fix segfault for real
This commit is contained in:
@@ -47,15 +47,18 @@ void Aquarium::ensureEntitiesSorted() {
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void Aquarium::redraw() {
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clearCurrentFrame();
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ensureBigEntityExists();
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std::vector<std::unique_ptr<Entity>> newEntities;
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bool entities_modified = false;
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// Use static vectors to avoid per-frame allocations
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static std::vector<std::unique_ptr<Entity>> newEntities;
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static std::vector<size_t> entitiesToRemove;
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// Update and check for removal/replacement
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for (auto it = entities.begin(); it != entities.end();) {
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auto &entity = *it;
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newEntities.clear();
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entitiesToRemove.clear();
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// Update all entities and collect changes
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for (size_t i = 0; i < entities.size(); ++i) {
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auto &entity = entities[i];
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entity->update();
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// Handle fish bubble spawning
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@@ -69,30 +72,32 @@ void Aquarium::redraw() {
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if (entity->shouldBeRemoved()) {
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auto replacement = entity->createReplacement();
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if (replacement) {
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*it = std::move(replacement);
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entities_modified = true;
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++it;
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entity = std::move(replacement); // Replace in-place
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entities_need_sorting = true;
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} else {
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it = entities.erase(it);
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entities_modified = true;
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entitiesToRemove.push_back(i); // Mark for removal
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}
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} else {
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++it;
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}
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}
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// Add new entities if any
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// Remove entities in reverse order to maintain indices
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for (auto it = entitiesToRemove.rbegin(); it != entitiesToRemove.rend();
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++it) {
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entities.erase(entities.begin() + *it);
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entities_need_sorting = true;
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}
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// Add new entities (only if we have them)
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if (!newEntities.empty()) {
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// Reserve space to minimize reallocations
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entities.reserve(entities.size() + newEntities.size());
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for (auto &newEntity : newEntities) {
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entities.emplace_back(std::move(newEntity));
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}
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entities_modified = true;
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}
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// Only sort if entities were modified
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if (entities_modified) {
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entities_need_sorting = true;
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}
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ensureEntitiesSorted();
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// Draw all entities
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@@ -5,4 +5,4 @@
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Castle::Castle()
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: Entity(Aquarium::getInstance().getWidth() - 32,
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Aquarium::getInstance().getHeight() - 13),
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image(castleAsset.image), mask(castleAsset.mask) {}
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image(getCastleAsset().image), mask(getCastleAsset().mask) {}
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@@ -6,8 +6,9 @@
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SeaMonster::SeaMonster() : SeaMonster(getRandomDirection()) {}
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SeaMonster::SeaMonster(int asset_index)
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: Entity(asset_index == 0), frames(seaMonsterAssets[asset_index].frames),
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mask(seaMonsterAssets[asset_index].mask), speed(SEAMONSTER_SPEED) {
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: Entity(asset_index == 0),
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frames(getSeaMonsterAssets()[asset_index].frames),
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mask(getSeaMonsterAssets()[asset_index].mask), speed(SEAMONSTER_SPEED) {
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const auto &aquarium = Aquarium::getInstance();
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y = WATER_SURFACE_OFFSET;
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@@ -6,8 +6,8 @@
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Ship::Ship() : Ship(getRandomDirection()) {}
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Ship::Ship(int asset_index)
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: Entity(asset_index == 0), image(shipAssets[asset_index].image),
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mask(shipAssets[asset_index].mask), speed(SHIP_SPEED) {
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: Entity(asset_index == 0), image(getShipAssets()[asset_index].image),
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mask(getShipAssets()[asset_index].mask), speed(SHIP_SPEED) {
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const auto &aquarium = Aquarium::getInstance();
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y = 0;
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@@ -6,8 +6,8 @@
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Whale::Whale() : Whale(getRandomDirection()) {}
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Whale::Whale(int asset_index)
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: Entity((asset_index == 0)), frames(whaleAssets[asset_index].frames),
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mask(whaleAssets[asset_index].mask), speed(WHALE_SPEED) {
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: Entity((asset_index == 0)), frames(getWhaleAssets()[asset_index].frames),
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mask(getWhaleAssets()[asset_index].mask), speed(WHALE_SPEED) {
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const auto &aquarium = Aquarium::getInstance();
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y = 0;
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@@ -8,7 +8,8 @@ struct CastleAsset {
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std::vector<std::string> mask;
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};
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inline CastleAsset castleAsset = {
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inline const CastleAsset& getCastleAsset() {
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static const CastleAsset castleAsset = {
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{
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R"( T~~)",
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R"( |)",
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@@ -38,3 +39,5 @@ inline CastleAsset castleAsset = {
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R"( y y y y)",
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R"( yyyyyyy)"}
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};
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return castleAsset;
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}
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@@ -8,8 +8,9 @@ struct SeaMonsterAsset {
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std::vector<std::string> mask;
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};
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const SeaMonsterAsset seaMonster = {
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{// Frame 1
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inline const SeaMonsterAsset& getSeaMonster() {
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static const SeaMonsterAsset seaMonster = {
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{
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{
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R"(?????????_???_?????????????????????_???_???????_a_a???)",
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R"(???????_{.`=`.}_??????_???_??????_{.`=`.}_????{/ ''\_?)",
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@@ -24,7 +25,14 @@ const SeaMonsterAsset seaMonster = {
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R"( W W )",
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R"()",
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R"()",
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R"()"}};
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R"()"
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}
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};
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return seaMonster;
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}
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inline const std::vector<SeaMonsterAsset> seaMonsterAssets =
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createBidirectionalFramedAssets(seaMonster);
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inline const std::vector<SeaMonsterAsset>& getSeaMonsterAssets() {
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static const std::vector<SeaMonsterAsset> seaMonsterAssets =
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createBidirectionalFramedAssets(getSeaMonster());
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return seaMonsterAssets;
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}
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@@ -3,13 +3,27 @@
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#include "../SpriteUtils.h"
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#include <vector>
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const AssetPair ship = {
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{R"( | | | )", R"( )_) )_) )_) )",
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R"( )___))___))___)\ )", R"( )____)____)_____)\\ )",
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R"(_____|____|____|____\\\__)", R"(\ /????)"},
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{R"( y y y )", R"()", R"( w )",
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R"( ww )", R"(yyyyyyyyyyyyyyyyyyyywwwyy)",
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inline const AssetPair &getShip() {
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static const AssetPair ship = {
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{
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R"( | | | )",
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R"( )_) )_) )_) )",
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R"( )___))___))___)\ )",
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R"( )____)____)_____)\\ )",
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R"(_____|____|____|____\\\__)",
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R"(\ /????)"},
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{
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R"( y y y )",
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R"()",
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R"( w )",
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R"( ww )",
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R"(yyyyyyyyyyyyyyyyyyyywwwyy)",
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R"(y y )"}};
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return ship;
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}
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inline const std::vector<AssetPair> shipAssets =
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createBidirectionalAssets({ship});
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inline const std::vector<AssetPair> &getShipAssets() {
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static const std::vector<AssetPair> shipAssets =
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createBidirectionalAssets({getShip()});
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return shipAssets;
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}
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@@ -8,7 +8,8 @@ struct WhaleAsset {
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std::vector<std::string> mask;
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};
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const WhaleAsset whale = {
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inline const WhaleAsset& getWhale() {
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static const WhaleAsset whale = {
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{
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{
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R"( )",
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@@ -93,6 +94,11 @@ const WhaleAsset whale = {
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R"()"
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}
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};
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return whale;
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}
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inline const std::vector<WhaleAsset> whaleAssets =
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createBidirectionalFramedAssets(whale);
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inline const std::vector<WhaleAsset>& getWhaleAssets() {
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static const std::vector<WhaleAsset> whaleAssets =
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createBidirectionalFramedAssets(getWhale());
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return whaleAssets;
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}
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