Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
234
OpenRA.Game/GameInformation.cs
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234
OpenRA.Game/GameInformation.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Frozen;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Network;
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using OpenRA.Primitives;
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namespace OpenRA
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{
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public class GameInformation
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{
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[FluentReference("name", "number")]
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const string EnumeratedBotName = "enumerated-bot-name";
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public string Mod;
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public string Version;
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public string MapUid;
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public string MapTitle;
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public int FinalGameTick;
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/// <summary>Game start timestamp (when the recoding started).</summary>
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public DateTime StartTimeUtc;
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/// <summary>Game end timestamp (when the recoding stopped).</summary>
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public DateTime EndTimeUtc;
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/// <summary>Gets the game's duration, from the time the game started until the replay recording stopped.</summary>
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public TimeSpan Duration => EndTimeUtc > StartTimeUtc ? EndTimeUtc - StartTimeUtc : TimeSpan.Zero;
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public IList<Player> Players { get; }
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public FrozenSet<int> DisabledSpawnPoints = FrozenSet<int>.Empty;
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public IEnumerable<Player> HumanPlayers { get { return Players.Where(p => p.IsHuman); } }
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public bool IsSinglePlayer => HumanPlayers.Count() == 1;
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[FieldLoader.Ignore]
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public MapGenerationArgs MapGenerationArgs;
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readonly Dictionary<OpenRA.Player, Player> playersByRuntime;
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public GameInformation()
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{
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Players = [];
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playersByRuntime = [];
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}
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public MapPreview GetMapPreview(ModData modData)
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{
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var preview = modData.MapCache[MapUid];
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if (preview.Status != MapStatus.Available && MapGenerationArgs != null)
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modData.MapCache.GenerateMap(modData, MapGenerationArgs);
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return preview;
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}
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public static GameInformation Deserialize(string data, string path)
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{
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try
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{
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var info = new GameInformation();
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var nodes = MiniYaml.FromString(data, path);
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foreach (var node in nodes)
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{
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var keyParts = node.Key.Split('@');
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switch (keyParts[0])
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{
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case "Root":
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FieldLoader.Load(info, node.Value);
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break;
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case "Player":
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info.Players.Add(FieldLoader.Load<Player>(node.Value));
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break;
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case "MapGenerationArgs":
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info.MapGenerationArgs = FieldLoader.Load<MapGenerationArgs>(node.Value);
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break;
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}
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}
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return info;
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}
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catch (YamlException)
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{
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Log.Write("debug", $"GameInformation deserialized invalid MiniYaml:\n{data}");
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throw;
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}
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}
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public string Serialize()
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{
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var nodes = new List<MiniYamlNode>
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{
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new("Root", FieldSaver.Save(this))
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};
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for (var i = 0; i < Players.Count; i++)
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nodes.Add(new MiniYamlNode($"Player@{i}", FieldSaver.Save(Players[i])));
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if (MapGenerationArgs != null)
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nodes.Add(new MiniYamlNode("MapGenerationArgs", new MiniYaml("", MiniYaml.FromString(MapGenerationArgs.Serialize(), "MapGenerationArgs"))));
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return nodes.WriteToString();
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}
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/// <summary>Adds the player information at start-up.</summary>
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public void AddPlayer(OpenRA.Player runtimePlayer, Session lobbyInfo)
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{
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ArgumentNullException.ThrowIfNull(runtimePlayer);
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ArgumentNullException.ThrowIfNull(lobbyInfo);
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// We don't care about spectators and map players
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if (runtimePlayer.NonCombatant || !runtimePlayer.Playable)
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return;
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// Find the lobby client that created the runtime player
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var client = lobbyInfo.ClientWithIndex(runtimePlayer.ClientIndex);
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if (client == null)
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return;
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var player = new Player
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{
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ClientIndex = runtimePlayer.ClientIndex,
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Name = runtimePlayer.PlayerName,
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IsHuman = !runtimePlayer.IsBot,
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IsBot = runtimePlayer.IsBot,
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BotType = runtimePlayer.BotType,
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FactionName = runtimePlayer.Faction.Name,
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FactionId = runtimePlayer.Faction.InternalName,
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DisplayFactionName = runtimePlayer.DisplayFaction.Name,
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DisplayFactionId = runtimePlayer.DisplayFaction.InternalName,
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Color = OpenRA.Player.GetColor(runtimePlayer),
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Team = client.Team,
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Handicap = client.Handicap,
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SpawnPoint = runtimePlayer.SpawnPoint,
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IsRandomFaction = runtimePlayer.Faction.InternalName != client.Faction,
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IsRandomSpawnPoint = runtimePlayer.DisplaySpawnPoint == 0,
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Fingerprint = client.Fingerprint
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};
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playersByRuntime.Add(runtimePlayer, player);
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Players.Add(player);
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}
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/// <summary>Gets the player information for the specified runtime player instance.</summary>
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public Player GetPlayer(OpenRA.Player runtimePlayer)
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{
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playersByRuntime.TryGetValue(runtimePlayer, out var player);
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return player;
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}
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public string ResolvedPlayerName(Player player)
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{
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if (player.IsBot)
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{
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var number = Players.Where(p => p.BotType == player.BotType).ToList().IndexOf(player) + 1;
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return FluentProvider.GetMessage(EnumeratedBotName,
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"name", FluentProvider.GetMessage(player.Name),
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"number", number);
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}
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return player.Name;
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}
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public class Player
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{
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#region Start-up information
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public int ClientIndex;
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/// <summary>The player name, not guaranteed to be unique.</summary>
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public string Name;
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public bool IsHuman;
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public bool IsBot;
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public string BotType;
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/// <summary>The faction's display name.</summary>
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public string FactionName;
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/// <summary>The faction ID, a.k.a. the faction's internal name.</summary>
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public string FactionId;
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public Color Color;
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/// <summary>The faction (including Random, etc.) that was selected in the lobby.</summary>
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public string DisplayFactionName;
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public string DisplayFactionId;
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/// <summary>The team ID on start-up, or 0 if the player is not part of a team.</summary>
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public int Team;
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public int SpawnPoint;
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public int Handicap;
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/// <summary>True if the faction was chosen at random; otherwise, false.</summary>
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public bool IsRandomFaction;
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/// <summary>True if the spawn point was chosen at random; otherwise, false.</summary>
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public bool IsRandomSpawnPoint;
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/// <summary>Player authentication fingerprint for the OpenRA forum.</summary>
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public string Fingerprint;
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#endregion
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#region
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/// <summary>The game outcome for this player.</summary>
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public WinState Outcome;
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/// <summary>The time when this player won or lost the game.</summary>
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public DateTime OutcomeTimestampUtc;
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/// <summary>The frame at which this player disconnected.</summary>
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public int DisconnectFrame;
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#endregion
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}
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}
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}
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