核实「弹道重排会不会影响正常录播的合并」时补的两个用例: - recordjsonl_test.go:用真正的录制写入器 danmuWriter 造 500 条(密集,平均 0.22 秒一条),再按合并流程读回 jsonl 重排 —— 弹道变化 0 条、宽度变化 0 条。录制侧 写文件完全不经过 relayoutLanes,只有合并渲染前会重排,所以磁盘上的 .ass/.nick.ass/.jsonl 一个字节都不变,单段自动合并的成片和以前完全一致。 (顺带记下录制时确实会丢弹幕:500 条里 1 条因为 100 条弹道全满被丢弃, jsonl 里根本没有它,重排也不会把它变出来。) - layout_test.go:多分段(断流重连)拼接时 remapJsonlTimes 只改时间、保留各段 自己算的弹道,两段都从 0 号弹道起排,时间压缩到同一根轴后必然互相压。新增用例 先断言这种拼法本来就撞,再断言重排后冲突为 0 —— 这是重排唯一会改变输出的场景, 方向是变好,不是回归。
185 lines
6.7 KiB
Go
185 lines
6.7 KiB
Go
package main
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import "testing"
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// 还原自 .ass 的弹幕:原格式的弹道是按「只有内容」的宽度占位的,渲染用的是
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// 「昵称(uid):内容 + 头像」的宽度,占位更长 → 同弹道会追尾。重排后必须分开。
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func TestRelayoutSeparatesRestoredOverlap(t *testing.T) {
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meta := danmuMeta{PlayResX: 1920, PlayResY: 1080, FontSize: 60}
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content := "哈哈哈哈哈哈哈哈"
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// 两条原本同弹道、间隔 2.5 秒:按内容宽度(8×60=480)算,2.5 秒时前一条已经让位;
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// 按昵称头像宽度(头像48+间隔10+文本720)算,前一条要到约 2.9 秒才让位
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records := []danmuRecord{
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{Time: 0, UID: 101, Name: "甲", Content: content, Lane: 0, Width: 480},
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{Time: 2.5, UID: 202, Name: "乙", Content: content, Lane: 0, Width: 480},
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}
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relayoutLanes(records, meta)
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if records[0].Lane == records[1].Lane {
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t.Fatalf("两条追尾的弹幕重排后仍在同一条弹道 %d", records[0].Lane)
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}
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// 宽度也要按昵称头像版重算,否则滚动速度还是错的
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want := textWidth(speakerText("甲", 101, content), meta.FontSize)
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if records[0].Width != want {
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t.Errorf("宽度应重算为 %d,实际 %d", want, records[0].Width)
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}
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}
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// 录制时存下来的弹道本来就是按同一套公式算的,重排应当原样保留
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func TestRelayoutKeepsLiveLayout(t *testing.T) {
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meta := danmuMeta{PlayResX: 1920, PlayResY: 1080, FontSize: 48}
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var records []danmuRecord
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for i := 0; i < 40; i++ {
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records = append(records, danmuRecord{
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Time: float64(i) * 0.4, UID: int64(100 + i), Name: "观众", Content: "测试弹幕内容",
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})
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}
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relayoutLanes(records, meta)
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first := make([]int, len(records))
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for i, r := range records {
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first[i] = r.Lane
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}
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relayoutLanes(records, meta)
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for i, r := range records {
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if r.Lane != first[i] {
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t.Fatalf("第 %d 条重排两次结果不一致:%d → %d", i, first[i], r.Lane)
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}
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}
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}
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// 输入顺序乱了也要按时间重排,否则弹道占用顺序错乱
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func TestRelayoutSortsByTime(t *testing.T) {
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meta := danmuMeta{PlayResX: 1920, PlayResY: 1080, FontSize: 48}
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shuffled := []danmuRecord{
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{Time: 5, UID: 1, Name: "甲", Content: "第三条"},
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{Time: 1, UID: 2, Name: "乙", Content: "第一条"},
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{Time: 3, UID: 3, Name: "丙", Content: "第二条"},
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}
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sorted := []danmuRecord{
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{Time: 1, UID: 2, Name: "乙", Content: "第一条"},
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{Time: 3, UID: 3, Name: "丙", Content: "第二条"},
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{Time: 5, UID: 1, Name: "甲", Content: "第三条"},
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}
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relayoutLanes(shuffled, meta)
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relayoutLanes(sorted, meta)
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for i := range sorted {
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if shuffled[i].Lane != sorted[i].Lane {
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t.Errorf("第 %d 条弹道不一致:%d vs %d", i, shuffled[i].Lane, sorted[i].Lane)
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}
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}
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}
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// 字号越小,同一条弹幕在屏幕上停留时占用的时间越短,弹道占用也更宽松
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func TestRelayoutWidthScalesWithFontSize(t *testing.T) {
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big := []danmuRecord{{Time: 0, UID: 7, Name: "甲", Content: "短弹幕"}}
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small := []danmuRecord{{Time: 0, UID: 7, Name: "甲", Content: "短弹幕"}}
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relayoutLanes(big, danmuMeta{PlayResX: 1920, PlayResY: 1080, FontSize: 60})
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relayoutLanes(small, danmuMeta{PlayResX: 1920, PlayResY: 1080, FontSize: 30})
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if big[0].Width <= small[0].Width {
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t.Errorf("字号 60 的宽度 %d 应大于字号 30 的 %d", big[0].Width, small[0].Width)
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}
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if big[0].Width != small[0].Width*2 {
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t.Errorf("宽度应随字号等比缩放:60 → %d,30 → %d", big[0].Width, small[0].Width)
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}
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}
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// 多分段(断流重连)拼接时,remapJsonlTimes 只改时间、保留各段自己算的弹道,
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// 两段各自都从 0 号弹道开始排,时间压缩到同一条轴之后必然互相压。重排按拼接后
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// 的时间轴统一分配,这种跨段冲突也会一并消掉。
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func TestRelayoutFixesConcatenatedSegmentConflict(t *testing.T) {
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meta := danmuMeta{PlayResX: 1920, PlayResY: 1080, FontSize: 48}
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mk := func(base float64) []danmuRecord {
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var out []danmuRecord
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for i := 0; i < 12; i++ {
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out = append(out, danmuRecord{
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Time: base + float64(i)*0.4,
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UID: int64(3000 + i),
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Name: "观众",
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Content: "断流前后各自的弹幕",
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})
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}
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return out
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}
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// 两段各自从 0 秒开始排(录制时就是这样),拼接后第二段紧接第一段
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first := mk(0)
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relayoutLanes(first, meta)
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second := mk(4.8)
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relayoutLanes(second, meta)
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records := append(append([]danmuRecord{}, first...), second...)
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// 前提:这种拼法本来就撞(第二段的 0 号弹道紧接第一段的 0 号弹道)
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if overlaps := countLaneOverlaps(records, meta); overlaps == 0 {
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t.Fatal("两段直接拼起来本应有同弹道冲突,用例前提不成立")
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}
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relayoutLanes(records, meta)
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if overlaps := countLaneOverlaps(records, meta); overlaps != 0 {
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t.Errorf("重排后仍有 %d 条同弹道冲突", overlaps)
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}
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}
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// 按渲染时的公式统计同弹道追尾条数
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func countLaneOverlaps(records []danmuRecord, meta danmuMeta) int {
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show := int64(danmuShowSeconds * 1e9)
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resX := int64(meta.PlayResX)
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last := map[int]int64{} // 弹道 → 上一条的让位时刻
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over := 0
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for _, r := range records {
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total := int64(avatarSize(meta.FontSize)+avatarGap(meta.FontSize)) + int64(r.Width)
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rel := int64(r.Time * 1e9)
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emerge := rel + total*show/(resX+total)
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if prev, ok := last[r.Lane]; ok && rel < prev {
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over++
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}
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last[r.Lane] = emerge
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}
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return over
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}
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// 密集弹幕(弹道信息全是坏的:lane 都是 0、width 都是 0)重排后不应再有追尾,
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// 也不该超过弹道行数上限
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func TestRelayoutNoOverlapOnDenseInput(t *testing.T) {
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meta := danmuMeta{PlayResX: 1920, PlayResY: 1080, FontSize: 60}
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texts := []string{"短", "中等长度的一条弹幕", "这是一条很长的弹幕内容用来占位置", "colong"}
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var records []danmuRecord
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t0 := 0.0
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for i := 0; i < 600; i++ {
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records = append(records, danmuRecord{
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Time: t0,
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UID: int64(1000 + i%7),
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Name: "观众" + string(rune('A'+i%26)),
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Content: texts[i%len(texts)],
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Lane: 0,
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Width: 0,
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})
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t0 += 0.05 + float64(i%5)*0.07 // 0.05 ~ 0.33 秒一条
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}
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relayoutLanes(records, meta)
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show := int64(danmuShowSeconds * 1e9)
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resX := int64(meta.PlayResX)
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type state struct{ emerge int64 }
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last := map[int]state{}
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for i, r := range records {
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if r.Lane < 0 || r.Lane >= laneNum {
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t.Fatalf("第 %d 条弹道越界:%d", i, r.Lane)
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}
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total := int64(avatarSize(meta.FontSize)+avatarGap(meta.FontSize)) + int64(r.Width)
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if total <= 0 {
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t.Fatalf("第 %d 条宽度没算出来:%d", i, r.Width)
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}
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rel := int64(r.Time * 1e9)
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emerge := rel + total*show/(resX+total)
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if prev, ok := last[r.Lane]; ok && rel < prev.emerge {
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t.Fatalf("第 %d 条和上一条挤在同弹道 %d:出现 %v 早于上一条让位 %v", i, r.Lane, r.Time, float64(prev.emerge)/1e9)
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}
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last[r.Lane] = state{emerge}
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}
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}
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