game-setup-and-config

Начальная настройка игры на Phaser 4

phaserjs/phaserАвторский скилл
40 454звёзд7 165форковУ всего репозитория

Что получите

Код создания игры с конфигурацией размеров, масштабирования, отрисовки и выбранных сцен.

Что передать

Сцены игры, размеры поля, способ размещения на странице и требования к графике и частоте кадров.

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Как использовать

Помогает разработчикам создать игру на Phaser 4 и выбрать настройки отрисовки, размера игрового поля, масштабирования и частоты кадров. Подходит для пиксельной графики, игры на всё окно или размещения поверх HTML.

  1. Опишите, должна ли игра сохранять пропорции, заполнять окно или оставаться фиксированного размера.
  2. Выберите способ отрисовки и вид графики: чёткие пиксели, сглаженные края или обычное изображение.
  3. Укажите контейнер на странице, начальную сцену и требуемый предел частоты кадров.

Условия работы

  • Принудительный WebGL не переключается на Canvas при отсутствии поддержки. Автоматический выбор допускает такое переключение; сглаженная пиксельная графика работает только с WebGL.
  • Режим без отрисовки всё равно требует DOM и предназначен только для модульных проверок. Для контейнера HTML-элементов игры нужен родительский элемент.
  • Целевая частота кадров сама по себе не ограничивает скорость: нужен отдельный предел. Частота обновления дисплея остаётся верхней границей.

Пример запроса после установки

Настрой игру на Phaser 4 с пиксельной графикой и полем 320 на 240: сохраняй пропорции внутри страницы и ограничь частоту до 30 кадров в секунду.

Пример составлен по инструкции автора; результат запуска не проверялся.

Основание: инструкция закреплённой версии

Для установки

Node.js, npm и Git для команды выше. Подключения и инструменты для работы скилла настраиваются отдельно.

Совместимые агенты

Совместимость указана для инструкций. Запуск в каждом приложении не тестировался; для веб-чата способ подключения может отличаться.

Файлы скилла

GitHub
Читать инструкцию SKILL.md

Исходный текст закреплённой версии.

---
name: game-setup-and-config
description: "Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS."
---

# Game Setup and Config
> How to create a Phaser.Game instance with the right GameConfig options for renderer, scaling, pixel art, FPS, and canvas placement.

**Key source paths:** `src/core/Game.js`, `src/core/Config.js`, `src/core/typedefs/GameConfig.js`, `src/const.js`, `src/scale/const/`
**Related skills:** ../scenes/SKILL.md, ../loading-assets/SKILL.md, ../scale-and-responsive/SKILL.md

## Quick Start

The simplest possible Phaser 4 game -- a single scene with the default 1024×768 canvas:

```js
class MyScene extends Phaser.Scene {
    preload() {
        this.load.image('logo', 'assets/logo.png');
    }

    create() {
        this.add.image(400, 300, 'logo');
    }
}

const config = {
    type: Phaser.AUTO,
    scene: MyScene
};

const game = new Phaser.Game(config);
```

`new Phaser.Game(config)` triggers the entire boot sequence: config parsing (`Config`), renderer creation, DOM insertion, and the game loop (`TimeStep`). The game waits for `DOMContentLoaded` before booting.

## Core Concepts

### Boot Sequence (src/core/Game.js)

1. `new Phaser.Game(config)` -- parses config into a `Phaser.Core.Config` instance.
2. Creates global managers: `AnimationManager`, `TextureManager`, `CacheManager`, `InputManager`, `SceneManager`, `ScaleManager`, `SoundManager`, `TimeStep`, `PluginManager`.
3. Waits for `DOMContentLoaded`, then calls `boot()`.
4. `boot()` creates the renderer (`CreateRenderer`), adds the canvas to the DOM (`AddToDOM`), prints the debug header, emits `BOOT`.
5. Once textures are ready (`TextureManager` emits `READY`), emits `READY` then calls `start()`.
6. `start()` begins the `TimeStep` loop, sets up the `VisibilityHandler`, calls `config.postBoot`.

### Config Parsing (src/core/Config.js)

The `Config` constructor reads a flat `GameConfig` object and resolves defaults. Some properties can be specified at top level OR nested inside sub-objects (e.g., `width` can be top-level or under `scale.width`). The `scale` sub-object takes priority when both are present.

Render properties can likewise be top-level shortcuts (e.g., `pixelArt: true`) or nested under `render`.

### Renderer Constants (src/const.js)

| Constant | Value | Behavior |
|---|---|---|
| `Phaser.AUTO` | `0` | WebGL if supported, else falls back to Canvas |
| `Phaser.CANVAS` | `1` | Force Canvas renderer |
| `Phaser.WEBGL` | `2` | Force WebGL -- no fallback if unsupported |
| `Phaser.HEADLESS` | `3` | No renderer -- DOM still required. For unit testing only |

Set via `config.type`. Default is `Phaser.AUTO`.

## Common Patterns

### Pixel Art Game

When `pixelArt` is `true`, Config automatically sets `antialias: false`, `antialiasGL: false`, and `roundPixels: true`.

```js
const config = {
    type: Phaser.AUTO,
    width: 320,
    height: 240,
    pixelArt: true,
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH,
        zoom: Phaser.Scale.ZOOM_2X
    },
    scene: MyScene
};
```

### Smooth Pixel Art (WebGL only)

Preserves blocky pixels but smooths edges between them when scaled up:

```js
const config = {
    type: Phaser.WEBGL,
    width: 320,
    height: 240,
    smoothPixelArt: true,
    scene: MyScene
};
```

When `smoothPixelArt` is `true`, Config sets `antialias: true`, `antialiasGL: true`, and `pixelArt: false`.

### Full-Window Responsive Game

```js
const config = {
    type: Phaser.AUTO,
    scale: {
        mode: Phaser.Scale.RESIZE,
        parent: 'game-container',
        width: '100%',
        height: '100%'
    },
    scene: MyScene
};
```

### Fixed Aspect Ratio with FIT

```js
const config = {
    type: Phaser.AUTO,
    scale: {
        mode: Phaser.Scale.FIT,
        parent: 'game-container',
        autoCenter: Phaser.Scale.CENTER_BOTH,
        width: 1280,
        height: 720,
        min: { width: 640, height: 360 },
        max: { width: 1920, height: 1080 }
    },
    backgroundColor: '#2d2d2d',
    scene: MyScene
};
```

### Custom FPS Limit

```js
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    fps: {
        target: 60,
        limit: 30,
        forceSetTimeOut: false,
        smoothStep: true
    },
    scene: MyScene
};
```

### Transparent Canvas Over HTML

```js
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    transparent: true,
    parent: 'game-container',
    scene: MyScene
};
```

When `transparent` is `true`, `backgroundColor` is forced to `0x000000` with alpha `0`.

### Pre-existing Canvas Element

```js
const canvas = document.getElementById('my-canvas');

const config = {
    type: Phaser.WEBGL,
    canvas: canvas,
    width: 800,
    height: 600,
    scene: MyScene
};
```

### Multiple Scenes

```js
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    scene: [BootScene, PreloadScene, MenuScene, GameScene],
    physics: {
        default: 'arcade',
        arcade: { gravity: { y: 300 } }
    }
};
```

Only the first scene starts automatically. Others start only if they have `{ active: true }` in their scene config. See ../scenes/SKILL.md.

### Boot Callbacks

```js
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    callbacks: {
        preBoot: function (game) {
            // Runs before Phaser boots. Game systems not yet available.
        },
        postBoot: function (game) {
            // Runs after boot. All systems ready, game loop starting.
        }
    },
    scene: MyScene
};
```

### Disabling Input Subsystems

```js
const config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    input: {
        keyboard: true,
        mouse: true,
        touch: false,
        gamepad: false,
        activePointers: 1,
        windowEvents: true
    },
    disableContextMenu: true,
    scene: MyScene
};
```

## Configuration Reference

### Top-Level GameConfig Properties

| Property | Type | Default | Description |
|---|---|---|---|
| `type` | `number` | `Phaser.AUTO` (0) | Renderer: `AUTO`, `CANVAS`, `WEBGL`, or `HEADLESS` |
| `width` | `number\|string` | `1024` | Game width in pixels (or `'100%'`). Overridden by `scale.width` |
| `height` | `number\|string` | `768` | Game height in pixels (or `'100%'`). Overridden by `scale.height` |
| `zoom` | `number` | `1` | Canvas zoom multiplier. Overridden by `scale.zoom` |
| `parent` | `HTMLElement\|string\|null` | `undefined` | DOM element or `id` for canvas. `undefined` = document body. `null` = no parent |
| `canvas` | `HTMLCanvasElement` | `null` | Provide your own canvas element |
| `context` | `CanvasRenderingContext2D\|WebGLRenderingContext` | `null` | Provide your own rendering context |
| `canvasStyle` | `string` | `null` | CSS styles applied to the canvas element |
| `customEnvironment` | `boolean` | `false` | Skip feature detection for non-browser environments. `renderType` cannot be `AUTO` if `true` |
| `scene` | `SceneType\|SceneType[]` | `null` | Scene class (extends Phaser.Scene) or array of scene classes |
| `seed` | `string[]` | `[random]` | Seed for `Phaser.Math.RND` |
| `title` | `string` | `''` | Game title shown in console banner |
| `url` | `string` | `'https://phaser.io/...'` | Game URL shown in console banner |
| `version` | `string` | `''` | Game version shown in console banner |
| `autoFocus` | `boolean` | `true` | Auto-focus window on boot and mousedown |
| `stableSort` | `number\|boolean` | `-1` | `-1` = auto-detect, `0`/`false` = built-in stable sort, `1`/`true` = rely on native ES2019 sort |
| `disableContextMenu` | `boolean` | `false` | Disable right-click context menu |
| `backgroundColor` | `string\|number` | `0x000000` | Canvas background color. Accepts hex number, CSS string, or color object |
| `banner` | `boolean\|BannerConfig` | (shown) | `false` to hide console banner entirely |

### scale (Phaser.Types.Core.ScaleConfig)

| Property | Type | Default | Description |
|---|---|---|---|
| `width` | `number\|string` | `1024` | Base game width |
| `height` | `number\|string` | `768` | Base game height |
| `zoom` | `number` | `1` | Zoom multiplier. Use constants: `NO_ZOOM` (1), `ZOOM_2X` (2), `ZOOM_4X` (4), `MAX_ZOOM` (-1) |
| `parent` | `HTMLElement\|string` | `undefined` | DOM parent for the canvas |
| `mode` | `number` | `Phaser.Scale.NONE` (0) | Scale mode (see table below) |
| `expandParent` | `boolean` | `true` | Allow adjusting parent CSS height to 100% |
| `autoRound` | `boolean` | `false` | Round display/style sizes for performance |
| `autoCenter` | `number` | `NO_CENTER` (0) | Canvas centering mode (see table below) |
| `resizeInterval` | `number` | `500` | Milliseconds between browser size checks |
| `fullscreenTarget` | `HTMLElement\|string` | `null` | Element for fullscreen mode |
| `min` | `{width, height}` | `{0, 0}` | Minimum canvas dimensions |
| `max` | `{width, height}` | `{0, 0}` | Maximum canvas dimensions (0 = no limit) |
| `snap` | `{width, height}` | `{0, 0}` | Snap canvas size to multiples |

### Scale Modes (src/scale/const/SCALE_MODE_CONST.js)

| Constant | Value | Behavior |
|---|---|---|
| `Phaser.Scale.NONE` | `0` | No scaling. Canvas stays at config size |
| `Phaser.Scale.WIDTH_CONTROLS_HEIGHT` | `1` | Height adjusts based on width |
| `Phaser.Scale.HEIGHT_CONTROLS_WIDTH` | `2` | Width adjusts based on height |
| `Phaser.Scale.FIT` | `3` | Fit inside parent keeping aspect ratio (letterboxing) |
| `Phaser.Scale.ENVELOP` | `4` | Cover parent keeping aspect ratio (may overflow) |
| `Phaser.Scale.RESIZE` | `5` | Canvas resizes to fill parent, ignoring aspect ratio |
| `Phaser.Scale.EXPAND` | `6` | Like RESIZE for visible area + FIT for canvas scale |

### Center Modes (src/scale/const/CENTER_CONST.js)

| Constant | Value |
|---|---|
| `Phaser.Scale.NO_CENTER` | `0` |
| `Phaser.Scale.CENTER_BOTH` | `1` |
| `Phaser.Scale.CENTER_HORIZONTALLY` | `2` |
| `Phaser.Scale.CENTER_VERTICALLY` | `3` |

### Zoom Constants (src/scale/const/ZOOM_CONST.js)

| Constant | Value | Behavior |
|---|---|---|
| `Phaser.Scale.NO_ZOOM` | `1` | No zoom |
| `Phaser.Scale.ZOOM_2X` | `2` | 2x zoom |
| `Phaser.Scale.ZOOM_4X` | `4` | 4x zoom |
| `Phaser.Scale.MAX_ZOOM` | `-1` | Max integer zoom that fits in parent |

### render (Phaser.Types.Core.RenderConfig)

These can be set at the top level OR nested under `render`. The `render` sub-object takes priority.

| Property | Type | Default | Description |
|---|---|---|---|
| `antialias` | `boolean` | `true` | Linear interpolation for scaled/rotated textures |
| `antialiasGL` | `boolean` | `true` | Antialias on WebGL context creation |
| `pixelArt` | `boolean` | `false` | Sets `antialias: false`, `roundPixels: true` automatically |
| `smoothPixelArt` | `boolean` | `false` | WebGL only. Blocky pixels with smooth edges |
| `roundPixels` | `boolean` | `false` | Snap texture-based objects to integer positions |
| `transparent` | `boolean` | `false` | Transparent canvas background |
| `clearBeforeRender` | `boolean` | `true` | Clear canvas each frame |
| `preserveDrawingBuffer` | `boolean` | `false` | Preserve WebGL buffers between frames |
| `premultipliedAlpha` | `boolean` | `true` | Pre-multiplied alpha in WebGL drawing buffer |
| `desynchronized` | `boolean` | `false` | Desynchronized rendering context |
| `failIfMajorPerformanceCaveat` | `boolean` | `false` | Abort WebGL if browser reports poor performance |
| `powerPreference` | `string` | `'default'` | `'high-performance'`, `'low-power'`, or `'default'` |
| `batchSize` | `number` | `16384` | Max quads per WebGL batch |
| `maxTextures` | `number` | `-1` | Max GPU textures. `-1` = use all available |
| `maxLights` | `number` | `10` | Max lights visible per camera |
| `autoMobileTextures` | `boolean` | `true` | Restrict to 1 texture per batch on iOS/Android |
| `selfShadow` | `boolean` | `false` | Self-shadowing on lit textured objects |
| `pathDetailThreshold` | `number` | `1` | Point-combining threshold for Graphics WebGL paths |
| `skipUnreadyShaders` | `boolean` | `false` | Skip drawing objects whose shader is still compiling |
| `mipmapFilter` | `string` | `''` | Mipmap filter: `'NEAREST'`, `'LINEAR'`, `'NEAREST_MIPMAP_NEAREST'`, etc. |
| `renderNodes` | `object` | `{}` | Custom render nodes for WebGL renderer |

### fps (Phaser.Types.Core.FPSConfig)

| Property | Type | Default | Description |
|---|---|---|---|
| `min` | `number` | `5` | Minimum acceptable FPS |
| `target` | `number` | `60` | Target FPS (informational, does not enforce) |
| `limit` | `number` | `0` | Enforce max FPS. `0` = no limit |
| `forceSetTimeOut` | `boolean` | `false` | Use `setTimeout` instead of `requestAnimationFrame` |
| `deltaHistory` | `number` | `10` | Frames to average for delta smoothing |
| `panicMax` | `number` | `120` | Frames before trusting delta again after a panic |
| `smoothStep` | `boolean` | `true` | Apply delta smoothing |

### Other Sub-Configs

| Sub-Config Key | Type | Source |
|---|---|---|
| `callbacks` | `CallbacksConfig` | `src/core/typedefs/CallbacksConfig.js` |
| `dom` | `DOMContainerConfig` | `src/core/typedefs/DOMContainerConfig.js` |
| `input` | `InputConfig` | `src/core/typedefs/InputConfig.js` |
| `loader` | `LoaderConfig` | `src/core/typedefs/LoaderConfig.js` |
| `physics` | `PhysicsConfig` | `src/core/typedefs/PhysicsConfig.js` |
| `plugins` | `PluginObject\|PluginObjectItem[]` | `src/core/typedefs/PluginObject.js` |
| `audio` | `AudioConfig` | `src/core/typedefs/AudioConfig.js` |
| `images` | `ImagesConfig` | `src/core/typedefs/ImagesConfig.js` |

## Game Lifecycle, Pause/Resume, and Destroy

### Game Lifecycle Events

Listen on `game.events` (or `this.game.events` from a Scene) for visibility and focus changes:

```js
game.events.on('blur', () => { /* tab lost focus */ });
game.events.on('focus', () => { /* tab regained focus */ });
game.events.on('hidden', () => { /* Page Visibility API: page hidden */ });
game.events.on('visible', () => { /* Page Visibility API: page visible */ });
game.events.on('pause', () => { /* game.pause() was called */ });
game.events.on('resume', () => { /* game.resume() was called */ });
```

Use named constants: `Phaser.Core.Events.BLUR`, `FOCUS`, `HIDDEN`, `VISIBLE`, `PAUSE`, `RESUME`.

### Pause and Resume

```js
// Pause the entire game loop (rendering and updates stop)
game.pause();

// Resume the game loop
game.resume();

// Check if the game is currently paused
if (game.isPaused) {
    // game loop is not running
}
```

### Destroying the Game

```js
// Remove the canvas from the DOM and clean up
game.destroy(true);

// Full cleanup -- pass noReturn=true if you will NEVER create another Phaser instance
// This allows the framework to release additional internal references
game.destroy(true, true);
```

`destroy(removeCanvas, noReturn)` is asynchronous -- it flags the game for destruction on the next frame. Listen for `Phaser.Core.Events.DESTROY` to react to completion.

### Global Game Members

The `Game` instance exposes key managers as properties, accessible from any Scene via `this.game`:

| Property | Type | Description |
|---|---|---|
| `game.config` | `Phaser.Core.Config` | Parsed GameConfig (read-only after boot) |
| `game.scene` | `SceneManager` | Start, stop, switch, and manage all scenes |
| `game.registry` | `DataManager` | Shared data store across all scenes |
| `game.anims` | `AnimationManager` | Global animation definitions |
| `game.cache` | `CacheManager` | Stores loaded non-texture assets (JSON, XML, etc.) |
| `game.textures` | `TextureManager` | Stores all loaded textures and sprite sheets |
| `game.sound` | `SoundManager` | Global sound playback manager |

```js
// Example: access the registry from any scene
this.game.registry.set('highScore', 9999);

// Example: access the scene manager
this.game.scene.start('MenuScene');
```

## Gotchas and Common Mistakes

1. **scale vs top-level config.** `width`, `height`, `zoom`, and `parent` can be set at the top level or inside `scale`. The `scale` sub-object values take priority. Avoid setting both to prevent confusion.

2. **Phaser.WEBGL has no fallback.** Unlike `AUTO`, using `Phaser.WEBGL` directly will not fall back to Canvas if WebGL is unavailable. The game will fail silently.

3. **parent: null vs parent: undefined.** `undefined` (or omitted) appends the canvas to `document.body`. `null` means Phaser will not add the canvas to the DOM at all -- you must do it yourself.

4. **transparent overrides backgroundColor.** When `transparent: true`, the background color is forced to `rgba(0,0,0,0)` regardless of what you set.

5. **fps.target does not enforce frame rate.** It is advisory only. Use `fps.limit` to actually cap the frame rate. The browser's display refresh rate is always the upper bound.

6. **fps.limit only slows down, never speeds up.** Setting `limit: 120` on a 60Hz display still results in 60 FPS.

7. **DOM Container requires a parent.** Setting `dom.createContainer: true` without providing a `parent` element will not work.

8. **smoothPixelArt is WebGL-only.** It has no effect with the Canvas renderer.

9. **window.FORCE_WEBGL and window.FORCE_CANVAS.** Config.js checks for these globals at the end of parsing and will override the `type` setting. This is intended for development/testing.

10. **Game.destroy() is asynchronous.** It flags the game for destruction on the next frame. Listen for the `DESTROY` event to react to completion. Pass `noReturn: true` only if you will never create another Phaser instance on the same page.

## v4 Changes from v3

- **Default dimensions changed:** Width defaults to `1024` (was `800`), height to `768` (was `600`).
- **EXPAND scale mode added:** `Phaser.Scale.EXPAND` (value `6`) is new -- combines RESIZE visible area behavior with FIT canvas scaling.
- **Loader maxRetries default:** `loader.maxRetries` defaults to `2` (was `0` in early v3).
- **smoothPixelArt option:** New WebGL-only rendering mode that smooths edges between blocky pixels.
- **renderNodes config:** New `render.renderNodes` property for custom WebGL render node registration.
- **skipUnreadyShaders:** New option for parallel shader compilation to prevent stutter.
- **pathDetailThreshold:** New config for Graphics WebGL path point combining.

## Source File Map

| Concept | File |
|---|---|
| Game class / boot sequence | `src/core/Game.js` |
| Config parsing / all defaults | `src/core/Config.js` |
| GameConfig typedef | `src/core/typedefs/GameConfig.js` |
| Renderer constants (AUTO, WEBGL, CANVAS, HEADLESS) | `src/const.js` |
| FPSConfig typedef | `src/core/typedefs/FPSConfig.js` |
| RenderConfig typedef | `src/core/typedefs/RenderConfig.js` |
| ScaleConfig typedef | `src/core/typedefs/ScaleConfig.js` |
| Scale mode constants | `src/scale/const/SCALE_MODE_CONST.js` |
| Center constants | `src/scale/const/CENTER_CONST.js` |
| Zoom constants | `src/scale/const/ZOOM_CONST.js` |
| TimeStep (game loop) | `src/core/TimeStep.js` |
| Renderer creation | `src/core/CreateRenderer.js` |
| ScaleManager | `src/scale/ScaleManager.js` |
| CallbacksConfig typedef | `src/core/typedefs/CallbacksConfig.js` |
| DOMContainerConfig typedef | `src/core/typedefs/DOMContainerConfig.js` |
| InputConfig typedef | `src/core/typedefs/InputConfig.js` |
| LoaderConfig typedef | `src/core/typedefs/LoaderConfig.js` |
| All core typedefs | `src/core/typedefs/` |

Проверка и особенности

Автоматическая проверка источника и файлов

Автоматически сверены публичный репозиторий, лицензия, YAML-заголовок SKILL.md, состав папки и Git-хеш каждого файла. Исполняемые файлы и срабатывания статических правил исключены из этой партии. Ручной аудит всех инструкций и проверка работы не проводились; эта проверка не гарантирует безопасность. Команда закреплена на проверенном коммите.

Интерес к репозиторию оцениваем по звёздам и форкам GitHub. Это показатели всего репозитория, а не числа установок отдельного скилла.

Есть ссылки на внешние инструкции или инструменты: их содержимое и доступность могут изменяться отдельно от скилла.

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Репозиторий и лицензия

phaserjs/phaser
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Это показатели всего репозитория, а не установки скилла. Снимок требует обновления.

Последняя активность GitHub
21.08.2026
Лицензия
MIT
Добавлен в каталог
16.09.2026
Полный текст лицензии
The MIT License (MIT)

Copyright (c) 2026 Richard Davey, Phaser Studio Inc.

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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