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Added the new event S_EVENT_REMOVE_UNIT to trigger the removal of units (from groups also) when a :Destroy(false) or :Destroy() is called for a UNIT object.
The units are then removed from each SET that is subscribed to a set of UNIT objects or GROUP objects! Also the DATABASE is correctly managing this new removal method. This to prevent the DATABASE getting corrupted with dead units, which were removed with :Destroy(), but which weren't cleaned from the database.
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@ -656,6 +656,22 @@ function BASE:CreateEventDead( EventTime, Initiator )
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world.onEvent( Event )
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end
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--- Creation of a Remove Unit Event.
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-- @param #BASE self
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-- @param DCS#Time EventTime The time stamp of the event.
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-- @param DCS#Object Initiator The initiating object of the event.
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function BASE:CreateEventRemoveUnit( EventTime, Initiator )
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self:F( { EventTime, Initiator } )
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local Event = {
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id = EVENTS.RemoveUnit,
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time = EventTime,
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initiator = Initiator,
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}
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world.onEvent( Event )
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end
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--- Creation of a Takeoff Event.
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-- @param #BASE self
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-- @param DCS#Time EventTime The time stamp of the event.
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@ -95,6 +95,7 @@ function DATABASE:New()
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self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Hit, self.AccountHits )
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self:HandleEvent( EVENTS.NewCargo )
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self:HandleEvent( EVENTS.DeleteCargo )
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@ -1347,18 +1348,12 @@ end
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self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
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end
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self:T( "Something got destroyed" )
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local Destroyed = false
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-- What is the player destroying?
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if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered???
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self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {}
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self.DESTROYS[Event.IniUnitName] = true
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end
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end
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@ -181,6 +181,8 @@ world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
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world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001
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world.event.S_EVENT_NEW_ZONE = world.event.S_EVENT_MAX + 1002
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world.event.S_EVENT_DELETE_ZONE = world.event.S_EVENT_MAX + 1003
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world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1004
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--- The different types of events supported by MOOSE.
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-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
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@ -216,6 +218,7 @@ EVENTS = {
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DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
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NewZone = world.event.S_EVENT_NEW_ZONE,
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DeleteZone = world.event.S_EVENT_DELETE_ZONE,
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RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
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}
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--- The Event structure
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@ -441,6 +444,11 @@ local _EVENTMETA = {
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Event = "OnEventDeleteZone",
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Text = "S_EVENT_DELETE_ZONE"
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},
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[EVENTS.RemoveUnit] = {
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Order = -1,
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Event = "OnEventRemoveUnit",
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Text = "S_EVENT_REMOVE_UNIT"
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},
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}
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@ -985,7 +993,8 @@ function EVENT:onEvent( Event )
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if EventClass:IsAlive() or
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Event.id == EVENTS.PlayerEnterUnit or
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Event.id == EVENTS.Crash or
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Event.id == EVENTS.Dead then
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Event.id == EVENTS.Dead or
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Event.id == EVENTS.RemoveUnit then
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local UnitName = EventClass:GetName()
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@ -1035,7 +1044,8 @@ function EVENT:onEvent( Event )
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if EventClass:IsAlive() or
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Event.id == EVENTS.PlayerEnterUnit or
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Event.id == EVENTS.Crash or
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Event.id == EVENTS.Dead then
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Event.id == EVENTS.Dead or
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Event.id == EVENTS.RemoveUnit then
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-- We can get the name of the EventClass, which is now always a GROUP object.
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local GroupName = EventClass:GetName()
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@ -1023,6 +1023,7 @@ function SET_GROUP:FilterStart()
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self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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end
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@ -1804,8 +1805,9 @@ do -- SET_UNIT
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if _DATABASE then
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self:_FilterStart()
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self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrashOr )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
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end
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return self
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@ -261,13 +261,15 @@ function GROUP:Destroy( GenerateEvent )
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local DCSGroup = self:GetDCSObject()
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if DCSGroup then
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if GenerateEvent and GenerateEvent == true then
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for Index, UnitData in pairs( DCSGroup:getUnits() ) do
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for Index, UnitData in pairs( DCSGroup:getUnits() ) do
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if GenerateEvent and GenerateEvent == true then
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if self:IsAir() then
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self:CreateEventCrash( timer.getTime(), UnitData )
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else
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self:CreateEventDead( timer.getTime(), UnitData )
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end
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else
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self:CreateEventRemove( timer.getTime(), UnitData )
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end
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end
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USERFLAG:New( self:GetName() ):Set( 100 )
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@ -69,6 +69,38 @@ function POSITIONABLE:New( PositionableName )
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return self
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end
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--- Destroys the POSITIONABLE.
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-- @param #POSITIONABLE self
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-- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function POSITIONABLE:Destroy( GenerateEvent )
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self:F2( self.ObjectName )
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local DCSObject = self:GetDCSObject()
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if DCSObject then
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local UnitGroup = self:GetGroup()
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local UnitGroupName = UnitGroup:GetName()
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self:F( { UnitGroupName = UnitGroupName } )
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if GenerateEvent and GenerateEvent == true then
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if self:IsAir() then
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self:CreateEventCrash( timer.getTime(), DCSObject )
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else
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self:CreateEventDead( timer.getTime(), DCSObject )
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end
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else
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self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
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end
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USERFLAG:New( UnitGroupName ):Set( 100 )
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DCSObject:destroy()
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end
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return nil
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end
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--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Position The 3D position vectors of the POSITIONABLE.
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@ -157,35 +157,7 @@ function UNIT:GetDCSObject()
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return nil
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end
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--- Destroys the UNIT.
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-- @param #UNIT self
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-- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the unit.
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-- @return #nil The DCS Unit is not existing or alive.
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function UNIT:Destroy( GenerateEvent )
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self:F2( self.ObjectName )
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local DCSObject = self:GetDCSObject()
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if DCSObject then
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local UnitGroup = self:GetGroup()
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local UnitGroupName = UnitGroup:GetName()
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self:F( { UnitGroupName = UnitGroupName } )
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if GenerateEvent and GenerateEvent == true then
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if self:IsAir() then
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self:CreateEventCrash( timer.getTime(), DCSObject )
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else
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self:CreateEventDead( timer.getTime(), DCSObject )
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end
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end
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USERFLAG:New( UnitGroupName ):Set( 100 )
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DCSObject:destroy()
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end
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return nil
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end
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--- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group.
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