mirror of
https://github.com/vcmi/vcmi.git
synced 2025-12-01 23:12:49 +02:00
rework netpacks to avoid double typeinfo
This commit is contained in:
@@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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#include "LobbyClientNetPackVisitors.h"
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#include "lobby/CSelectionBase.h"
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#include "lobby/CLobbyScreen.h"
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@@ -28,123 +29,120 @@
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#include "../lib/NetPacksLobby.h"
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#include "../lib/serializer/Connection.h"
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bool LobbyClientConnected::applyOnLobbyHandler(CServerHandler * handler)
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientConnected & pack)
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{
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result = false;
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// Check if it's LobbyClientConnected for our client
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if(uuid == handler->c->uuid)
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if(pack.uuid == handler.c->uuid)
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{
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handler->c->connectionID = clientId;
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handler.c->connectionID = pack.clientId;
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if(!settings["session"]["headless"].Bool())
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GH.pushIntT<CLobbyScreen>(static_cast<ESelectionScreen>(handler->screenType));
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handler->state = EClientState::LOBBY;
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return true;
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GH.pushIntT<CLobbyScreen>(static_cast<ESelectionScreen>(handler.screenType));
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handler.state = EClientState::LOBBY;
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}
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return false;
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}
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void LobbyClientConnected::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
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{
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if(pack.clientId != pack.c->connectionID)
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{
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result = false;
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return;
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}
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handler.stopServerConnection();
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}
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bool LobbyClientDisconnected::applyOnLobbyHandler(CServerHandler * handler)
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{
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if(clientId != c->connectionID)
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return false;
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handler->stopServerConnection();
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return true;
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}
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void LobbyClientDisconnected::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
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{
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if(GH.listInt.size())
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GH.popInts(1);
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}
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void LobbyChatMessage::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyChatMessage(LobbyChatMessage & pack)
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{
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if(lobby && lobby->card)
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{
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lobby->card->chat->addNewMessage(playerName + ": " + message);
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lobby->card->chat->addNewMessage(pack.playerName + ": " + pack.message);
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lobby->card->setChat(true);
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if(lobby->buttonChat)
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lobby->buttonChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
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}
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}
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void LobbyGuiAction::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyGuiAction(LobbyGuiAction & pack)
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{
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if(!lobby || !handler->isGuest())
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if(!lobby || !handler.isGuest())
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return;
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switch(action)
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switch(pack.action)
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{
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case NO_TAB:
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case LobbyGuiAction::NO_TAB:
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lobby->toggleTab(lobby->curTab);
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break;
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case OPEN_OPTIONS:
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case LobbyGuiAction::OPEN_OPTIONS:
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lobby->toggleTab(lobby->tabOpt);
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break;
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case OPEN_SCENARIO_LIST:
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case LobbyGuiAction::OPEN_SCENARIO_LIST:
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lobby->toggleTab(lobby->tabSel);
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break;
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case OPEN_RANDOM_MAP_OPTIONS:
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case LobbyGuiAction::OPEN_RANDOM_MAP_OPTIONS:
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lobby->toggleTab(lobby->tabRand);
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break;
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}
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}
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bool LobbyEndGame::applyOnLobbyHandler(CServerHandler * handler)
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyEndGame(LobbyEndGame & pack)
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{
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if(handler->state == EClientState::GAMEPLAY)
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if(handler.state == EClientState::GAMEPLAY)
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{
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handler->endGameplay(closeConnection, restart);
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handler.endGameplay(pack.closeConnection, pack.restart);
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}
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if(restart)
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handler->sendStartGame();
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return true;
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if(pack.restart)
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handler.sendStartGame();
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}
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bool LobbyStartGame::applyOnLobbyHandler(CServerHandler * handler)
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
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{
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if(clientId != -1 && clientId != handler->c->connectionID)
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return false;
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handler->state = EClientState::STARTING;
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if(handler->si->mode != StartInfo::LOAD_GAME || clientId == handler->c->connectionID)
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if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
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{
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auto modeBackup = handler->si->mode;
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handler->si = initializedStartInfo;
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handler->si->mode = modeBackup;
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result = false;
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return;
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}
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handler.state = EClientState::STARTING;
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if(handler.si->mode != StartInfo::LOAD_GAME || pack.clientId == handler.c->connectionID)
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{
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auto modeBackup = handler.si->mode;
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handler.si = pack.initializedStartInfo;
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handler.si->mode = modeBackup;
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}
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if(settings["session"]["headless"].Bool())
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handler->startGameplay(initializedGameState);
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return true;
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handler.startGameplay(pack.initializedGameState);
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}
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void LobbyStartGame::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
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{
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if(clientId != -1 && clientId != handler->c->connectionID)
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if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
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return;
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GH.pushIntT<CLoadingScreen>(std::bind(&CServerHandler::startGameplay, handler, initializedGameState));
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GH.pushIntT<CLoadingScreen>(std::bind(&CServerHandler::startGameplay, &handler, pack.initializedGameState));
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}
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bool LobbyUpdateState::applyOnLobbyHandler(CServerHandler * handler)
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
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{
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hostChanged = state.hostClientId != handler->hostClientId;
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static_cast<LobbyState &>(*handler) = state;
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return true;
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pack.hostChanged = pack.state.hostClientId != handler.hostClientId;
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static_cast<LobbyState &>(handler) = pack.state;
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}
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void LobbyUpdateState::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState & pack)
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{
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if(!lobby) //stub: ignore message for game mode
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return;
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if(!lobby->bonusSel && handler->si->campState && handler->state == EClientState::LOBBY_CAMPAIGN)
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if(!lobby->bonusSel && handler.si->campState && handler.state == EClientState::LOBBY_CAMPAIGN)
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{
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lobby->bonusSel = std::make_shared<CBonusSelection>();
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GH.pushInt(lobby->bonusSel);
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@@ -155,15 +153,15 @@ void LobbyUpdateState::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler *
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else
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lobby->updateAfterStateChange();
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if(hostChanged)
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lobby->toggleMode(handler->isHost());
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if(pack.hostChanged)
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lobby->toggleMode(handler.isHost());
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}
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void LobbyShowMessage::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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void ApplyOnLobbyScreenNetPackVisitor::visitLobbyShowMessage(LobbyShowMessage & pack)
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{
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if(!lobby) //stub: ignore message for game mode
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return;
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lobby->buttonStart->block(false);
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handler->showServerError(message);
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handler.showServerError(pack.message);
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}
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