) ||
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isArithmeticSequence(playerIntList, 4) {
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}
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/*
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0, 1, 2
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3, 4, 5
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6, 7, 8
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*/
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type pos struct {
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x int
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y int
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}
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/*
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{0, 0}, {1, 0}, {2, 0}
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{0, 1}, {1, 1}, {2, 1}
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{0, 2}, {1, 2}, {2, 2}
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0 1 2
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3 4 5
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6 7 8
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*/
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func int3pos(maxX, i int) pos {
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return pos{x: i % maxX, y: i / maxX}
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}
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func pos2int(maxX int, pos pos) int {
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return pos.x + pos.y*maxX
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}
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var lineDirection = [][]pos{
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{{1, 1}, {-1, -1}},
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{{1, -1}, {-1, 1}},
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{{1, 0}, {-1, 0}},
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{{0, 1}, {0, -1}},
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}
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func IsArithmeticSequence2(numbers []int, in int, diff int, mapX, mapY int) bool {
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if len(numbers) <= diff-1 {
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return false
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}
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inPos := int3pos(mapX, in)
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for _, direction := range lineDirection {
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var sum = 0
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for _, idirec := range direction {
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sum += lineSum(inPos, mapX, mapY, numbers, idirec)
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}
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if sum >= diff-1 {
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return true
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return true
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}
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}
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}
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return false
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return false
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}
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}
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func isArithmeticSequence(numbers []int, diff int) bool {
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func lineSum(pos pos, mapX, mapY int, numbers []int, direction pos) (sum int) {
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if len(numbers) <= 2 {
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for {
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return false
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pos.x += direction.x
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pos.y += direction.y
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if pos.x >= mapX || pos.y >= mapY || pos.x < 0 || pos.y < 0 {
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return
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}
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}
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if !slices.Contains(numbers, pos2int(mapX, pos)) {
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for i := 1; i < len(numbers); i++ {
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return
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if numbers[i]-numbers[i-1] != diff {
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}
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return false
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sum++
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}
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}
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}
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}
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return true
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}
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