зеркало из https://github.com/mozilla/gecko-dev.git
396 строки
17 KiB
Rust
396 строки
17 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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use ipc_channel::ipc;
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use ipc_channel::ipc::{IpcReceiver, IpcSender};
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use msg::constellation_msg::PipelineId;
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use script_traits::ConstellationMsg;
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use servo_config::prefs::PREFS;
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use std::{thread, time};
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use std::collections::{HashMap, HashSet};
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use std::sync::mpsc;
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use std::sync::mpsc::{Receiver, Sender};
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use webrender_traits;
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use webvr_traits::{WebVRMsg, WebVRResult};
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use webvr_traits::webvr::*;
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/// WebVRThread owns native VRDisplays, handles their life cycle inside Servo and
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/// acts a doorman for untrusted VR requests from DOM Objects. These are the key components
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/// * WebVRThread::spawn() creates a long living thread that waits for VR Commands from DOM objects
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/// and handles them in its trusted thread. The back and forth comunication with DOM is implemented
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/// using IPC-channels. This thread creates the VRServiceManager instance, which handles the life cycle
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/// of all VR Vendor SDKs and owns all the native VRDisplays. These displays are guaranteed to live while
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/// the spawned thread is alive. The WebVRThread is unique and it's closed using the Exit message when the
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/// whole browser is going to be closed.
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/// * A Event Polling thread is created in order to implement WebVR Events (connected, disconnected,..).
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/// This thread wakes up the WebVRThread from time to time by sending a PollEvents message. This thread
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/// is only created when there is at least one live JavaScript context using the WebVR APIs and shuts down it when
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/// the tab is closed. A single instance of the thread is used to handle multiple JavaScript contexts.
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/// Constellation channel is used to notify events to the Script Thread.
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/// * When the WeVR APIs are used in a tab, it's pipeline_id is registered using the RegisterContext message. When
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/// the tab is closed, UnregisterContext message is sent. This way the WebVR thread has a list of the pipeline
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/// ids using the WebVR APIs. These ids are used to implement privacy guidelines defined in the WebVR Spec.
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/// * When a JavaScript thread gains access to present to a headset, WebVRThread is not used as a intermediary in
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/// the VRDisplay.requestAnimationFrame loop in order to minimize latency. A direct communication with WebRender
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/// is used instead. See WebVRCompositorHandler and the VRCompositorCommanda for more details.
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pub struct WebVRThread {
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receiver: IpcReceiver<WebVRMsg>,
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sender: IpcSender<WebVRMsg>,
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service: VRServiceManager,
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contexts: HashSet<PipelineId>,
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constellation_chan: Sender<ConstellationMsg>,
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vr_compositor_chan: WebVRCompositorSender,
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polling_events: bool,
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presenting: HashMap<u32, PipelineId>
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}
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impl WebVRThread {
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fn new(receiver: IpcReceiver<WebVRMsg>,
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sender: IpcSender<WebVRMsg>,
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constellation_chan: Sender<ConstellationMsg>,
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vr_compositor_chan: WebVRCompositorSender)
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-> WebVRThread {
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let mut service = VRServiceManager::new();
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service.register_defaults();
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WebVRThread {
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receiver: receiver,
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sender: sender,
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service: service,
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contexts: HashSet::new(),
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constellation_chan: constellation_chan,
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vr_compositor_chan: vr_compositor_chan,
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polling_events: false,
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presenting: HashMap::new()
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}
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}
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pub fn spawn(constellation_chan: Sender<ConstellationMsg>,
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vr_compositor_chan: WebVRCompositorSender)
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-> IpcSender<WebVRMsg> {
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let (sender, receiver) = ipc::channel().unwrap();
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let sender_clone = sender.clone();
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thread::Builder::new().name("WebVRThread".into()).spawn(move || {
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WebVRThread::new(receiver, sender_clone, constellation_chan, vr_compositor_chan).start();
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}).expect("Thread spawning failed");
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sender
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}
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fn start(&mut self) {
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while let Ok(msg) = self.receiver.recv() {
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match msg {
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WebVRMsg::RegisterContext(context) => {
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self.handle_register_context(context);
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self.schedule_poll_events();
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},
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WebVRMsg::UnregisterContext(context) => {
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self.handle_unregister_context(context);
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},
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WebVRMsg::PollEvents(sender) => {
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self.poll_events(sender);
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},
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WebVRMsg::GetDisplays(sender) => {
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self.handle_get_displays(sender);
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self.schedule_poll_events();
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},
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WebVRMsg::GetFrameData(pipeline_id, display_id, near, far, sender) => {
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self.handle_framedata(pipeline_id, display_id, near, far, sender);
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},
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WebVRMsg::ResetPose(pipeline_id, display_id, sender) => {
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self.handle_reset_pose(pipeline_id, display_id, sender);
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},
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WebVRMsg::RequestPresent(pipeline_id, display_id, sender) => {
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self.handle_request_present(pipeline_id, display_id, sender);
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},
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WebVRMsg::ExitPresent(pipeline_id, display_id, sender) => {
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self.handle_exit_present(pipeline_id, display_id, sender);
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},
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WebVRMsg::CreateCompositor(display_id) => {
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self.handle_create_compositor(display_id);
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},
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WebVRMsg::GetGamepads(synced_ids, sender) => {
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self.handle_get_gamepads(synced_ids, sender);
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}
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WebVRMsg::Exit => {
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break
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},
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}
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}
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}
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fn handle_register_context(&mut self, ctx: PipelineId) {
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self.contexts.insert(ctx);
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}
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fn handle_unregister_context(&mut self, ctx: PipelineId) {
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self.contexts.remove(&ctx);
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}
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fn handle_get_displays(&mut self, sender: IpcSender<WebVRResult<Vec<VRDisplayData>>>) {
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let displays = self.service.get_displays();
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let mut result = Vec::new();
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for display in displays {
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result.push(display.borrow().data());
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}
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sender.send(Ok(result)).unwrap();
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}
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fn handle_framedata(&mut self,
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pipeline: PipelineId,
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display_id: u32,
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near: f64,
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far: f64,
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sender: IpcSender<WebVRResult<VRFrameData>>) {
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match self.access_check(pipeline, display_id) {
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Ok(display) => {
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sender.send(Ok(display.borrow().inmediate_frame_data(near, far))).unwrap()
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},
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Err(msg) => sender.send(Err(msg.into())).unwrap()
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}
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}
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fn handle_reset_pose(&mut self,
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pipeline: PipelineId,
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display_id: u32,
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sender: IpcSender<WebVRResult<VRDisplayData>>) {
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match self.access_check(pipeline, display_id) {
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Ok(display) => {
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display.borrow_mut().reset_pose();
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sender.send(Ok(display.borrow().data())).unwrap();
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},
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Err(msg) => {
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sender.send(Err(msg.into())).unwrap()
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}
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}
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}
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// This method implements the privacy and security guidelines defined in the WebVR spec.
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// For example a secondary tab is not allowed to read VRDisplay data or stop a VR presentation
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// while the user is having a VR experience in the current tab.
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// These security rules also avoid multithreading race conditions between WebVRThread and
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// Webrender thread. See WebVRCompositorHandler implementation notes for more details about this.
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fn access_check(&self, pipeline: PipelineId, display_id: u32) -> Result<&VRDisplayPtr, &'static str> {
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if *self.presenting.get(&display_id).unwrap_or(&pipeline) != pipeline {
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return Err("No access granted to this Display because it's presenting on other JavaScript Tab");
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}
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self.service.get_display(display_id).ok_or("Device not found")
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}
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fn handle_request_present(&mut self,
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pipeline: PipelineId,
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display_id: u32,
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sender: IpcSender<WebVRResult<()>>) {
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match self.access_check(pipeline, display_id).map(|d| d.clone()) {
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Ok(display) => {
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self.presenting.insert(display_id, pipeline);
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let data = display.borrow().data();
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sender.send(Ok(())).unwrap();
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self.notify_event(VRDisplayEvent::PresentChange(data, true).into());
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},
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Err(msg) => {
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sender.send(Err(msg.into())).unwrap();
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}
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}
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}
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fn handle_exit_present(&mut self,
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pipeline: PipelineId,
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display_id: u32,
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sender: Option<IpcSender<WebVRResult<()>>>) {
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match self.access_check(pipeline, display_id).map(|d| d.clone()) {
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Ok(display) => {
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self.presenting.remove(&display_id);
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if let Some(sender) = sender {
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sender.send(Ok(())).unwrap();
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}
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let data = display.borrow().data();
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self.notify_event(VRDisplayEvent::PresentChange(data, false).into());
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},
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Err(msg) => {
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if let Some(sender) = sender {
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sender.send(Err(msg.into())).unwrap();
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}
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}
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}
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}
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fn handle_create_compositor(&mut self, display_id: u32) {
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let compositor = self.service.get_display(display_id).map(|d| WebVRCompositor(d.as_ptr()));
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self.vr_compositor_chan.send(compositor).unwrap();
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}
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fn handle_get_gamepads(&mut self,
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synced_ids: Vec<u32>,
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sender: IpcSender<WebVRResult<Vec<(Option<VRGamepadData>, VRGamepadState)>>>) {
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let gamepads = self.service.get_gamepads();
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let data = gamepads.iter().map(|g| {
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let g = g.borrow();
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// Optimization, don't fetch and send gamepad static data when the gamepad is already synced.
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let data = if synced_ids.iter().any(|v| *v == g.id()) {
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None
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} else {
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Some(g.data())
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};
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(data, g.state())
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}).collect();
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sender.send(Ok(data)).unwrap();
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}
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fn poll_events(&mut self, sender: IpcSender<bool>) {
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loop {
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let events = self.service.poll_events();
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if events.is_empty() {
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break;
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}
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self.notify_events(events)
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}
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// Stop polling events if the callers are not using VR
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self.polling_events = self.contexts.len() > 0;
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sender.send(self.polling_events).unwrap();
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}
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fn notify_events(&self, events: Vec<VREvent>) {
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let pipeline_ids: Vec<PipelineId> = self.contexts.iter().map(|c| *c).collect();
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self.constellation_chan.send(ConstellationMsg::WebVREvents(pipeline_ids.clone(), events)).unwrap();
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}
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#[inline]
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fn notify_event(&self, event: VREvent) {
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self.notify_events(vec![event]);
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}
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fn schedule_poll_events(&mut self) {
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if !self.service.is_initialized() || self.polling_events {
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return;
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}
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self.polling_events = true;
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let webvr_thread = self.sender.clone();
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let (sender, receiver) = ipc::channel().unwrap();
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// Defines the polling interval time in ms for VR Events such as VRDisplay connected, disconnected, etc.
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let polling_interval: u64 = PREFS.get("dom.webvr.event_polling_interval").as_u64().unwrap_or(500);
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thread::Builder::new().name("WebVRPollEvents".into()).spawn(move || {
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loop {
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if webvr_thread.send(WebVRMsg::PollEvents(sender.clone())).is_err() {
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// WebVR Thread closed
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break;
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}
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if !receiver.recv().unwrap_or(false) {
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// WebVR Thread asked to unschedule this thread
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break;
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}
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thread::sleep(time::Duration::from_millis(polling_interval));
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}
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}).expect("Thread spawning failed");
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}
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}
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/// Notes about WebVRCompositorHandler implementation:
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/// Raw pointers are used instead of Arc<Mutex> as a heavy optimization for latency reasons.
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/// This also avoids "JS DDoS" attacks: like a secondary JavaScript tab degrading performance
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/// by flooding the WebVRThread with messages while the main JavaScript tab is presenting to the headset.
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/// Multithreading won't be a problem because:
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/// * Thanks to the security rules implemented in the WebVRThread, when a VRDisplay is in a presenting loop
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/// no other JSContext is granted access to the VRDisplay. So really there aren’t multithreading race conditions.
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/// * VRDisplay implementations are designed to allow calling compositor functions
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/// in another thread by using the Send + Sync traits.
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/// VRDisplays pointers are guaranteed to be valid memory:
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/// * VRDisplays are owned by the VRServiceManager which lives in the WebVRThread.
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/// * WebVRCompositorHandler is stopped automatically when a JS tab is closed or the whole browser is closed.
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/// * WebVRThread and its VRDisplays are destroyed after all tabs are dropped and the browser is about to exit.
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/// WebVRThread is closed using the Exit message.
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pub struct WebVRCompositor(*mut VRDisplay);
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pub struct WebVRCompositorHandler {
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compositors: HashMap<webrender_traits::VRCompositorId, WebVRCompositor>,
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webvr_thread_receiver: Receiver<Option<WebVRCompositor>>,
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webvr_thread_sender: Option<IpcSender<WebVRMsg>>
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}
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#[allow(unsafe_code)]
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unsafe impl Send for WebVRCompositor {}
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pub type WebVRCompositorSender = Sender<Option<WebVRCompositor>>;
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impl WebVRCompositorHandler {
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pub fn new() -> (Box<WebVRCompositorHandler>, WebVRCompositorSender) {
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let (sender, receiver) = mpsc::channel();
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let instance = Box::new(WebVRCompositorHandler {
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compositors: HashMap::new(),
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webvr_thread_receiver: receiver,
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webvr_thread_sender: None
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});
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(instance, sender)
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}
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}
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impl webrender_traits::VRCompositorHandler for WebVRCompositorHandler {
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#[allow(unsafe_code)]
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fn handle(&mut self, cmd: webrender_traits::VRCompositorCommand, texture_id: Option<u32>) {
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match cmd {
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webrender_traits::VRCompositorCommand::Create(compositor_id) => {
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self.create_compositor(compositor_id);
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}
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webrender_traits::VRCompositorCommand::SyncPoses(compositor_id, near, far, sender) => {
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if let Some(compositor) = self.compositors.get(&compositor_id) {
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let pose = unsafe {
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(*compositor.0).sync_poses();
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(*compositor.0).synced_frame_data(near, far).to_bytes()
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};
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let _ = sender.send(Ok(pose));
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} else {
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let _ = sender.send(Err(()));
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}
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}
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webrender_traits::VRCompositorCommand::SubmitFrame(compositor_id, left_bounds, right_bounds) => {
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if let Some(compositor) = self.compositors.get(&compositor_id) {
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if let Some(texture_id) = texture_id {
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let layer = VRLayer {
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texture_id: texture_id,
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left_bounds: left_bounds,
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right_bounds: right_bounds,
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texture_size: None
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};
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unsafe {
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(*compositor.0).submit_frame(&layer);
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}
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}
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}
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}
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webrender_traits::VRCompositorCommand::Release(compositor_id) => {
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self.compositors.remove(&compositor_id);
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}
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}
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}
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}
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impl WebVRCompositorHandler {
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#[allow(unsafe_code)]
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fn create_compositor(&mut self, display_id: webrender_traits::VRCompositorId) {
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let sender = match self.webvr_thread_sender {
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Some(ref s) => s,
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None => return,
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};
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sender.send(WebVRMsg::CreateCompositor(display_id as u32)).unwrap();
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let display = self.webvr_thread_receiver.recv().unwrap();
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match display {
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Some(display) => {
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self.compositors.insert(display_id, display);
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},
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None => {
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error!("VRDisplay not found when creating a new VRCompositor");
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}
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};
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}
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// This is done on only a per-platform basis on initialization.
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pub fn set_webvr_thread_sender(&mut self, sender: IpcSender<WebVRMsg>) {
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self.webvr_thread_sender = Some(sender);
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}
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}
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