## Summary Migrates 14 ConPVP lobby/tournament gumps from legacy `Gump` to modern `DynamicGump`/`StaticGump<T>`. Layouts move into `BuildLayout(ref DynamicGumpBuilder)`, constructors become private, and validation moves into static `DisplayTo` entry points (empty-gump rule). **Per-gump base type decisions:** - `BeginGump` → `StaticGump<BeginGump>`: layout is fully fixed (no dynamic content). All other gumps below are `DynamicGump` because they bake dynamic player names, guild abbreviations, ruleset titles, arena names, tournament participant names, ladder rankings, or per-instance rule modifications. Per the cliloc/dynamic-text rule, dynamic content forces `DynamicGump`. - `ReadyGump`, `ReadyUpGump` → `DynamicGump` (per-instance participant rosters). - `AcceptDuelGump`, `AcceptTeamGump`, `ConfirmSignupGump` → `DynamicGump` (challenger/registrar/team names, dynamic rule modifications). - `PickRulesetGump`, `RulesetGump` → `DynamicGump` (ruleset titles and option labels per instance). - `ParticipantGump`, `DuelContextGump` → `DynamicGump` (player rosters/team labels). - `LadderGump` → `DynamicGump` (ladder entries: ranks, levels, guild abbrs, names, wins/losses). - `ArenaGump` → `DynamicGump` (arena names with active player names). - `PreferencesGump` → `DynamicGump` (arena name list). - `TournamentBracketGump` (~1k LOC) → `DynamicGump`. The whole gump is one type-switched view that re-renders on every button press across `Index`, `Rules_Info`, `Participant_List`, `Participant_Info`, `Round_List`, `Round_Info`, `Match_Info`, `Player_Info`. All branches bake per-instance content. **Refresh-via-this conversions (the big perf wins):** - `LadderGump`: page +/- now mutates `_page` and calls `from.SendGump(this)` instead of allocating a new `LadderGump`. - `PickRulesetGump`: ruleset apply / flavor toggle now refreshes via `this`. - `ParticipantGump`: increase/decrease team size, remove player, target failure all refresh via `this`. - `DuelContextGump`: failed-start and add-participant refresh via `this`. - `ConfirmSignupGump`: every signup-validation rejection branch in `OnResponse` and every `AddPlayer_OnTarget` rejection branch refreshes via `this` (was allocating a new gump per branch). - `TournamentBracketGump`: every navigation button (back/forward, type change, page change, drill-down) mutates `_type`/`_object`/`_list`/`_page` and refreshes via `this`. Previously each click allocated a new 1k LOC gump. All gumps are `Singleton`, use private constructors with static `DisplayTo` entry points that null-check `NetState` before allocation. External callers in `DuelContext`, `TournamentBracketItem`, `TournamentController`, `TournamentSignupItem`, and the cross-references between `AcceptDuelGump`/`ParticipantGump`/`AcceptTeamGump`/`ConfirmSignupGump` are all updated to use `DisplayTo`. Legacy `m_X` fields renamed to `_x` per coding standards.
241 lines
6.1 KiB
C#
241 lines
6.1 KiB
C#
using System.Collections;
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using Server.Gumps;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Engines.ConPVP;
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public class ReadyUpGump : DynamicGump
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{
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private readonly DuelContext _context;
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public override bool Singleton => true;
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private ReadyUpGump(DuelContext context) : base(50, 50) => _context = context;
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public static void DisplayTo(Mobile from, DuelContext context)
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{
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if (from?.NetState == null || context == null)
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{
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return;
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}
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from.SendGump(new ReadyUpGump(context), true);
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}
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protected override void BuildLayout(ref DynamicGumpBuilder builder)
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{
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builder.SetNoClose();
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builder.AddPage();
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if (_context.Rematch)
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{
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var height = 25 + 20 + 10 + 22 + 25;
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builder.AddBackground(0, 0, 210, height, 9250);
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builder.AddBackground(10, 10, 190, height - 20, 0xDAC);
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builder.AddHtml(35, 25, 140, 20, "Rematch?".Center());
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builder.AddButton(35, 55, 247, 248, 1);
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builder.AddButton(115, 55, 242, 241, 2);
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}
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else
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{
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builder.AddPage(1);
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var parts = _context.Participants;
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var height = 25 + 20;
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for (var i = 0; i < parts.Count; ++i)
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{
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var p = parts[i];
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height += 4;
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if (p.Players.Length > 1)
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{
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height += 22;
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}
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height += p.Players.Length * 22;
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}
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height += 10 + 22 + 25;
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builder.AddBackground(0, 0, 260, height, 9250);
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builder.AddBackground(10, 10, 240, height - 20, 0xDAC);
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builder.AddHtml(35, 25, 190, 20, "Participants".Center());
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var y = 20 + 25;
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for (var i = 0; i < parts.Count; ++i)
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{
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var p = parts[i];
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y += 4;
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var offset = 0;
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if (p.Players.Length > 1)
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{
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builder.AddHtml(35, y, 176, 20, $"Team #{i + 1}");
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y += 22;
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offset = 10;
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}
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for (var j = 0; j < p.Players.Length; ++j)
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{
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var pl = p.Players[j];
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var name = pl == null ? "(Empty)" : pl.Mobile.Name;
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builder.AddHtml(35 + offset, y, 166, 20, name);
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y += 22;
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}
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}
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y += 8;
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builder.AddHtml(35, y, 176, 20, "Continue?");
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y -= 2;
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builder.AddButton(102, y, 247, 248, 0, GumpButtonType.Page, 2);
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builder.AddButton(169, y, 242, 241, 2);
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builder.AddPage(2);
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var ruleset = _context.Ruleset;
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var basedef = ruleset.Base;
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height = 25 + 20 + 5 + 20 + 20 + 4;
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var changes = 0;
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BitArray defs;
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if (ruleset.Flavors.Count > 0)
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{
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defs = new BitArray(basedef.Options);
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for (var i = 0; i < ruleset.Flavors.Count; ++i)
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{
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defs.Or(ruleset.Flavors[i].Options);
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}
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height += ruleset.Flavors.Count * 18;
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}
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else
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{
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defs = basedef.Options;
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}
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var opts = ruleset.Options;
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for (var i = 0; i < opts.Length; ++i)
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{
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if (defs[i] != opts[i])
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{
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++changes;
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}
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}
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height += changes * 22;
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height += 10 + 22 + 25;
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builder.AddBackground(0, 0, 260, height, 9250);
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builder.AddBackground(10, 10, 240, height - 20, 0xDAC);
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builder.AddHtml(35, 25, 190, 20, "Rules".Center());
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builder.AddHtml(35, 50, 190, 20, $"Set: {basedef.Title}");
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y = 70;
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for (var i = 0; i < ruleset.Flavors.Count; ++i, y += 18)
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{
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builder.AddHtml(35, y, 190, 20, $" + {ruleset.Flavors[i].Title}");
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}
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y += 4;
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if (changes > 0)
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{
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builder.AddHtml(35, y, 190, 20, "Modifications:");
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y += 20;
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for (var i = 0; i < opts.Length; ++i)
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{
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if (defs[i] != opts[i])
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{
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var name = ruleset.Layout.FindByIndex(i);
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if (name != null) // sanity
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{
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builder.AddImage(35, y, opts[i] ? 0xD3 : 0xD2);
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builder.AddHtml(60, y, 165, 22, name);
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}
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y += 22;
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}
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}
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}
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else
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{
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builder.AddHtml(35, y, 190, 20, "Modifications: None");
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y += 20;
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}
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y += 8;
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builder.AddHtml(35, y, 176, 20, "Continue?");
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y -= 2;
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builder.AddButton(102, y, 247, 248, 1);
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builder.AddButton(169, y, 242, 241, 3);
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}
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}
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private static string Center(string text) => $"<CENTER>{text}</CENTER>";
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public override void OnResponse(NetState sender, in RelayInfo info)
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{
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if (!_context.Registered || !_context.ReadyWait)
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{
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return;
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}
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var from = sender.Mobile;
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switch (info.ButtonID)
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{
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case 1: // okay
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{
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if (from is not PlayerMobile pm)
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{
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break;
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}
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pm.DuelPlayer.Ready = true;
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_context.SendReadyGump();
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break;
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}
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case 2: // reject participants
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{
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_context.RejectReady(from, "participants");
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break;
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}
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case 3: // reject rules
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{
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_context.RejectReady(from, "rules");
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break;
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}
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}
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}
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}
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