* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
210 lines
5.8 KiB
C#
210 lines
5.8 KiB
C#
using System;
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namespace Server.Misc
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{
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public delegate void DoEffect_Callback(Point3D p, Map map);
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public static class Geometry
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{
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public static void Swap<T>(ref T a, ref T b)
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{
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T temp = a;
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a = b;
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b = temp;
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}
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public static double RadiansToDegrees(double angle) => angle * (180.0 / Math.PI);
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public static double DegreesToRadians(double angle) => angle * (Math.PI / 180.0);
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public static Point2D ArcPoint(Point3D loc, int radius, int angle)
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{
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if (angle < 0)
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angle = 0;
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if (angle > 90)
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angle = 90;
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int sideA = (int)Math.Round(radius * Math.Sin(DegreesToRadians(angle)));
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int sideB = (int)Math.Round(radius * Math.Cos(DegreesToRadians(angle)));
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return new Point2D(loc.X - sideB, loc.Y - sideA);
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}
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public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart = 0, int angleEnd = 360)
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{
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if (angleStart < 0 || angleStart > 360)
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angleStart = 0;
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if (angleEnd > 360 || angleEnd < 0)
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angleEnd = 360;
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if (angleStart == angleEnd)
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return;
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bool opposite = angleStart > angleEnd;
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int startQuadrant = angleStart / 90;
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int endQuadrant = angleEnd / 90;
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Point2D start = ArcPoint(loc, radius, angleStart % 90);
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Point2D end = ArcPoint(loc, radius, angleEnd % 90);
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if (opposite)
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{
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Swap(ref start, ref end);
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Swap(ref startQuadrant, ref endQuadrant);
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}
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CirclePoint startPoint = new CirclePoint(start, angleStart, startQuadrant);
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CirclePoint endPoint = new CirclePoint(end, angleEnd, endQuadrant);
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int error = -radius;
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int x = radius;
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int y = 0;
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while (x > y)
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{
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plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
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plot4points(loc, map, y, x, startPoint, endPoint, effect, opposite);
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error += y * 2 + 1;
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++y;
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if (error >= 0)
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{
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--x;
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error -= x * 2;
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}
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}
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plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
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}
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public static void plot4points(Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end,
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DoEffect_Callback effect, bool opposite)
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{
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Point2D pointA = new Point2D(loc.X - x, loc.Y - y);
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Point2D pointB = new Point2D(loc.X - y, loc.Y - x);
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int quadrant = 2;
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if (x == 0 && start.Quadrant == 3)
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quadrant = 3;
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if (WithinCircleBounds(quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite))
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effect(new Point3D(loc.X + x, loc.Y + y, loc.Z), map);
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quadrant = 3;
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if (y == 0 && start.Quadrant == 0)
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quadrant = 0;
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if (x != 0 && WithinCircleBounds(quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite))
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effect(new Point3D(loc.X - x, loc.Y + y, loc.Z), map);
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if (y != 0 && WithinCircleBounds(pointB, 1, loc, start, end, opposite))
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effect(new Point3D(loc.X + x, loc.Y - y, loc.Z), map);
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if (x != 0 && y != 0 && WithinCircleBounds(pointA, 0, loc, start, end, opposite))
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effect(new Point3D(loc.X - x, loc.Y - y, loc.Z), map);
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}
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public static bool WithinCircleBounds(Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start,
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CirclePoint end, bool opposite)
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{
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if (start.Angle == 0 && end.Angle == 360)
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return true;
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int startX = start.Point.X;
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int startY = start.Point.Y;
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int endX = end.Point.X;
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int endY = end.Point.Y;
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int x = pointLoc.X;
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int y = pointLoc.Y;
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if (pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant)
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return opposite;
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if (pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant)
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return !opposite;
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bool withinBounds = true;
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if (start.Quadrant == end.Quadrant)
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{
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if (startX == endX && (x > startX || y > startY || y < endY))
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withinBounds = false;
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else if (startY == endY && (y < startY || x < startX || x > endX))
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withinBounds = false;
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else if (x < startX || x > endX || y > startY || y < endY)
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withinBounds = false;
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}
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else if (pointQuadrant == start.Quadrant && (x < startX || y > startY))
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withinBounds = false;
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else if (pointQuadrant == end.Quadrant && (x > endX || y < endY))
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withinBounds = false;
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return opposite ? !withinBounds : withinBounds;
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}
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public static void Line2D(Point3D start, Point3D end, Map map, DoEffect_Callback effect)
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{
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bool steep = Math.Abs(end.Y - start.Y) > Math.Abs(end.X - start.X);
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int x0 = start.X;
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int x1 = end.X;
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int y0 = start.Y;
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int y1 = end.Y;
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if (steep)
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{
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Swap(ref x0, ref y0);
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Swap(ref x1, ref y1);
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}
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if (x0 > x1)
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{
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Swap(ref x0, ref x1);
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Swap(ref y0, ref y1);
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}
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int deltax = x1 - x0;
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int deltay = Math.Abs(y1 - y0);
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int error = deltax / 2;
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int ystep = y0 < y1 ? 1 : -1;
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int y = y0;
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for (int x = x0; x <= x1; x++)
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{
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if (steep)
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effect(new Point3D(y, x, start.Z), map);
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else
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effect(new Point3D(x, y, start.Z), map);
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error -= deltay;
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if (error < 0)
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{
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y += ystep;
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error += deltax;
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}
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}
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}
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public class CirclePoint
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{
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public CirclePoint(Point2D point, int angle, int quadrant)
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{
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Point = point;
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Angle = angle;
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Quadrant = quadrant;
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}
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public Point2D Point{ get; }
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public int Angle{ get; }
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public int Quadrant{ get; }
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}
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}
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}
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