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using System ;
using System.Collections.Generic ;
using System.Net ;
using System.Net.Sockets ;
using System.Threading ;
using FFXIVClassic_Map_Server.dataobjects ;
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using FFXIVClassic_Map_Server.packets ;
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using FFXIVClassic.Common ;
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using NLog ;
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using FFXIVClassic_Map_Server.Actors ;
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using FFXIVClassic_Map_Server.lua ;
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namespace FFXIVClassic_Map_Server
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{
class Server
{
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public const int FFXIV_MAP_PORT = 54992 ;
public const int BUFFER_SIZE = 0xFFFF ; //Max basepacket size is 0xFFFF
public const int BACKLOG = 100 ;
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public const int HEALTH_THREAD_SLEEP_TIME = 5 ;
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public const string STATIC_ACTORS_PATH = "./staticactors.bin" ;
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private static Server mSelf ;
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private Socket mServerSocket ;
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private Dictionary < uint , ConnectedPlayer > mConnectedPlayerList = new Dictionary < uint , ConnectedPlayer > ( ) ;
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private List < ClientConnection > mConnectionList = new List < ClientConnection > ( ) ;
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private LuaEngine mLuaEngine = new LuaEngine ( ) ;
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private static WorldManager mWorldManager ;
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private static Dictionary < uint , Item > gamedataItems ;
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private static StaticActors mStaticActors ;
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private PacketProcessor mProcessor ;
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private Thread mConnectionHealthThread ;
private bool killHealthThread = false ;
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private void ConnectionHealth ( )
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{
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Program . Log . Info ( "Connection Health thread started; it will run every {0} seconds." , HEALTH_THREAD_SLEEP_TIME ) ;
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while ( ! killHealthThread )
{
lock ( mConnectedPlayerList )
{
List < ConnectedPlayer > dcedPlayers = new List < ConnectedPlayer > ( ) ;
foreach ( ConnectedPlayer cp in mConnectedPlayerList . Values )
{
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if ( cp . CheckIfDCing ( ) )
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dcedPlayers . Add ( cp ) ;
}
foreach ( ConnectedPlayer cp in dcedPlayers )
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cp . GetActor ( ) . CleanupAndSave ( ) ;
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}
Thread . Sleep ( HEALTH_THREAD_SLEEP_TIME * 1000 ) ;
}
}
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public Server ( )
{
mSelf = this ;
}
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public static Server GetServer ( )
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{
return mSelf ;
}
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public bool StartServer ( )
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{
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mConnectionHealthThread = new Thread ( new ThreadStart ( ConnectionHealth ) ) ;
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mConnectionHealthThread . Name = "MapThread:Health" ;
//mConnectionHealthThread.Start();
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mStaticActors = new StaticActors ( STATIC_ACTORS_PATH ) ;
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gamedataItems = Database . GetItemGamedata ( ) ;
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Program . Log . Info ( "Loaded {0} items." , gamedataItems . Count ) ;
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mWorldManager = new WorldManager ( this ) ;
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mWorldManager . LoadZoneList ( ) ;
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mWorldManager . LoadZoneEntranceList ( ) ;
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mWorldManager . LoadActorClasses ( ) ;
mWorldManager . LoadSpawnLocations ( ) ;
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mWorldManager . SpawnAllActors ( ) ;
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IPEndPoint serverEndPoint = new System . Net . IPEndPoint ( IPAddress . Parse ( ConfigConstants . OPTIONS_BINDIP ) , int . Parse ( ConfigConstants . OPTIONS_PORT ) ) ;
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try
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{
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mServerSocket = new System . Net . Sockets . Socket ( serverEndPoint . Address . AddressFamily , SocketType . Stream , ProtocolType . Tcp ) ;
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}
catch ( Exception e )
{
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throw new ApplicationException ( "Could not Create socket, check to make sure not duplicating port" , e ) ;
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}
try
{
mServerSocket . Bind ( serverEndPoint ) ;
mServerSocket . Listen ( BACKLOG ) ;
}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured while binding socket, check inner exception" , e ) ;
}
try
{
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mServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , mServerSocket ) ;
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}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured starting listeners, check inner exception" , e ) ;
}
Console . ForegroundColor = ConsoleColor . White ;
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Program . Log . Info ( "Map Server has started @ {0}:{1}" , ( mServerSocket . LocalEndPoint as IPEndPoint ) . Address , ( mServerSocket . LocalEndPoint as IPEndPoint ) . Port ) ;
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Console . ForegroundColor = ConsoleColor . Gray ;
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mProcessor = new PacketProcessor ( this , mConnectedPlayerList , mConnectionList ) ;
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//mGameThread = new Thread(new ThreadStart(mProcessor.update));
//mGameThread.Start();
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return true ;
}
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public void RemovePlayer ( Player player )
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{
lock ( mConnectedPlayerList )
{
if ( mConnectedPlayerList . ContainsKey ( player . actorId ) )
mConnectedPlayerList . Remove ( player . actorId ) ;
}
}
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#region Socket Handling
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private void AcceptCallback ( IAsyncResult result )
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{
ClientConnection conn = null ;
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Socket socket = ( System . Net . Sockets . Socket ) result . AsyncState ;
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try
{
conn = new ClientConnection ( ) ;
conn . socket = socket . EndAccept ( result ) ;
conn . buffer = new byte [ BUFFER_SIZE ] ;
lock ( mConnectionList )
{
mConnectionList . Add ( conn ) ;
}
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Program . Log . Info ( "Connection {0}:{1} has connected." , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Address , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Port ) ;
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//Queue recieving of data from the connection
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conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( ReceiveCallback ) , conn ) ;
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//Queue the accept of the next incomming connection
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mServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , mServerSocket ) ;
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}
catch ( SocketException )
{
if ( conn ! = null )
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{
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lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
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mServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , mServerSocket ) ;
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}
catch ( Exception )
{
if ( conn ! = null )
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{
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lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
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mServerSocket . BeginAccept ( new AsyncCallback ( AcceptCallback ) , mServerSocket ) ;
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}
}
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public static Actor GetStaticActors ( uint id )
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{
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return mStaticActors . GetActor ( id ) ;
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}
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public static Actor GetStaticActors ( string name )
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{
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return mStaticActors . FindStaticActor ( name ) ;
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}
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public static Item GetItemGamedata ( uint id )
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{
if ( gamedataItems . ContainsKey ( id ) )
return gamedataItems [ id ] ;
else
return null ;
}
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/// <summary>
/// Receive Callback. Reads in incoming data, converting them to base packets. Base packets are sent to be parsed. If not enough data at the end to build a basepacket, move to the beginning and prepend.
/// </summary>
/// <param name="result"></param>
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private void ReceiveCallback ( IAsyncResult result )
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{
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ClientConnection conn = ( ClientConnection ) result . AsyncState ;
//Check if disconnected
if ( ( conn . socket . Poll ( 1 , SelectMode . SelectRead ) & & conn . socket . Available = = 0 ) )
{
if ( mConnectedPlayerList . ContainsKey ( conn . owner ) )
mConnectedPlayerList . Remove ( conn . owner ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
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}
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if ( conn . connType = = BasePacket . TYPE_ZONE )
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Program . Log . Info ( "{0} has disconnected." , conn . owner = = 0 ? conn . GetAddress ( ) : "User " + conn . owner ) ;
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return ;
}
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try
{
int bytesRead = conn . socket . EndReceive ( result ) ;
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bytesRead + = conn . lastPartialSize ;
if ( bytesRead > = 0 )
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{
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int offset = 0 ;
//Build packets until can no longer or out of data
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while ( true )
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{
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BasePacket basePacket = BuildPacket ( ref offset , conn . buffer , bytesRead ) ;
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//If can't build packet, break, else process another
if ( basePacket = = null )
break ;
else
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mProcessor . ProcessPacket ( conn , basePacket ) ;
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}
//Not all bytes consumed, transfer leftover to beginning
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if ( offset < bytesRead )
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Array . Copy ( conn . buffer , offset , conn . buffer , 0 , bytesRead - offset ) ;
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conn . lastPartialSize = bytesRead - offset ;
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//Build any queued subpackets into basepackets and send
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conn . FlushQueuedSendPackets ( ) ;
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if ( offset < bytesRead )
//Need offset since not all bytes consumed
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conn . socket . BeginReceive ( conn . buffer , bytesRead - offset , conn . buffer . Length - ( bytesRead - offset ) , SocketFlags . None , new AsyncCallback ( ReceiveCallback ) , conn ) ;
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else
//All bytes consumed, full buffer available
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conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( ReceiveCallback ) , conn ) ;
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}
else
{
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Program . Log . Info ( "{0} has disconnected." , conn . owner = = 0 ? conn . GetAddress ( ) : "User " + conn . owner ) ;
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lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
}
catch ( SocketException )
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{
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if ( conn . socket ! = null )
{
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Program . Log . Info ( "{0} has disconnected." , conn . owner = = 0 ? conn . GetAddress ( ) : "User " + conn . owner ) ;
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lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
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}
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}
}
}
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/// <summary>
/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
/// </summary>
/// <param name="offset">Current offset in buffer.</param>
/// <param name="buffer">Incoming buffer.</param>
/// <returns>Returns either a BasePacket or null if not enough data.</returns>
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public BasePacket BuildPacket ( ref int offset , byte [ ] buffer , int bytesRead )
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{
BasePacket newPacket = null ;
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//Too small to even get length
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if ( bytesRead < = offset )
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return null ;
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ushort packetSize = BitConverter . ToUInt16 ( buffer , offset ) ;
//Too small to whole packet
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if ( bytesRead < offset + packetSize )
return null ;
if ( buffer . Length < offset + packetSize )
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return null ;
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try
{
newPacket = new BasePacket ( buffer , ref offset ) ;
}
catch ( OverflowException )
{
return null ;
}
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return newPacket ;
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}
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#endregion
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public static WorldManager GetWorldManager ( )
{
return mWorldManager ;
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}
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public Dictionary < uint , ConnectedPlayer > GetConnectedPlayerList ( )
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{
return mConnectedPlayerList ;
}
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public static Dictionary < uint , Item > GetGamedataItems ( )
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{
return gamedataItems ;
}
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}
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}