205 lines
9.0 KiB
C#
205 lines
9.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Ichni.Menu;
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using Ichni.Story.UI;
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using Sirenix.OdinInspector;
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using UniRx;
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using UnityEngine;
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namespace Ichni.Story
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{
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/// <summary>
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/// 剧情系统协调器(单例)。持有故事树控制器、剧情页面与章节数据引用,
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/// 是外部系统(章节选择、存档等)与剧情系统交互的入口。
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/// </summary>
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public class StoryManager : SerializedMonoBehaviour
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{
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public static StoryManager instance;
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[Header("References")]
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public StoryTreeController treeController;
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public StoryUIPage storyUIPage;
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public CharacterRegistry characterRegistry;
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[Tooltip("全章节共用的 Helper 对话数据。它独立于各章节 StoryData,避免重复配置相同的 Helper。")]
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public StoryHelperData helperData;
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/// <summary>
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/// 当前运行时实际使用的 Helper 数据。第一版始终由 <see cref="helperData"/> 初始化;
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/// 未来的 Helper 更换界面应通过 <see cref="SetActiveHelper"/> 切换,而不要让各个 UI
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/// 直接保存自己的 Helper 引用。
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/// </summary>
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private StoryHelperData _activeHelperData;
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/// <summary>当前运行时生效的 Helper 数据。未被运行时覆盖时回退到 Inspector 默认数据。</summary>
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public StoryHelperData ActiveHelperData => _activeHelperData != null ? _activeHelperData : helperData;
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/// <summary>
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/// 当前 Helper 被切换时触发。静态 Image、Spine 或 Live2D 的表现层均可订阅该事件刷新视觉,
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/// 而无需了解具体的更换 UI 实现。
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/// </summary>
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public event Action<StoryHelperData> ActiveHelperChanged;
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[Header("Chapter Data")]
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[Tooltip("章节索引 (chapterIndex) -> 该章节的 StoryData 资产")]
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public Dictionary<string, StoryData> storyDatas = new Dictionary<string, StoryData>();
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private void Awake()
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{
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instance = this;
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_activeHelperData = helperData;
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}
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private void OnDestroy()
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{
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if (instance == this)
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instance = null;
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}
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/// <summary>
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/// 设置本次运行期间的当前 Helper。
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/// <para>本方法暂不写入存档:当前没有 Helper 更换功能;后续选择界面完成后,
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/// 只需在其外层决定何时持久化 helperId,再调用本方法即可。</para>
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/// </summary>
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public void SetActiveHelper(StoryHelperData data)
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{
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if (data == null)
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{
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Debug.LogWarning("[StoryManager] 尝试切换到空的 StoryHelperData,已忽略。");
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return;
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}
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if (_activeHelperData == data)
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return;
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_activeHelperData = data;
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ActiveHelperChanged?.Invoke(_activeHelperData);
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}
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/// <summary>
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/// 打开指定章节,构建其故事树。
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/// </summary>
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public void OpenChapter(string chapterIndex)
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{
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treeController.BuildChapter(chapterIndex);
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}
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/// <summary>
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/// 根据章节索引获取对应的 StoryData,未找到返回 null。
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/// </summary>
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public StoryData GetStoryData(string chapterIndex)
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{
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return storyDatas.TryGetValue(chapterIndex, out StoryData data) ? data : null;
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}
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/// <summary>
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/// 从剧情 SongBlock 打开选曲页,并把“来源 Block、目标歌曲、剧情树视口位置”写入
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/// 运行时上下文。此处不完成 Block;只有玩家确认进入目标歌曲时才会写入剧情进度。
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/// </summary>
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public bool TryOpenSongBlock(SongBlockView sourceBlock, ChapterSelectionUnit chapter, SongItemData song)
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{
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if (sourceBlock == null || chapter == null || song == null ||
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treeController == null || treeController.content == null ||
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storyUIPage == null || MenuManager.instance == null ||
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MenuManager.instance.songSelectionUIPage == null ||
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MenuManager.instance.songSelectionUIPage.songListController == null ||
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InformationTransistor.instance == null)
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{
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Debug.LogWarning("[StoryManager] SongBlock 缺少打开选曲所需引用,已取消本次跳转。");
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return false;
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}
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InformationTransistor.instance.storySongEntryContext.Begin(
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chapter.chapterIndex,
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sourceBlock.blockId,
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song.songName,
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treeController.content.anchoredPosition);
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// 强制歌曲只影响本次打开选曲页的初始焦点;原有章节歌曲/难度缓存仍然保留。
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ChapterSelectionManager.instance.currentChapter = chapter;
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MenuManager.instance.songSelectionUIPage.songListController.RequestInitialSongSelection(song);
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storyUIPage.FadeOut();
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MenuManager.instance.songSelectionUIPage.FadeIn();
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return true;
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}
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/// <summary>
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/// 选曲页确认启动游戏时调用。只有章节和稳定歌曲 ID 都命中剧情入口目标时,
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/// 才将对应 SongBlock 标记为完成,并要求 GameScene 返回剧情页。
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/// </summary>
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public void HandleSongSelectionConfirmed(ChapterSelectionUnit chapter, SongItemData song)
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{
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StorySongEntryContext context = InformationTransistor.instance?.storySongEntryContext;
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if (context == null || !context.IsTargetSong(chapter, song))
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return;
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// isTried 已在 PrepareGameLaunch 中落盘;此处不再直接写 StorySave,避免 SongBlock
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// 同时拥有一次性选曲上下文与歌曲存档两套完成来源。
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context.returnToStoryAfterGame = true;
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}
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/// <summary>
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/// 处理剧情入口进入选曲后的“返回”操作。返回时不重建故事树,只恢复离开前的
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/// Content 位置与来源 Block 焦点;普通选曲返回则由调用方继续回到章节选择页。
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/// </summary>
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public bool TryReturnFromSongSelection()
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{
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StorySongEntryContext context = InformationTransistor.instance?.storySongEntryContext;
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if (context == null || !context.isActive)
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return false;
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// SongSaves.isTried 在进入 GameScene 前已落盘。返回时立刻同步,确保后续 Block
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// 的解锁条件和 Timeline 状态基于持久化的“已尝试歌曲”记录重新计算。
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treeController?.SynchronizeSongBlockAttempts();
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RestoreStoryTreeViewport(context.sourceBlockId, context.storyTreeContentPosition);
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context.Clear();
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return true;
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}
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/// <summary>
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/// GameScene 返回 MenuScene 后调用。此时 MenuManager 已依据 InformationTransistor
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/// 重建来源章节;下一帧恢复 Content 位置,确保 Canvas 布局和连接线已稳定。
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/// </summary>
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public void RestoreStoryAfterGameReturn()
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{
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StorySongEntryContext context = InformationTransistor.instance?.storySongEntryContext;
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if (context == null || !context.isActive || !context.returnToStoryAfterGame)
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return;
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// SongSaves.isTried 在进入 GameScene 前已落盘。返回时立刻同步,确保后续 Block
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// 的解锁条件和 Timeline 状态基于持久化的“已尝试歌曲”记录重新计算。
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treeController?.SynchronizeSongBlockAttempts();
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RestoreStoryTreeViewport(context.sourceBlockId, context.storyTreeContentPosition);
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context.Clear();
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}
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/// <summary>
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/// 在下一帧还原剧情树浏览位置,并使来源 Block 重新成为当前 Block。
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/// 参数在调用前即被复制,因此即使运行时上下文随后清理,也不会丢失恢复数据。
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/// </summary>
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private void RestoreStoryTreeViewport(string sourceBlockId, Vector2 contentPosition)
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{
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Observable.NextFrame().Subscribe(_ =>
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{
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if (treeController == null || treeController.content == null)
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return;
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treeController.content.anchoredPosition = contentPosition;
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StoryBlockView sourceBlock = treeController.GetBlockView(sourceBlockId);
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if (sourceBlock != null)
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treeController.currentBlock = sourceBlock;
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}).AddTo(this);
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}
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/// <summary>
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/// 清除全部剧情存档(所有章节故事树、章节变量与由剧情授予的内容解锁 Key)。
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/// </summary>
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[Button]
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public void ClearAllStorySave()
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{
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GameSaveManager.instance.StorySaveModule.ClearAllStoryline();
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GameSaveManager.instance.UnlockSaveModule.ClearAllKeys();
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}
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}
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}
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