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https://github.com/bloeys/nmage.git
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Fresh start
This commit is contained in:
238
main.go
238
main.go
@ -1,243 +1,5 @@
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package main
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import (
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"fmt"
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"math"
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"time"
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"github.com/bloeys/go-sdl-engine/input"
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"github.com/bloeys/go-sdl-engine/logging"
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"github.com/bloeys/go-sdl-engine/shaders"
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"github.com/bloeys/go-sdl-engine/timing"
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"github.com/go-gl/gl/v4.6-core/gl"
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"github.com/veandco/go-sdl2/sdl"
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)
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const (
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winWidth int32 = 1280
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winHeight int32 = 720
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)
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var (
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isRunning = true
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window *sdl.Window
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glContext sdl.GLContext
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)
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func main() {
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err := sdl.Init(sdl.INIT_EVERYTHING)
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if err != nil {
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logging.ErrLog.Panicln("Failed to init SDL. Err:", err.Error())
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}
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defer sdl.Quit()
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//Size of each pixel field
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err = sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
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panicIfErr(err, "")
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err = sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
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panicIfErr(err, "")
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err = sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
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panicIfErr(err, "")
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err = sdl.GLSetAttribute(sdl.GL_ALPHA_SIZE, 8)
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panicIfErr(err, "")
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//Min frame buffer size
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err = sdl.GLSetAttribute(sdl.GL_BUFFER_SIZE, 4*8)
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panicIfErr(err, "")
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//Whether to enable a double buffer
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err = sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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panicIfErr(err, "")
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//Run in compatiability (old and modern opengl) or modern (core) opengl only
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err = sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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panicIfErr(err, "")
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//Set wanted opengl version
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err = sdl.GLSetAttribute(sdl.GL_CONTEXT_MAJOR_VERSION, 4)
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panicIfErr(err, "")
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err = sdl.GLSetAttribute(sdl.GL_CONTEXT_MINOR_VERSION, 6)
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panicIfErr(err, "")
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//Create window
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window, err = sdl.CreateWindow(
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"Go Game Engine",
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sdl.WINDOWPOS_CENTERED,
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sdl.WINDOWPOS_CENTERED,
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winWidth,
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winHeight,
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sdl.WINDOW_OPENGL)
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if err != nil {
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logging.ErrLog.Panicln("Failed to create window. Err: " + err.Error())
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}
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defer window.Destroy()
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//Create GL context
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glContext, err = window.GLCreateContext()
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if err != nil {
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logging.ErrLog.Panicln("Creating OpenGL context failed. Err: " + err.Error())
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}
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defer sdl.GLDeleteContext(glContext)
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if err := gl.Init(); err != nil {
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logging.ErrLog.Panicln("Initing OpenGL Context failed. Err: " + err.Error())
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}
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initGL()
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loadShaders()
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gameLoop()
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}
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func initGL() {
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gl.ClearColor(0, 0, 0, 0)
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gl.Enable(gl.DEPTH_TEST)
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gl.ClearDepth(1)
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gl.DepthFunc(gl.LEQUAL)
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gl.Viewport(0, 0, winWidth, winHeight)
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}
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var simpleProg shaders.Program
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func loadShaders() {
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simpleVert, err := shaders.NewShaderFromFile("simpleVert", "./res/shaders/simple.vert.glsl", shaders.Vertex)
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panicIfErr(err, "Parsing vert shader failed")
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simpleFrag, err := shaders.NewShaderFromFile("simpleFrag", "./res/shaders/simple.frag.glsl", shaders.Fragment)
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panicIfErr(err, "Parsing frag shader failed")
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simpleProg = shaders.NewProgram("simple")
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simpleProg.AttachShader(simpleVert)
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simpleProg.AttachShader(simpleFrag)
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simpleProg.Link()
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}
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var vao uint32
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func gameLoop() {
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//vertex positions in opengl coords
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verts := []float32{
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-0.5, 0.5, 0,
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0.5, 0.5, 0,
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0.5, -0.5, 0,
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-0.5, -0.5, 0,
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}
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//Trianlge indices used for drawing
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indices := []uint32{
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0, 1, 2,
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0, 2, 3,
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}
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//Create a VAO to store the different VBOs of a given object/set of vertices
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gl.GenVertexArrays(1, &vao)
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//Bind the VAO first so later buffer binds/VBOs are put within this VAO
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gl.BindVertexArray(vao)
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//Gen buffer to hold EBOs and fill it with data. Note that an EBO must NOT be unbound before the VAO, otherwise
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//its settings are lost as the VAO records its actions
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var ebo uint32
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gl.GenBuffers(1, &ebo)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices)*4, gl.Ptr(indices), gl.STATIC_DRAW)
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//Gen vertPos VBO and fill it with data
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var vertPosVBO uint32
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gl.GenBuffers(1, &vertPosVBO)
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gl.BindBuffer(gl.ARRAY_BUFFER, vertPosVBO)
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gl.BufferData(gl.ARRAY_BUFFER, len(verts)*4, gl.Ptr(verts), gl.STATIC_DRAW)
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//Assign vertPos VBO to vertPos shader attribute by specifying that each vertPos variable
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//takes 3 values from the VBO, where each value is a float.
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//We also specify the total size (in bytes) of the values used for a single vertPos.
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//The offset defines the bytes to skip between each set of vertPos values
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vertPosLoc := uint32(gl.GetAttribLocation(simpleProg.ID, gl.Str("vertPos\x00")))
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gl.VertexAttribPointer(vertPosLoc, 3, gl.FLOAT, false, 3*4, gl.PtrOffset(0))
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//Vertex attributes are disabled by default, so we need to finally enable it
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gl.EnableVertexAttribArray(vertPosLoc)
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//We are done working with VBOs so can unbind the VAO to avoid corrupting it later.
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//Note: Actions (binding/setting buffers, enabling/disabling attribs) done between
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//bind and unbind of a VAO are recorded by it, and when its rebinded before a draw the
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//settings are retrieved, therefore keep in mind work after a VAO unbind will be lost.
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gl.BindVertexArray(0)
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for isRunning {
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timing.FrameStarted()
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handleEvents()
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update()
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draw()
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window.GLSwap()
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timing.FrameEnded()
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window.SetTitle(fmt.Sprintf("FPS: %.2f; dt: %.3f", timing.FPS(), timing.DT()))
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}
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}
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func handleEvents() {
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input.EventLoopStarted()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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switch e := event.(type) {
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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case *sdl.MouseButtonEvent:
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input.HandleMouseBtnEvent(e)
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case *sdl.QuitEvent:
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println("Quit at ", e.Timestamp)
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isRunning = false
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}
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}
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}
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func update() {
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}
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func draw() {
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//Clear screen and depth buffers
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
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simpleProg.Use()
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deg2rad := math.Pi / 180.0
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t := float64(time.Now().UnixMilli()) / 10
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x := float32(math.Sin(t*deg2rad*0.3)+1) * 0.5
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y := float32(math.Sin(t*deg2rad*0.5)+1) * 0.5
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z := float32(math.Sin(t*deg2rad*0.7)+1) * 0.5
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simpleProg.SetUniformF32("c", x, y, z)
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gl.BindVertexArray(vao)
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gl.DrawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, gl.PtrOffset(0))
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gl.BindVertexArray(0)
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}
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func panicIfErr(err error, msg string) {
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if err == nil {
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return
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}
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logging.ErrLog.Panicln(msg+". Err:", err.Error())
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}
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