Predict doors and airlocks (#25419)
* predict doors and airlocks * prying, too * ack * eek
This commit is contained in:
@@ -1,49 +1,22 @@
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using Content.Server.Access;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Database;
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using Content.Server.Power.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Prying.Components;
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using Content.Shared.Prying.Systems;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Doors.Systems;
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public sealed class DoorSystem : SharedDoorSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly DoorBoltSystem _bolts = default!;
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, WeldableAttemptEvent>(OnWeldAttempt);
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SubscribeLocalEvent<DoorComponent, WeldableChangedEvent>(OnWeldChanged);
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SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<DoorComponent, PriedEvent>(OnAfterPry);
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}
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protected override void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
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{
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// TODO once access permissions are shared, move this back to shared.
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if (args.Handled || !door.ClickOpen)
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return;
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if (!TryToggleDoor(uid, door, args.User))
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_pryingSystem.TryPry(uid, args.User, out _);
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args.Handled = true;
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SubscribeLocalEvent<DoorBoltComponent, PowerChangedEvent>(OnBoltPowerChanged);
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}
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protected override void SetCollidable(
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@@ -65,144 +38,16 @@ public sealed class DoorSystem : SharedDoorSystem
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base.SetCollidable(uid, collidable, door, physics, occluder);
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}
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// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
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//
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// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
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// play their audio locally. Playing it server-side causes an odd delay, while in shared it causes double-audio.
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//
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// But if we just do that, then if a door is closed prematurely as the result of an interaction (i.e., using "E" on
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// an open door), then the audio would only be played for the client performing the interaction.
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//
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// So we do this:
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// - Play audio client-side IF the closing is being predicted (auto-close or predicted interaction)
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// - Server assumes automated closing is predicted by clients and does not play audio unless otherwise specified.
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// - Major exception is player interactions, which other players cannot predict
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// - In that case, send audio to all players, except possibly the interacting player if it was a predicted
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// interaction.
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/// <summary>
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/// Selectively send sound to clients, taking care to not send the double-audio.
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/// </summary>
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/// <param name="uid">The audio source</param>
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/// <param name="soundSpecifier">The sound</param>
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/// <param name="audioParams">The audio parameters.</param>
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/// <param name="predictingPlayer">The user (if any) that instigated an interaction</param>
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/// <param name="predicted">Whether this interaction would have been predicted. If the predicting player is null,
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/// this assumes it would have been predicted by all players in PVS range.</param>
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protected override void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
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private void OnBoltPowerChanged(Entity<DoorBoltComponent> ent, ref PowerChangedEvent args)
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{
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// If this sound would have been predicted by all clients, do not play any audio.
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if (predicted && predictingPlayer == null)
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return;
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if (predicted)
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Audio.PlayPredicted(soundSpecifier, uid, predictingPlayer, audioParams);
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else
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Audio.PlayPvs(soundSpecifier, uid, audioParams);
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}
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#region DoAfters
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private void OnWeldAttempt(EntityUid uid, DoorComponent component, WeldableAttemptEvent args)
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{
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if (component.CurrentlyCrushing.Count > 0)
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if (args.Powered)
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{
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args.Cancel();
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return;
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if (ent.Comp.BoltWireCut)
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SetBoltsDown(ent, true);
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}
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if (component.State != DoorState.Closed && component.State != DoorState.Welded)
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{
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args.Cancel();
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}
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}
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private void OnWeldChanged(EntityUid uid, DoorComponent component, ref WeldableChangedEvent args)
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{
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if (component.State == DoorState.Closed)
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SetState(uid, DoorState.Welded, component);
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else if (component.State == DoorState.Welded)
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SetState(uid, DoorState.Closed, component);
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}
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#endregion
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/// <summary>
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/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
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/// generate "access denied" sounds as you fire at a door.
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/// </summary>
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protected override void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
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{
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// TODO ACCESS READER move access reader to shared and predict door opening/closing
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// Then this can be moved to the shared system without mispredicting.
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if (!door.BumpOpen)
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return;
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if (door.State is not (DoorState.Closed or DoorState.Denying))
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return;
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var otherUid = args.OtherEntity;
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if (Tags.HasTag(otherUid, "DoorBumpOpener"))
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TryOpen(uid, door, otherUid, quiet: door.State == DoorState.Denying);
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}
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private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
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{
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if (TryComp<AirlockComponent>(uid, out var airlockComponent))
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{
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if (_bolts.IsBolted(uid) || !this.IsPowered(uid, EntityManager))
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return;
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if (door.State == DoorState.Closed)
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{
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SetState(uid, DoorState.Emagging, door);
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PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
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args.Handled = true;
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}
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}
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}
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public override void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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{
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if (!Resolve(uid, ref door))
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return;
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var lastState = door.State;
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SetState(uid, DoorState.Opening, door);
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if (door.OpenSound != null)
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PlaySound(uid, door.OpenSound, AudioParams.Default.WithVolume(-5), user, predicted);
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if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
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_bolts.SetBoltsWithAudio(uid, doorBoltComponent, !doorBoltComponent.BoltsDown);
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}
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/// <summary>
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/// Open or close a door after it has been successfuly pried.
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/// </summary>
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private void OnAfterPry(EntityUid uid, DoorComponent door, ref PriedEvent args)
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{
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if (door.State == DoorState.Closed)
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{
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} open");
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StartOpening(uid, door, args.User);
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}
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else if (door.State == DoorState.Open)
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{
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} closed");
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StartClosing(uid, door, args.User);
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}
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}
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protected override void CheckDoorBump(Entity<DoorComponent, PhysicsComponent> ent)
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{
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var (uid, door, physics) = ent;
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if (door.BumpOpen)
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{
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foreach (var other in PhysicsSystem.GetContactingEntities(uid, physics, approximate: true))
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{
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if (Tags.HasTag(other, "DoorBumpOpener") && TryOpen(uid, door, other, quiet: true))
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break;
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}
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}
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UpdateBoltLightStatus(ent);
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ent.Comp.Powered = args.Powered;
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Dirty(ent, ent.Comp);
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}
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}
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