## Feature Flag System A runtime feature flag system for dynamically enabling/disabling game systems and blocking specific game elements without server restarts. ### Overview Two types of controls: 1. Feature Flags - Named boolean flags that gate entire systems (trading, PvP, vendors, housing, etc.) 2. Dynamic Blocks - Block specific gumps, items, skills, or spells by type All changes are persisted to JSON, broadcast to online staff, and bypass-able by administrators. ### Predefined Flags ``` ┌─────────────────┬──────────┬─────────────────────────────────────┐ │ Flag │ Category │ Description │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ player_trading │ Economy │ Allow secure trades between players │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ vendor_purchase │ Economy │ Allow purchasing from NPC vendors │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ vendor_sell │ Economy │ Allow selling to NPC vendors │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ player_vendors │ Economy │ Allow player vendor interactions │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ bank_access │ Economy │ Allow bank box access │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ house_placement │ Housing │ Allow new house placements │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ boat_placement │ Housing │ Allow new boat placements │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ bulk_orders │ Crafting │ Allow bulk order deeds │ ├─────────────────┼──────────┼─────────────────────────────────────┤ │ pvp_combat │ Combat │ Allow player vs player combat │ └─────────────────┴──────────┴─────────────────────────────────────┘ ``` ### Commands #### Feature Flags ``` ┌────────────────────────────────────────────────────┬───────────────────────┐ │ Command │ Description │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> on|off|toggle|info │ Manage a feature flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FF <key> on|off │ Shorthand alias │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> create <category> <desc> │ Create a custom flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureFlag <key> delete │ Delete a custom flag │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureList [flags|gumps|items|skills|spells|all] │ List all flags/blocks │ ├────────────────────────────────────────────────────┼───────────────────────┤ │ [FeatureAdmin │ Open the admin gump │ └────────────────────────────────────────────────────┴───────────────────────┘ ``` #### Gump Blocks ``` ┌────────────────────────────────┬──────────────────────────────────────────────────────┐ │ Command │ Description │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [BlockGump <typeName> [reason] │ Block a gump type from displaying │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [UnblockGump <typeName> │ Remove a gump block │ ├────────────────────────────────┼──────────────────────────────────────────────────────┤ │ [ListGumps [self] │ List open gumps on a player (for finding type names) │ └────────────────────────────────┴──────────────────────────────────────────────────────┘ ``` #### Item Blocks ``` ┌────────────────────────────────────────────────┬───────────────────────────────┐ │ Command │ Description │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemUse <typeName|target> [reason] │ Block item use │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemEquip <typeName|target> [reason] │ Block item equipping │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [BlockItemContainer <typeName|target> [reason] │ Block container access │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemUse <typeName> │ Remove use block │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemEquip <typeName> │ Remove equip block │ ├────────────────────────────────────────────────┼───────────────────────────────┤ │ [UnblockItemContainer <typeName> │ Remove container access block │ └────────────────────────────────────────────────┴───────────────────────────────┘ ``` Item block commands create an entry if one doesn't exist, or flip the relevant flag on an existing entry. Unblock commands only clear their specific flag -- the entry is removed when all flags (use/equip/container) are off. #### Skill & Spell Blocks ``` ┌──────────────────────────────────────┬──────────────────────┐ │ Command │ Description │ ├──────────────────────────────────────┼──────────────────────┤ │ [BlockSkill <SkillName> [reason] │ Block a skill │ ├──────────────────────────────────────┼──────────────────────┤ │ [UnblockSkill <SkillName> │ Remove a skill block │ ├──────────────────────────────────────┼──────────────────────┤ │ [BlockSpell <SpellTypeName> [reason] │ Block a spell │ ├──────────────────────────────────────┼──────────────────────┤ │ [UnblockSpell <SpellTypeName> │ Remove a spell block │ └──────────────────────────────────────┴──────────────────────┘ ``` ### Architecture - Static bool classes for hot-path checks (no dictionary lookups): ServerFeatureFlags (Server project) and ContentFeatureFlags (UOContent) - Synced automatically by FeatureFlagManager.SyncStaticFlag() when flags change - Predefined flags loaded from Distribution/Configuration/FeatureFlags/default-flags.json - Runtime state persisted to Configuration/FeatureFlags/*.json (flags, gump-blocks, item-blocks, skill-blocks, spell-blocks) - Admin gump with tabbed UI for managing all block types, per-entry PropertiesGump editing, and pagination - All staff at AccessLevel.GameMaster+ bypass dynamic blocks; AccessLevel.Administrator+ bypass feature flags ### Hook Points Hook: Player trading Location: Mobile.OpenTrade Mechanism: ServerFeatureFlags.PlayerTrading ──────────────────────────────────────── Hook: PvP combat Location: Mobile.CanBeHarmful Mechanism: ServerFeatureFlags.PvPCombat ──────────────────────────────────────── Hook: Bank access Location: BankBox.Open() Mechanism: ServerFeatureFlags.BankAccess ──────────────────────────────────────── Hook: Vendor buy/sell Location: BaseVendor Mechanism: ContentFeatureFlags.VendorPurchase/Sell ──────────────────────────────────────── Hook: Player vendors Location: PlayerVendor Mechanism: ContentFeatureFlags.PlayerVendors ──────────────────────────────────────── Hook: House placement Location: HousePlacement.Check() Mechanism: ContentFeatureFlags.HousePlacement (returns BadRegionTemp) ──────────────────────────────────────── Hook: Boat placement Location: BaseBoatDeed.OnDoubleClick/OnPlacement Mechanism: ContentFeatureFlags.BoatPlacement ──────────────────────────────────────── Hook: Bulk orders Location: SmallBOD/LargeBOD Mechanism: ContentFeatureFlags.BulkOrders ──────────────────────────────────────── Hook: Gump display Location: GumpSystem.SendGump Mechanism: FeatureFlagManager.IsGumpBlocked ──────────────────────────────────────── Hook: Item use Location: PlayerMobile.AllowItemUse Mechanism: FeatureFlagManager.IsItemUseBlocked ──────────────────────────────────────── Hook: Item equip Location: PlayerMobile.CheckEquip Mechanism: FeatureFlagManager.IsItemEquipBlocked ──────────────────────────────────────── Hook: Container access Location: BaseContainer.DisplayTo Mechanism: FeatureFlagManager.IsContainerAccessBlocked ──────────────────────────────────────── Hook: Skill use Location: PlayerMobile.AllowSkillUse Mechanism: FeatureFlagManager.IsSkillBlocked ──────────────────────────────────────── Hook: Spell casting Location: Spell.Cast / Spellbook.CastSpellRequest Mechanism: FeatureFlagManager.IsSpellBlocked
181 lines
4.6 KiB
C#
181 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Server.Spells
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{
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public static class SpellRegistry
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{
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private static readonly Type[] m_Types = new Type[700];
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private static int m_Count;
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private static readonly Dictionary<Type, int> m_IDsFromTypes = new(m_Types.Length);
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private static readonly object[] m_Params = new object[2];
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private static readonly string[] m_CircleNames =
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{
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"First",
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"Second",
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"Third",
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"Fourth",
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"Fifth",
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"Sixth",
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"Seventh",
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"Eighth",
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"Necromancy",
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"Chivalry",
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"Bushido",
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"Ninjitsu",
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"Spellweaving"
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};
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public static Type[] Types
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{
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get
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{
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m_Count = -1;
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return m_Types;
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}
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}
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// What IS this used for anyways.
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public static int Count
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{
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get
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{
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if (m_Count == -1)
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{
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m_Count = 0;
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for (var i = 0; i < m_Types.Length; ++i)
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{
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if (m_Types[i] != null)
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{
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++m_Count;
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}
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}
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}
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return m_Count;
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}
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}
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public static Dictionary<int, SpecialMove> SpecialMoves { get; } = new();
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public static int GetRegistryNumber(ISpell s) => GetRegistryNumber(s.GetType());
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public static int GetRegistryNumber(SpecialMove s) => GetRegistryNumber(s.GetType());
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public static int GetRegistryNumber(Type type) => m_IDsFromTypes.GetValueOrDefault(type, -1);
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public static void Register(int spellID, Type type)
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{
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if (spellID < 0 || spellID >= m_Types.Length)
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{
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return;
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}
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if (m_Types[spellID] == null)
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{
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++m_Count;
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}
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m_Types[spellID] = type;
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m_IDsFromTypes.TryAdd(type, spellID);
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if (type.IsSubclassOf(typeof(SpecialMove)))
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{
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SpecialMove spm = null;
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try
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{
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spm = type.CreateInstance<SpecialMove>();
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}
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catch
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{
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// ignored
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}
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if (spm != null)
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{
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SpecialMoves.Add(spellID, spm);
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}
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}
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}
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public static SpecialMove GetSpecialMove(int spellID)
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{
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if (spellID < 0 || spellID >= m_Types.Length)
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{
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return null;
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}
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var t = m_Types[spellID];
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if (t?.IsSubclassOf(typeof(SpecialMove)) != true)
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{
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return null;
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}
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SpecialMoves.TryGetValue(spellID, out var move);
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return move;
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}
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public static Spell NewSpell(int spellID, Mobile caster, Item scroll)
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{
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if (spellID < 0 || spellID >= m_Types.Length)
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{
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return null;
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}
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var t = m_Types[spellID];
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if (t?.IsSubclassOf(typeof(SpecialMove)) == false)
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{
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m_Params[0] = caster;
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m_Params[1] = scroll;
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try
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{
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return t.CreateInstance<Spell>(m_Params);
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}
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catch
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{
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// ignored
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}
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}
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return null;
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}
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public static Spell NewSpell(string name, Mobile caster, Item scroll)
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{
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name = name.RemoveOrdinal(" ");
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for (var i = 0; i < m_CircleNames.Length; ++i)
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{
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var t = name.InsensitiveEndsWith("spell") ?
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AssemblyHandler.FindTypeByFullName($"Server.Spells.{m_CircleNames[i]}.{name}") :
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AssemblyHandler.FindTypeByFullName($"Server.Spells.{m_CircleNames[i]}.{name}Spell");
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if (t?.IsSubclassOf(typeof(SpecialMove)) == false)
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{
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m_Params[0] = caster;
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m_Params[1] = scroll;
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try
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{
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return t.CreateInstance<Spell>(m_Params);
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}
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catch
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{
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// ignored
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}
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}
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}
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return null;
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}
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}
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}
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