Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Body.Surgery;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Part
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedBodyPartComponent))]
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[ComponentReference(typeof(IBodyPart))]
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public class BodyPartComponent : SharedBodyPartComponent, IAfterInteract
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{
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private readonly Dictionary<int, object> _optionsCache = new Dictionary<int, object>();
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private IBody? _owningBodyCache;
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private int _idHash;
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private IEntity? _surgeonCache;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
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protected override void OnAddMechanism(IMechanism mechanism)
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{
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base.OnAddMechanism(mechanism);
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if (mechanism.Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.Visible = false;
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}
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}
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protected override void OnRemoveMechanism(IMechanism mechanism)
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{
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base.OnRemoveMechanism(mechanism);
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if (mechanism.Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.Visible = true;
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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// This is ran in Startup as entities spawned in Initialize
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// are not synced to the client since they are assumed to be
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// identical on it
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foreach (var mechanismId in MechanismIds)
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{
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var entity = Owner.EntityManager.SpawnEntity(mechanismId, Owner.Transform.MapPosition);
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if (!entity.TryGetComponent(out IMechanism? mechanism))
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{
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Logger.Error($"Entity {mechanismId} does not have a {nameof(IMechanism)} component.");
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continue;
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}
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TryAddMechanism(mechanism, true);
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}
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}
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protected override void Startup()
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{
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base.Startup();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUIMessage;
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}
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foreach (var mechanism in Mechanisms)
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{
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mechanism.Dirty();
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}
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}
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public void AfterInteract(AfterInteractEventArgs eventArgs)
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{
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// TODO BODY
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if (eventArgs.Target == null)
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{
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return;
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}
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CloseAllSurgeryUIs();
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_optionsCache.Clear();
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_surgeonCache = null;
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_owningBodyCache = null;
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if (eventArgs.Target.TryGetBody(out var body))
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{
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SendSlots(eventArgs, body);
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}
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}
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private void SendSlots(AfterInteractEventArgs eventArgs, IBody body)
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{
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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// Here we are trying to grab a list of all empty BodySlots adjacent to an existing BodyPart that can be
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// attached to. i.e. an empty left hand slot, connected to an occupied left arm slot would be valid.
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var unoccupiedSlots = body.Slots.Keys.ToList().Except(body.Parts.Keys.ToList()).ToList();
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foreach (var slot in unoccupiedSlots)
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{
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if (!body.TryGetSlotType(slot, out var typeResult) ||
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typeResult != PartType ||
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!body.TryGetPartConnections(slot, out var parts))
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{
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continue;
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}
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foreach (var connectedPart in parts)
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{
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if (!connectedPart.CanAttachPart(this))
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{
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continue;
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}
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_optionsCache.Add(_idHash, slot);
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toSend.Add(slot, _idHash++);
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}
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}
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
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BodyPartSlotRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
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toSend);
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_surgeonCache = eventArgs.User;
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_owningBodyCache = body;
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}
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else // If surgery cannot be performed, show message saying so.
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{
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eventArgs.Target.PopupMessage(eventArgs.User,
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Loc.GetString("You see no way to install {0:theName}.", Owner));
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}
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}
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/// <summary>
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/// Called after the client chooses from a list of possible
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/// BodyPartSlots to install the limb on.
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/// </summary>
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private void ReceiveBodyPartSlot(int key)
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{
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if (_surgeonCache == null ||
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!_surgeonCache.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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if (_owningBodyCache == null)
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{
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return;
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}
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject))
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{
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_owningBodyCache.Owner.PopupMessage(_surgeonCache,
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Loc.GetString("You see no useful way to attach {0:theName} anymore.", Owner));
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}
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var target = (string) targetObject!;
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var message = _owningBodyCache.TryAddPart(target, this)
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? Loc.GetString("You attach {0:theName}.", Owner)
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: Loc.GetString("You can't attach {0:theName}!", Owner);
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_owningBodyCache.Owner.PopupMessage(_surgeonCache, message);
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}
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private void OpenSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Open(session);
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}
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private void BodyPartSlotRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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UserInterface?.SendMessage(new RequestBodyPartSlotSurgeryUIMessage(options), session);
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}
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private void CloseSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Close(session);
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}
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private void CloseAllSurgeryUIs()
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{
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UserInterface?.CloseAll();
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}
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private void OnUIMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case ReceiveBodyPartSlotSurgeryUIMessage msg:
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ReceiveBodyPartSlot(msg.SelectedOptionId);
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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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