feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation
Delivers the CC6a foundation half of the chargen 3D preview: the missing index->ObjDesc appearance factory the campaign plan's acdream-seams section named, plus a static-pose offscreen renderer following PrivateEntityViewportRenderer's proven paperdoll/appraisal architecture. Page mount, spin/color-wheel controls, and rotate/zoom behavior stay out of scope per the CC4-parallel worktree contract (CC6b, after CC4 merges). Core (src/AcDream.Core/CharGen/, pure, no Chorizite on public surfaces): ChargenAppearanceFactory.TryCompose ports gmCG3DView::Update @0x004EE9D0's ObjDesc rebuild in its exact decompiled order - base body, hair style, clothing in retail's own Headgear/Trousers/Shirt/Footwear order (not the UI tab order or the wire's field order, both of which differ), eyes (bald-aware), nose, mouth, then the unconditional skin subpalette, hair color, eye color. ChargenPalSetMath ports PalSet::GetPaletteID's shade-to-index formula, cross-checked three ways (decomp control flow, ACE's PaletteSet.GetPaletteID "Taken from acclient.c" citation, ACViewer's identical slider math). ChargenPalSet/ChargenClothingTable are pure projections behind IChargenPalSetSource/IChargenClothingTableSource so the factory itself never touches a dat. Content (src/AcDream.Content/CharGen/): ChargenAppearanceCatalog is the cached dat-backed implementation of those two source interfaces, mirroring ChargenTableReader's no-leak discipline. App (src/AcDream.App/Rendering/): ChargenPreviewRenderer is a third facade over PrivateEntityViewportRenderer beside PaperdollViewportRenderer and CreatureAppraisalViewportRenderer - no existing rendering file touched. ChargenPreviewCamera carries the four retail-verbatim per-heritage eye profiles from gmCGAppearancePage::Update @0x0047E8F0 (cross-checked against ZoomIn/ZoomOut's identical literals) plus the recovered rotation (3.0 s/revolution) and zoom-tween (0.6 s, reconstructed from the decompiler's garbled float literals - the plan's own "measure if it matters" note is resolved, not garbled beyond recovery). Rotation applies to the character model, not the camera, per gmCGAppearancePage::DoRotation. ChargenPreviewEntityBuilder resolves Setup/GfxObj/Surface/Animation itself (there is no live entity yet), reusing DatLiveEntityProjectionMaterializer's surface-override algorithm and RetailPaperdollPoseApplicator's held-pose technique, generalized to chargen's per-heritage rest-pose DID. Two register rows filed: TS-83 (the plan-named CC6a static-pose-vs-retail- idle-loop staging, CC6b to retire) and TS-82 (measured, not assumed - the un-ported clothing Setup-substitution fallback chain costs nothing for the 9 standard heritages with clothing UI, but Undead's default gear choices genuinely lack ClothingBaseEffects coverage for Undead's own body Setup). Tests: ChargenPalSetMathTests, ChargenAppearanceFactoryTests (hand-built fixtures), ChargenAppearanceCatalogInstalledDatTests (installed-DAT sweep, all 26 heritage/gender combinations, zero missing PalSet/ClothingTable ids), ChargenPreviewCameraTests, ChargenPreviewEntityBuilderTests (installed-DAT-gated, proves a real 34-part Aluvian mesh resolves). Core.Tests 4767/1 skip, Content.Tests 146/0, App.Tests 5121/6 skips - all pre-existing skips, zero failures, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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src/AcDream.Core/CharGen/ChargenClothingTable.cs
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src/AcDream.Core/CharGen/ChargenClothingTable.cs
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using System.Collections.Frozen;
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// One un-resolved dye-shade choice inside a clothing "palette template"
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/// (retail's inner <c>CloSubpalEffect</c> array entry, one per
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/// <c>ClothingTable::BuildObjDesc @ 0x005A7900</c> loop iteration; Chorizite
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/// projects the identical shape as <c>DatReaderWriter.Types.CloSubPalette</c>
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/// — a <c>PaletteSet</c> id plus a list of overlay ranges). Offsets/counts
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/// here are the REAL (unpacked) color units read straight off the dat
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/// (installed-DAT probe: Aluvian male "Cloth Cap" headgear reads
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/// off=2000,n=48 for every one of its 28 palette-template entries) — the
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/// *8-packed byte convention only applies to the OUTPUT
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/// <see cref="ChargenSubPalette"/>, converted once at composition time
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/// (<see cref="ChargenAppearanceFactory"/>).
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/// </summary>
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public readonly record struct ChargenClothingSubPaletteRange(uint Offset, uint NumColors);
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/// <summary>
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/// One resolvable-by-shade colour choice for a clothing palette template:
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/// the PalSet id (0x0F......) to resolve via
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/// <see cref="ChargenPalSetMath.GetPaletteIndex"/>, plus every overlay range
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/// to apply once resolved.
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/// </summary>
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public readonly record struct ChargenClothingSubPaletteChoice(
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uint PalSetId,
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IReadOnlyList<ChargenClothingSubPaletteRange> Ranges);
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/// <summary>
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/// One clothing-table "palette template" (retail's <c>CloPaletteTemplate</c>,
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/// looked up in <c>ClothingTable::_paletteTemplatesHash</c> by the id
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/// <c>CharGenState::GetHeadgearPaletteTemplateID</c> (and its Shirt/Trousers/
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/// Footwear siblings, all at 0x005C38F0-0x005C3980) return — which is itself
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/// just a bounds-checked passthrough of <c>Sex_CG.ClothingColors[index]</c>:
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/// every one of the four per-slot template-id arrays
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/// (<c>headgearPaletteTemplateIDs</c>/<c>shirtPaletteTemplateIDs</c>/
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/// <c>trousersPaletteTemplateIDs</c>/<c>footwearPaletteTemplateIDs</c>) is
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/// populated from the SAME single <c>Sex_CG::ClothingColors</c> dat field —
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/// there is no per-clothing-slot color list in the dat schema at all. This
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/// CONFIRMS (does not merely approximate) register row AP-208's shared-list
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/// design in <c>RuntimeCharacterCreationAppearance</c>/
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/// <c>ChargenAppearanceSlot</c> — installed-DAT probe: Aluvian male's
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/// <c>ClothingColors</c> = {9,6,4,8,7,5,2,3,13}, and the "Cloth Cap"
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/// headgear's <c>ClothingSubPalEffects</c> keys include 2,3,4,5,6,7,8,9,13 —
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/// the shared list's raw values ARE the template-id keys, verified live.
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/// </summary>
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public sealed record ChargenClothingPaletteTemplate(
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IReadOnlyList<ChargenClothingSubPaletteChoice> Choices)
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{
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public static ChargenClothingPaletteTemplate Empty { get; } =
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new(Array.Empty<ChargenClothingSubPaletteChoice>());
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}
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/// <summary>
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/// One body-Setup-specific part/texture override set (retail's
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/// <c>ClothingBaseEffect</c>, applied by
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/// <c>ClothingBase::ApplyPartAndTextureChanges @ 0x005A8EB0</c>): for each
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/// <c>CloObjectEffect</c>, an unconditional <see cref="ChargenAnimPartChange"/>
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/// (part index → replacement GfxObj) plus every
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/// <see cref="ChargenTextureChange"/> the SAME object effect carries for
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/// that part.
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/// </summary>
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public sealed record ChargenClothingBaseEffect(
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IReadOnlyList<ChargenAnimPartChange> PartChanges,
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IReadOnlyList<ChargenTextureChange> TextureChanges)
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{
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public static ChargenClothingBaseEffect Empty { get; } = new(
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Array.Empty<ChargenAnimPartChange>(),
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Array.Empty<ChargenTextureChange>());
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}
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/// <summary>
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/// Pure projection of one ClothingTable dat object (0x19......, retail
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/// <c>ClothingTable::Unpack</c> / Chorizite
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/// <c>DatReaderWriter.DBObjs.ClothingTable</c>). One instance is referenced
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/// per <see cref="ChargenGearOption.ClothingTableId"/> — a single garment
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/// CHOICE (e.g. "Cloth Cowl") carries its own table covering every body
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/// Setup it can be worn on plus every dye choice offered for it.
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///
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/// <para>
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/// <b>Deliberate scope cut (CC6a) — MEASURED, not just asserted:</b> retail's
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/// <c>ClothingTable::BuildObjDesc</c> falls back through a chain of ~8
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/// hard-coded Setup-id substitutions (Umbraen crown/no-crown/void,
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/// Penumbraen, Undead skeleton/zombie, Anakshay) when
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/// <see cref="BaseEffectsBySetupId"/> has no direct entry for the requested
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/// body Setup. CC6a's composer looks up <see cref="BaseEffectsBySetupId"/>
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/// directly and skips a slot's part/texture contribution on a miss
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/// (matching retail's own "hash miss → BuildObjDesc returns failure, caller
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/// does not check it, ObjDesc keeps whatever it already had" behavior)
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/// rather than porting the substitution chain. The installed-DAT catalog
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/// test (<c>ChargenAppearanceCatalogInstalledDatTests</c>) MEASURED this
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/// directly across all 26 heritage/gender combinations rather than assuming
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/// it: for the 9 standard heritages where retail's own UI actually shows
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/// clothing controls (everything except Gear Knight and the two Olthoi
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/// variants, which retail hides the clothes button for entirely —
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/// <c>gmCGAppearancePage::Update @ 0x0047E8F0</c>'s
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/// <c>m_pClothesButton->SetVisible(0)</c> branches for
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/// <c>mHeritageGroup == 6</c> and <c>== 0xc || == 0xd</c>), the default
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/// gear choices resolve against their own body Setup with ZERO missing
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/// coverage. <b>Undead IS a real gap</b> — retail DOES show clothing
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/// controls for Undead, but its default headgear/trousers/footwear choices
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/// have no <see cref="BaseEffectsBySetupId"/> entry for either gender's
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/// live Setup id (measured: 4 of 4 non-shirt slots miss, on both genders),
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/// because Undead's live body Setup IS one of the skeleton/zombie variants
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/// the un-ported substitution chain exists to redirect. A live preview for
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/// Undead will therefore render its default headgear/trousers/footwear
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/// choice with NO part/texture override applied (the underlying body shows
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/// through unclothed for those slots) until the substitution chain — or an
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/// equivalent per-heritage default-clothing-setup mapping — lands. Filed as
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/// a known CC6a limitation for CC6b/a follow-up rather than silently
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/// "confirmed unreachable."
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/// </para>
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/// </summary>
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public sealed record ChargenClothingTable(
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IReadOnlyDictionary<uint, ChargenClothingBaseEffect> BaseEffectsBySetupId,
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IReadOnlyDictionary<uint, ChargenClothingPaletteTemplate> PaletteTemplatesById)
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{
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public static ChargenClothingTable Empty { get; } = new(
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FrozenDictionary<uint, ChargenClothingBaseEffect>.Empty,
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FrozenDictionary<uint, ChargenClothingPaletteTemplate>.Empty);
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}
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/// <summary>
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/// Resolves a PalSet dat id (0x0F......) to its pure projection. The
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/// production implementation (<c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c>)
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/// reads and caches the real dat object; this interface keeps
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/// <see cref="ChargenAppearanceFactory"/> free of any Chorizite dependency
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/// (unit tests supply a hand-built fake).
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/// </summary>
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public interface IChargenPalSetSource
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{
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ChargenPalSet? TryGetPalSet(uint palSetId);
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}
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/// <summary>
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/// Resolves a ClothingTable dat id (0x19......) to its pure projection.
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/// Same production/test split as <see cref="IChargenPalSetSource"/>.
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/// </summary>
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public interface IChargenClothingTableSource
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{
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ChargenClothingTable? TryGetClothingTable(uint clothingTableId);
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}
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