fix: Simplifies server list (#797)
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7c18997965
commit
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1 changed files with 48 additions and 64 deletions
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@ -1,6 +1,4 @@
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using System;
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using System;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Net;
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using System.Net.NetworkInformation;
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using System.Net.NetworkInformation;
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using System.Net.Sockets;
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using System.Net.Sockets;
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@ -8,39 +6,33 @@ using Server.Logging;
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namespace Server.Misc
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namespace Server.Misc
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{
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{
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/*
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* The default settings are configured to automatically detect your external IP address.
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*
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* If your public IP address cannot be determined then set your IP address in modernuo.json, for example:
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* "serverListing.address": "1.2.3.4"
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*
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* If you do not plan on allowing clients outside of your LAN to connect, then set the following in modernuo.json
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* "serverListing.address": null,
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* "serverListing.autoDetect": false
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*
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* If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
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* forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
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* involves configuration of the router through your web browser.
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*
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* ServerList will direct connecting clients depending on both the address they are connecting from and the address and
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* port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
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* will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
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* will be directed to whichever address and port they initially connected to. This allows multi-homed servers to function
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* properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
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* locally private address, the server will direct the client to either the automatically detected IP address or the
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* manually entered IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
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*/
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public static class ServerList
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public static class ServerList
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{
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(ServerList));
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(ServerList));
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private static IPAddress m_PublicAddress;
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private static IPAddress _publicAddress;
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/*
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* The default setting for Address, a value of 'null', will use your local IP address. If all of your local IP addresses
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* are private network addresses and AutoDetect is 'true' then RunUO will attempt to discover your public IP address
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* for you automatically.
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*
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* If you do not plan on allowing clients outside of your LAN to connect, you can set AutoDetect to 'false' and leave
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* Address set to 'null'.
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*
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* If your public IP address cannot be determined, you must change the value of Address to your public IP address
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* manually to allow clients outside of your LAN to connect to your server. Address can be either an IP address or
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* a hostname that will be resolved when RunUO starts.
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*
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* If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
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* forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
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* involves configuration of the router through your web browser.
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*
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* ServerList will direct connecting clients depending on both the address they are connecting from and the address and
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* port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
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* will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
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* will be directed to whichever address and port they initially connected to. This allows multihomed servers to function
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* properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
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* locally private address, the server will direct the client to either the AutoDetected IP address or the manually entered
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* IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
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*
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* If you would like to listen on additional ports (i.e. 22, 23, 80, for clients behind highly restrictive egress
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* firewalls) or specific IP addresses you can do so by modifying the file SocketOptions.cs found in this directory.
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*/
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public static string Address { get; private set; }
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public static string Address { get; private set; }
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public static string ServerName { get; private set; }
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public static string ServerName { get; private set; }
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@ -64,7 +56,7 @@ namespace Server.Misc
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}
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}
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else
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else
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{
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{
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Resolve(Address, out m_PublicAddress);
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Resolve(Address, out _publicAddress);
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}
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}
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EventSink.ServerList += EventSink_ServerList;
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EventSink.ServerList += EventSink_ServerList;
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@ -84,9 +76,9 @@ namespace Server.Misc
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if (IsPrivateNetwork(localAddress))
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if (IsPrivateNetwork(localAddress))
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{
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{
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ipep = (IPEndPoint)ns.Connection.RemoteEndPoint;
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ipep = (IPEndPoint)ns.Connection.RemoteEndPoint;
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if (!IsPrivateNetwork(ipep.Address) && m_PublicAddress != null)
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if (!IsPrivateNetwork(ipep.Address) && _publicAddress != null)
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{
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{
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localAddress = m_PublicAddress;
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localAddress = _publicAddress;
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}
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}
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}
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}
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@ -103,11 +95,11 @@ namespace Server.Misc
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{
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{
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if (!HasPublicIPAddress())
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if (!HasPublicIPAddress())
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{
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{
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m_PublicAddress = FindPublicAddress();
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_publicAddress = FindPublicAddress();
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if (m_PublicAddress != null)
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if (_publicAddress != null)
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{
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{
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logger.Information("Auto-detected public IP address ({0})", m_PublicAddress);
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logger.Information("Auto-detected public IP address ({0})", _publicAddress);
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}
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}
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else
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else
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{
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{
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@ -138,16 +130,23 @@ namespace Server.Misc
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}
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}
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}
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}
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private static bool HasPublicIPAddress() =>
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private static bool HasPublicIPAddress()
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NetworkInterface.GetAllNetworkInterfaces()
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{
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.Select(adapter => adapter.GetIPProperties())
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foreach (var adapter in NetworkInterface.GetAllNetworkInterfaces())
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.Any(
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{
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properties => properties.UnicastAddresses.Select(unicast => unicast.Address)
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foreach (var unicast in adapter.GetIPProperties().UnicastAddresses)
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.Any(
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{
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ip => !IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 &&
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var ip = unicast.Address;
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!IsPrivateNetwork(ip)
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if (!IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 &&
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)
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!IsPrivateNetwork(ip))
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);
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{
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return true;
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}
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}
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}
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return false;
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}
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// 10.0.0.0/8
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// 10.0.0.0/8
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// 172.16.0.0/12
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// 172.16.0.0/12
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@ -166,23 +165,8 @@ namespace Server.Misc
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{
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{
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try
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try
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{
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{
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var req = WebRequest.Create("https://api.ipify.org");
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using WebClient wc = new WebClient();
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return IPAddress.Parse(wc.DownloadString("https://api.ipify.org"));
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req.Timeout = 15000;
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var res = req.GetResponse();
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var s = res.GetResponseStream();
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var sr = new StreamReader(s);
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var ip = IPAddress.Parse(sr.ReadLine() ?? "");
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sr.Close();
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s.Close();
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res.Close();
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return ip;
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}
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}
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catch
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catch
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{
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{
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