LaneWidthHold: after the release the session's frozen standard and the WRITTEN unit count keep governing the strip until a landed snapshot carries that width back — dividing the already-grown window by the stale unit total in between was the visible two-step. A deliberately separate type from CommittedHold: that hold stands in for an arrangement and any landing retires it; this one stands in for a value and only a landing that carries it will do. Echo reads through LaneLayoutMath.displayUnits so the width-1 key-removal case compares right; the watch rides landedReloads so a value-equal echo still answers; width writes now return whether bytes reached disk so a refused or no-op write dissolves the hold instead of arming it; the 1500ms timeout family covers the rest. Drag-perf card 231e3693. Claude-Session: https://claude.ai/code/session_01CqjXB7ASoWtbyoGod68k97
370 lines
20 KiB
Swift
370 lines
20 KiB
Swift
import AppKit
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import QuartzCore
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import SwiftUI
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// MARK: - The release hold
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/// The hand-off condition for **the lane-resize release hold**, as a value so the state machine is
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/// testable without a filesystem.
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///
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/// The release *writes* the lane's new width, and that write rides the one-way flow — Writer → disk
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/// → watcher → reload (02-architecture.md § Layering). Between the release and that echo the
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/// snapshot still says the OLD unit count while the window has already grown, so a session that
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/// cleared at release would hand the strip to `LaneLayoutMath.standardWidth` dividing the *new*
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/// window width by the *stale* unit total: every lane takes a proportionally wrong width for a beat
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/// — the resized one snapping back toward its old share — and the board then jumps a second time
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/// when the echo lands. This is the drag's committed-overlay hold (DRAG-REORDER.md § The
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/// committed-overlay hold) applied to the resize, which lives outside the drag machinery and so
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/// needs its own: the frozen standard and the written unit count keep governing until the snapshot
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/// carries the write.
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///
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/// A deliberately separate type from `CommittedHold` rather than a reuse of it. The two share only
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/// their shape: that hold's subject is a *rearrangement*, retired by any snapshot landing on the
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/// board, and this one's is a *value*, which can only be retired by a snapshot that actually carries
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/// it — an unrelated reload landing first must NOT release this hold, or the two-step is back.
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struct LaneWidthHold: Equatable, Sendable {
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/// The lane the release wrote.
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var laneID: ItemID
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/// The unit count it wrote — what the landed snapshot has to agree with.
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var units: Int
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/// How long the hold may stand with no echo arriving. `CommittedHold.timeout`'s figure and its
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/// reasoning: comfortably longer than a write plus a watcher round trip, short enough that a
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/// write nobody echoes does not leave the board drawing a width it never got.
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static let timeout: Duration = .milliseconds(1500)
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/// Whether a snapshot holding `lanes` retires this hold.
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///
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/// The width is read exactly as the board reads it (`LaneLayoutMath.displayUnits`), which is the
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/// whole of the one-unit case: **a width landing on 1 removes the `width` key**
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/// (`BoardStore.writeLaneWidths`, the remove-at-default family), so the echo carrying that write
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/// has no key to compare against — only the display reading sees the 1 that was asked for.
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///
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/// A lane no longer in the snapshot retires it too: it was deleted or moved away under the
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/// gesture, no echo naming it is ever coming, and the snapshot is the authority.
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func isRetired(by lanes: [Lane]) -> Bool {
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guard let lane = lanes.first(where: { $0.id == laneID }) else { return true }
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return LaneLayoutMath.displayUnits(of: lane) == units
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}
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}
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// MARK: - The session
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/// Window-local state for an in-flight lane resize — the right-edge drag of 03-board-ui.md § Lane.
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/// At most one runs per board window at a time; `BoardView` owns it as `@State` and hands it to the
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/// lanes and their grab strips.
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///
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/// The interaction has three collaborating pieces: `LaneLayoutMath` (the pure geometry), this
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/// session (the live state plus the per-tick window resize), and `LaneResizeHandle` (the invisible
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/// grab strip that drives it from a `DragGesture`). All three are ported from the pathfinder's
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/// proven `ColumnResize.swift`, which is what 03-board-ui.md's "pathfinder behavior, proven" refers
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/// to.
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///
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/// ### The invariant that makes it feel solid
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///
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/// **While a session is active, every OTHER lane keeps its exact pixel width.** That is achieved by
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/// freezing the strip's standard (1×) width at drag start and sizing the *window* so that after
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/// each snap tick the ordinary viewport-derived formula reproduces that frozen standard exactly —
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/// so releasing the drag hands back to the resting layout with no pixel jump. This is the opposite
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/// mechanism from the stepper (and its ⌥⌘→/⌥⌘← keyboard face), which never touches the window and
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/// re-divides the existing width across the new unit total; the design is explicit that
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/// window-growing behaviour belongs to the drag alone.
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///
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/// The session owns the two things that must move together on each tick: the SwiftUI unit count
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/// (`units`, which drives the shadow slot, the siblings' positions, and the resizing lane's masonry
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/// column count) and the host window's width. They animate on matching curves — `Motion.laneResize`
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/// and `Motion.laneResizeWindowDuration`, the two faces of 03-board-ui.md § Motion's lane-resize
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/// entry — so the window edge and the lanes to its right travel as one.
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///
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/// ### Three phases, not two
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///
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/// *Idle* (`laneID == nil`), *dragging* (`isDragging`), and — after the release — *holding*, which
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/// is the same governance standing over a write that has not echoed back yet (`LaneWidthHold`). The
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/// layout reads one question throughout, `governs(_:)`, so the strip cannot tell the last two
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/// apart; only the handle's gesture does, since a hold is not something a mouse is still driving.
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@MainActor
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@Observable
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final class LaneResizeSession {
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/// The lane this session governs — being dragged, or holding its written width until the echo;
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/// `nil` when idle. Observed — flipping it drives `BoardView`'s frozen-standard override and the
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/// shadow slot on and off, and `LaneView`'s column count.
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private(set) var laneID: ItemID?
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/// The release hold, or `nil` while the drag is still in flight (or the session idle).
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/// See `LaneWidthHold`.
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private(set) var hold: LaneWidthHold?
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/// The dragged lane's live rendered width — tracks the cursor continuously (rubber-banded at
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/// the ends), so its masonry reflows live between ticks.
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private(set) var liveWidth: CGFloat = 0
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/// The snapped unit count k. Drives the shadow slot width, the layout slot the siblings
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/// position off, and the resizing lane's masonry column count. Ticks by ±1 and animates.
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///
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/// It stops ticking at the release and becomes **the written count** — the number the hold is
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/// waiting for the snapshot to agree with, and the one the strip lays the lane out at until it
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/// does.
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private(set) var units: Int = 1
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/// The strip's standard (1×) width, frozen at drag start. Used for ALL lane widths in
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/// `BoardView` while a session is active — the window is animating mid-session, so recomputing
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/// the standard from the live viewport width would feed the animation back into the layout and
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/// pulse every lane. Read within renders already triggered by the observed properties above, so
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/// it need not itself be observed.
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@ObservationIgnored private(set) var standard: CGFloat = 1
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/// The strip's inter-lane gap (== `BoardView.spacing`), captured at begin.
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@ObservationIgnored private var gap: CGFloat = 12
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/// The committed unit count at drag start — the anchor the drag translation is measured from.
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@ObservationIgnored private var startUnits: Int = 1
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/// The largest unit count that fits on screen. The drag's only ceiling: Lanework's `width` has
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/// no cap (03-board-ui.md § Lane), so nothing else bounds growth.
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@ObservationIgnored private var fittingUnits: Int = 1
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/// The host window, resized by ±(standard + gap) on each tick. Weak — a window can close,
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/// though a resize cannot outlive the gesture that drives it.
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@ObservationIgnored private weak var window: NSWindow?
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/// Reduce Motion, read once at `begin` and frozen for the gesture (10-accessibility.md's
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/// lane-resize commitment — "the lane-resize rubber-band feedback … gets reduced variants").
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///
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/// Frozen rather than re-read per tick because the two halves of a tick — the unit count and the
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/// window's width — must never disagree about which variant they are in: a setting flipped
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/// between them would animate the lanes inside a window that jumped, which is the one thing this
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/// session's whole matched-curve design exists to prevent. Read from AppKit rather than from the
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/// SwiftUI environment because this type animates an `NSWindow` and has no environment to read
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/// (`Motion.prefersReducedMotion`).
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@ObservationIgnored private var reducedMotion = false
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@ObservationIgnored private var holdTimeoutTask: Task<Void, Never>?
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/// How long this session's hold may stand with no echo arriving — `LaneWidthHold.timeout`, and a
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/// `var` for one reason only: the dissolve is a `Task` sleeping on the main actor, and a test
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/// that had to wait the real figure out would be 1.5 s of wall clock in the suite
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/// (`LaneResizeHoldTests`). Nothing in the app writes it.
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@ObservationIgnored var holdTimeout: Duration = LaneWidthHold.timeout
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/// Whether the session governs the strip's layout at all — the frozen standard is in force for a
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/// drag and for the hold that follows it alike.
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var isActive: Bool { laneID != nil }
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/// Whether a gesture is still driving it. False during the hold, which no mouse is holding.
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var isDragging: Bool { laneID != nil && hold == nil }
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/// Whether the release has **settled**: the width is written and the layout it produced is being
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/// held until the echo reload lands (`LaneWidthHold`).
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var isSettled: Bool { hold != nil }
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/// Whether this session — dragging or holding — is the authority on `id`'s width.
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func governs(_ id: ItemID) -> Bool { laneID == id }
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/// Whether `id` is the lane a gesture is currently dragging.
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func isDragging(_ id: ItemID) -> Bool { laneID == id && hold == nil }
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/// The unit count `lane` spans **on screen right now**: this session's while it governs that
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/// lane — the live snapped count mid-drag, the written count mid-hold — and the snapshot's
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/// otherwise.
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///
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/// The mid-hold answer is the point: for that stretch the snapshot's `width` is the *old* one,
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/// and every reader that took it at face value would draw the pre-drag layout.
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func displayUnits(of lane: Lane) -> Int {
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governs(lane.id) ? units : LaneLayoutMath.displayUnits(of: lane)
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}
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/// The tick-down re-entry distance: how far the live edge must retreat back into a gap it has
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/// already crossed before the shadow shrinks (03-board-ui.md § Lane's "10pt release
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/// hysteresis" — see `LaneLayoutMath.snappedUnits`). Fixed in points, not proportional to
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/// `standard`: it only needs to be comfortably larger than cursor jitter, which 10pt is
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/// regardless of lane size.
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private let reentry: CGFloat = 10
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/// The rubber-band overshoot fraction past the end slots.
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private let resistance: CGFloat = 0.25
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/// Unit counts the tick may reach: one up to the on-screen fit. The floor is 1 because a lane
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/// spans at least one unit; there is no ceiling but the screen.
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private var allowedRange: ClosedRange<Int> {
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1...max(1, fittingUnits)
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}
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private var minSlot: CGFloat {
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LaneLayoutMath.slotWidth(units: allowedRange.lowerBound, standard: standard, gap: gap)
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}
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private var maxSlot: CGFloat {
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LaneLayoutMath.slotWidth(units: allowedRange.upperBound, standard: standard, gap: gap)
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}
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// MARK: - Lifecycle
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/// Starts a resize of `laneID`, freezing the standard width and the gap and measuring how far
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/// the window can grow on its current screen.
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///
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/// **A standing hold is superseded, not waited out** — a second drag is the user's newer answer
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/// about the same strip, and its own release will arm the hold that matters. `units` is the
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/// anchor the caller reads off the screen (`displayUnits(of:)`), so a drag begun mid-hold starts
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/// from the width that is showing rather than from the stale snapshot's.
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func begin(laneID: ItemID, units: Int, standard: CGFloat, gap: CGFloat, window: NSWindow?) {
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endHold()
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self.laneID = laneID
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self.startUnits = units
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self.units = units
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self.standard = standard
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self.gap = gap
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self.window = window
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self.reducedMotion = Motion.prefersReducedMotion
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self.liveWidth = LaneLayoutMath.slotWidth(units: units, standard: standard, gap: gap)
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self.fittingUnits = Self.fittingMaxUnits(currentUnits: units, standard: standard, gap: gap, window: window)
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}
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/// Applies a drag translation (points, measured from the gesture's start): tracks the live width
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/// to the cursor with end-resistance, then ticks the snapped unit count to its fixed point and
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/// applies the result in one animated step.
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///
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/// A single call to `snappedUnits` only ever steps by ±1, but a fast flick can carry the live
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/// width across two (or more) thresholds between consecutive gesture events, so it is iterated
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/// here until it stops moving — bounded by `allowedRange`'s width, so this never loops more than
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/// a couple of times in practice. `tick(to:)` already computes a correct multi-step window-size
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/// delta from `units` to the target, so only the FINAL target gets one `tick` call, not one per
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/// intermediate step.
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func update(translation: CGFloat) {
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guard isDragging else { return }
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let startSlot = LaneLayoutMath.slotWidth(units: startUnits, standard: standard, gap: gap)
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liveWidth = LaneLayoutMath.resistedWidth(
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proposed: startSlot + translation,
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minSlot: minSlot, maxSlot: maxSlot, resistance: resistance)
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var target = units
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while true {
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let next = LaneLayoutMath.snappedUnits(
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liveWidth: liveWidth, currentUnits: target,
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standard: standard, gap: gap, allowedRange: allowedRange, reentry: reentry)
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if next == target { break }
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target = next
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}
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if target != units { tick(to: target) }
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}
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/// Commits the snapped unit count and enters the **release hold**.
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///
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/// The commit is a *write*, not a snapshot mutation: it goes to disk through the Writer and
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/// comes back as an ordinary reload (02-architecture.md § Layering's one-way flow). Clearing the
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/// session here — as this used to — hands the strip back to the viewport-derived standard one
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/// whole round trip too early: the window is already at its new width but the snapshot still
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/// carries the old unit total, so the division is wrong for every lane and the board visibly
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/// two-steps, once into that stale arrangement and again when the echo lands. So the session
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/// keeps governing (`LaneWidthHold`), and all that happens here is the last sub-tick of
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/// overflow/underfill animating away against the width the release actually wrote.
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///
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/// `commit` answers **whether bytes reached disk** (`BoardStore.setLaneWidth`). A `false` — a
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/// refusal the banner is already explaining, or a drag that ended on the width it started from —
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/// means no echo is ever coming, so the hold is never armed and the snapshot takes the layout
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/// back immediately: the lane returns to its pre-drag width, which is the truth.
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func end(commit: (ItemID, Int) -> Bool) {
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guard let laneID, hold == nil else { return }
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let committed = units
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guard commit(laneID, committed) else { return dissolve() }
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let hold = LaneWidthHold(laneID: laneID, units: committed)
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self.hold = hold
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let timeout = holdTimeout
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holdTimeoutTask?.cancel()
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holdTimeoutTask = Task { @MainActor [weak self] in
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try? await Task.sleep(for: timeout)
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guard !Task.isCancelled, let self else { return }
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self.expire(hold)
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}
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// The settle: the live width, which has been tracking the cursor, comes to rest on the slot
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// the written count names — measured against the FROZEN standard, the one still governing.
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withAnimation(Motion.laneResize(reduced: reducedMotion)) {
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liveWidth = LaneLayoutMath.slotWidth(units: committed, standard: standard, gap: gap)
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}
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}
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/// **The hand-off**: a walk landed, so a hold whose width the snapshot now agrees with dissolves
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/// and the snapshot is the authority again.
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///
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/// Called from `BoardView`'s watch on `BoardStore.landedReloads` — *every* landed walk, not just
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/// the ones that assigned. The condition is "the width the write named is what the current
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/// snapshot says", never "a counter moved": a reload whose tree came back value-equal skips the
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/// assignment and does not bump `snapshotGeneration` (02-architecture.md § Live-reload
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/// resilience), and a hold keyed to that bump would sit out its whole deadline over a snapshot
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/// that already agreed with it. Retiring on the *value* is right whichever counter moved.
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func handOff(against lanes: [Lane]) {
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guard let hold, hold.isRetired(by: lanes) else { return }
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dissolve()
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}
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/// The deadline's own body, spelled as a method rather than inlined in the `Task` so the
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/// dissolve can be pinned directly as well as through the clock (`LaneResizeHoldTests`).
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///
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/// A hold that has already handed off — or been superseded by a second drag's — is not this
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/// one's to end.
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func expire(_ hold: LaneWidthHold) {
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guard self.hold == hold else { return }
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dissolve()
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}
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/// Governance ends: the strip goes back to the viewport-derived standard and the snapshot's unit
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/// counts. Animated on the resize curve because the two are only *meant* to be the same pixels —
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/// on the echo path they are, and the animation shows nothing; on the timeout path they are not,
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/// and what moves is the resize un-happening.
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private func dissolve() {
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endHold()
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withAnimation(Motion.laneResize(reduced: reducedMotion)) {
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laneID = nil
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liveWidth = 0
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}
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}
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private func endHold() {
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hold = nil
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holdTimeoutTask?.cancel()
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holdTimeoutTask = nil
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}
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// MARK: - Tick
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/// A single snapped step: animate the unit count (which resizes the shadow slot, translates the
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/// lanes to the right, and reflows the resizing lane's interior columns) and the window's width
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/// on the two matching lane-resize curves. The window grows and shrinks at its RIGHT edge —
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/// width changes by ±step with `origin.x` and height held — so everything to the left, including
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/// this lane's own left edge and the drag's coordinate origin, stays put.
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private func tick(to newUnits: Int) {
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let delta = CGFloat(newUnits - units) * (standard + gap)
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withAnimation(Motion.laneResize(reduced: reducedMotion)) { units = newUnits }
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guard let window else { return }
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var frame = window.frame
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frame.size.width += delta // right-edge growth: origin and height unchanged
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// Reduce Motion's variant of the rubber-band feedback is the *instant* one
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// (10-accessibility.md): the window takes its new width outright, matching the unit count
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// that just did the same. Spelled as the absence of an animation group rather than as a
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// zero-duration one — see `Motion.laneResizeWindowDuration` for why a zero is not trusted.
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guard !reducedMotion else {
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window.setFrame(frame, display: true)
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return
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}
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NSAnimationContext.runAnimationGroup { context in
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context.duration = Motion.laneResizeWindowDuration
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context.timingFunction = Motion.laneResizeWindowTiming
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context.allowsImplicitAnimation = true
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window.setFrame(frame, display: true)
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}
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}
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/// The on-screen fit, from the window's headroom to its screen's visible frame — the hard stop
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/// 03-board-ui.md § Lane requires ("Growth hard-stops at the screen's visible frame"). Defers
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/// the arithmetic to `LaneLayoutMath.maxUnits`; with no window to measure, the current count is
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/// the honest answer (growth needs a window to grow).
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private static func fittingMaxUnits(currentUnits: Int, standard: CGFloat, gap: CGFloat, window: NSWindow?) -> Int {
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guard let window, let screen = window.screen ?? NSScreen.main else { return currentUnits }
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let headroom = screen.visibleFrame.maxX - window.frame.maxX
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return LaneLayoutMath.maxUnits(currentUnits: currentUnits, headroom: headroom, step: standard + gap)
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}
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}
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