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https://github.com/Ultimaker/Cura.git
synced 2025-07-07 23:17:32 -06:00
Perform creation of top solid layers in a background thread
This way we have a much more responsive layer view
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parent
b9bc14ea09
commit
a60bfa3d32
1 changed files with 93 additions and 50 deletions
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@ -10,13 +10,15 @@ from UM.Signal import Signal
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from UM.Scene.Selection import Selection
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from UM.Scene.Selection import Selection
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from UM.Math.Color import Color
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from UM.Math.Color import Color
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from UM.Mesh.MeshData import MeshData
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from UM.Mesh.MeshData import MeshData
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from UM.Job import Job
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from UM.View.RenderBatch import RenderBatch
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from UM.View.GL.OpenGL import OpenGL
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from cura.ConvexHullNode import ConvexHullNode
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from cura.ConvexHullNode import ConvexHullNode
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from PyQt5 import QtCore, QtWidgets
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from PyQt5.QtCore import Qt, QTimer
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from PyQt5.QtWidgets import QApplication
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from . import LayerViewProxy
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from . import LayerViewProxy
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@ -34,10 +36,16 @@ class LayerView(View):
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self._current_layer_num = 10
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self._current_layer_num = 10
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self._current_layer_mesh = None
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self._current_layer_mesh = None
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self._current_layer_jumps = None
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self._current_layer_jumps = None
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self._top_layers_job = None
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self._activity = False
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self._activity = False
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self._solid_layers = 5
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self._solid_layers = 5
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self._top_layer_timer = QTimer()
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self._top_layer_timer.setInterval(50)
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self._top_layer_timer.setSingleShot(True)
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self._top_layer_timer.timeout.connect(self._startUpdateTopLayers)
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def getActivity(self):
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def getActivity(self):
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return self._activity
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return self._activity
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@ -89,51 +97,11 @@ class LayerView(View):
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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renderer.queueNode(node, mesh = layer_data, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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# We currently recreate the current "solid" layers every time a
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if not self._current_layer_mesh:
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self._current_layer_mesh = MeshData()
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for i in range(self._solid_layers):
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layer = self._current_layer_num - i
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if layer < 0:
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continue
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try:
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layer_mesh = layer_data.getLayer(layer).createMesh()
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if not layer_mesh or layer_mesh.getVertices() is None:
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continue
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except:
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continue
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if self._current_layer_mesh: #Threading thing; Switching between views can cause the current layer mesh to be deleted.
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self._current_layer_mesh.addVertices(layer_mesh.getVertices())
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# Scale layer color by a brightness factor based on the current layer number
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# This will result in a range of 0.5 - 1.0 to multiply colors by.
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brightness = (2.0 - (i / self._solid_layers)) / 2.0
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if self._current_layer_mesh:
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self._current_layer_mesh.addColors(layer_mesh.getColors() * brightness)
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if self._current_layer_mesh:
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if self._current_layer_mesh:
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renderer.queueNode(node, mesh = self._current_layer_mesh)
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renderer.queueNode(node, mesh = self._current_layer_mesh)
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if not self._current_layer_jumps:
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if self._current_layer_jumps:
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self._current_layer_jumps = MeshData()
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renderer.queueNode(node, mesh = self._current_layer_jumps)
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for i in range(1):
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layer = self._current_layer_num - i
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if layer < 0:
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continue
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try:
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layer_mesh = layer_data.getLayer(layer).createJumps()
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if not layer_mesh or layer_mesh.getVertices() is None:
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continue
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except:
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continue
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self._current_layer_jumps.addVertices(layer_mesh.getVertices())
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# Scale layer color by a brightness factor based on the current layer number
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# This will result in a range of 0.5 - 1.0 to multiply colors by.
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brightness = (2.0 - (i / self._solid_layers)) / 2.0
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self._current_layer_jumps.addColors(layer_mesh.getColors() * brightness)
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renderer.queueNode(node, mesh = self._current_layer_jumps)
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def setLayer(self, value):
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def setLayer(self, value):
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if self._current_layer_num != value:
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if self._current_layer_num != value:
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@ -145,6 +113,14 @@ class LayerView(View):
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self._current_layer_mesh = None
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self._current_layer_mesh = None
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self._current_layer_jumps = None
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self._current_layer_jumps = None
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self._top_layer_timer.start()
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if self._top_layers_job:
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self._top_layers_job.finished.disconnect(self._updateCurrentLayerMesh)
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self._top_layers_job.cancel()
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self._top_layers_job = None
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self.currentLayerNumChanged.emit()
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self.currentLayerNumChanged.emit()
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currentLayerNumChanged = Signal()
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currentLayerNumChanged = Signal()
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@ -190,8 +166,8 @@ class LayerView(View):
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pass
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pass
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def event(self, event):
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def event(self, event):
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modifiers = QtWidgets.QApplication.keyboardModifiers()
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modifiers = QApplication.keyboardModifiers()
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ctrl_is_active = modifiers == QtCore.Qt.ControlModifier
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ctrl_is_active = modifiers == Qt.ControlModifier
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if event.type == Event.KeyPressEvent and ctrl_is_active:
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if event.type == Event.KeyPressEvent and ctrl_is_active:
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if event.key == KeyEvent.UpKey:
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if event.key == KeyEvent.UpKey:
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self.setLayer(self._current_layer_num + 1)
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self.setLayer(self._current_layer_num + 1)
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@ -199,3 +175,70 @@ class LayerView(View):
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if event.key == KeyEvent.DownKey:
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if event.key == KeyEvent.DownKey:
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self.setLayer(self._current_layer_num - 1)
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self.setLayer(self._current_layer_num - 1)
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return True
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return True
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def _startUpdateTopLayers(self):
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self._top_layers_job = _CreateTopLayersJob(self._controller.getScene(), self._current_layer_num, self._solid_layers)
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self._top_layers_job.finished.connect(self._updateCurrentLayerMesh)
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self._top_layers_job.start()
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def _updateCurrentLayerMesh(self, job):
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if not job.getResult():
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return
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self._current_layer_mesh = job.getResult().get("layers")
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self._current_layer_jumps = job.getResult().get("jumps")
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self._controller.getScene().sceneChanged.emit(self._controller.getScene().getRoot())
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self._top_layers_job = None
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class _CreateTopLayersJob(Job):
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def __init__(self, scene, layer_number, solid_layers):
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super().__init__()
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self._scene = scene
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self._layer_number = layer_number
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self._solid_layers = solid_layers
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self._cancel = False
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def run(self):
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layer_data = None
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for node in DepthFirstIterator(self._scene.getRoot()):
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layer_data = node.callDecoration("getLayerData")
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if not layer_data:
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continue
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if self._cancel or not layer_data:
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return
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layer_mesh = MeshData()
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for i in range(self._solid_layers):
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layer_number = self._layer_number - i
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if layer_number < 0:
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continue
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#try:
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layer = layer_data.getLayer(layer_number).createMesh()
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if not layer or layer.getVertices() is None:
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continue
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layer_mesh.addVertices(layer.getVertices())
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# Scale layer color by a brightness factor based on the current layer number
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# This will result in a range of 0.5 - 1.0 to multiply colors by.
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brightness = (2.0 - (i / self._solid_layers)) / 2.0
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layer_mesh.addColors(layer.getColors() * brightness)
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if self._cancel:
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return
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if self._cancel:
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return
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jump_mesh = layer_data.getLayer(self._layer_number).createJumps()
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if not jump_mesh or jump_mesh.getVertices() is None:
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jump_mesh = None
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self.setResult({ "layers": layer_mesh, "jumps": jump_mesh })
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def cancel(self):
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self._cancel = True
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super().cancel()
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