F1 (BLOCKING, doc-only) — the idle-by-default rationale rested on an unsound "uninitialized C++ member defaults to 0" argument (heap operator-new memory is indeterminate, not zero). Verified and replaced with the real evidence: gmCGAppearancePage::InitializePage @0x0047FDD0 writes an EXPLICIT this->m_bZoomedIn = 0; at 0x004802C3, immediately after that same function points the camera at the zoomed-IN per-heritage eye (0x00480286-0x0048029E). Fixed in all three places: the register's TS-83 retirement clause, ChargenPreviewAnimator's class doc, ChargenPreviewZoomController.IsZoomedIn's doc. Recorded the retail quirk this implies: the character starts framed close-up while not-zoomed-in, so the first Zoom In click (once mounted) tweens close-eye->close-eye (visually null) while still freezing the animation — the port reproduces this faithfully. F2 — ChargenPreviewZoomController and ChargenPreviewAnimator kept independent _zoomedIn bools synced only via a nullable animator parameter, risking desync. Retail's m_bZoomedIn is a single field gating both camera and animation, so the fix makes the animator the sole state owner: ChargenPreviewZoomController now takes its ChargenPreviewAnimator as a required constructor dependency, IsZoomedIn reads straight through to it, and ZoomIn/ZoomOut no longer take a parameter at all — there is no second bool left to disagree. F3 — documented the DoRotation counter-clockwise branch's x87-stack decompiler artifact (BN renders x87_r7_1 = x87_r6_3 at 0x0047CAEB, which would store delta-degrees instead of the timestamp for CCW only); the port already stores "now" in both branches, cited against feedback_bn_decomp_field_names.md. F4 — ChargenPreviewAnimator.ApplyIdleFrame now double-buffers two List<MeshRef> instead of allocating fresh every 30fps tick. F5 — filed docs/ISSUES.md #402 tracking the RetailAnimationCyclePlayback / LiveEntityAnimationPresenter duplication as an owned post-CC follow-up, referenced from the new type's own doc. F6 — reworded the ChargenPreviewEntityBuilder.TryBuild "byte-identical" claim to result-identical (TryBuildAnimated now also resolves the idle DID and loads the idle Animation before the wrapper discards them). F7 — added the missing clockwise >360 clamp test (readable decomp polarity, unlike F3's CCW artifact). ALSO — rewrote the CC6b ledger row's m_alternateSetupID MUST-COVER note per the reviewer's F11 concession: all five write sites belong to gmBarberUI (the post-creation barber shop), not gmCGAppearancePage, which has no option-checkbox-equivalent field at all. Added the enclosing-function citations and an explicit directive that CC6b-mount must NOT build a crown/no-flame checkbox on the Appearance page. Tests: ChargenPreviewRotationControllerTests +1 (10 total), ChargenPreviewZoomControllerTests +2 and every case rewritten for the required-animator constructor (9 total). Core.Tests 4786/1 skip (unchanged), Content.Tests 147/0, App.Tests 5152/6 skips (+3) — zero failures in isolation, full solution Release build green. Two pre-existing flakes observed across repeated full-solution runs, neither caused by this round and neither reproducing standalone: Core.Net.Tests' NakEmissionTests loss soak, and Content.Tests' DecodedTextureCacheTests concurrency race. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
157 lines
7.1 KiB
C#
157 lines
7.1 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Owns the chargen preview's per-frame idle-loop ↔ rest-pose playback,
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/// mirroring <c>gmCG3DView::StartAnimation</c>/<c>StopAnimation</c>'s swap
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/// (<c>0x004EE600</c>/<c>0x004EE640</c>) and
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/// <c>gmCGAppearancePage::ZoomIn</c>/<c>ZoomOut</c>'s immediate call into it
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/// (<c>0x0047D024</c>/<c>0x0047D160</c> — the swap happens the instant the
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/// button is pressed, NOT once the camera's own 0.6s tween finishes).
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///
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/// <para>
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/// <b>Retail default is idle-PLAYING, not frozen</b> — see
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/// <see cref="ChargenPreviewEntityBuilder"/>'s class doc for the decomp
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/// citations. This class's own default (<see cref="IsZoomedIn"/> starts
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/// <c>false</c>) reproduces that: its constructor immediately plays the
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/// idle animation's frame 0 when one resolved, matching
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/// <c>gmCGAppearancePage::Update</c>'s own trailing
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/// <c>if (m_bZoomedIn == 0) StartAnimation()</c> gate
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/// (~0x0047EF01-0x0047EF12), which re-fires on every heritage/gender/
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/// appearance change too — <see cref="SetZoomedIn"/> restarts the idle loop
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/// at frame 0 on every transition INTO the playing state for the same
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/// reason: <c>set_sequence_animation</c>'s <c>arg3=1</c> clears the sequence
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/// before appending, so every <c>StartAnimation</c> call restarts the clip.
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/// The DEFAULT-false claim itself rests on <c>gmCGAppearancePage::InitializePage
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/// @ 0x0047FDD0</c>'s explicit <c>this->m_bZoomedIn = 0;</c> at
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/// <c>0x004802C3</c> — written immediately after that same function sets the
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/// camera to the zoomed-IN per-heritage eye (<c>0x00480286-0x0048029E</c>),
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/// not from the ctor simply never touching the field (heap <c>operator new</c>
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/// memory is indeterminate, not zero — that argument doesn't hold on its
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/// own). One retail quirk this implies: the character starts framed close-up
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/// AND not-zoomed-in at the same time, so the FIRST Zoom In click (once
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/// mounted) tweens close-eye→close-eye — visually null — while still
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/// freezing the animation; the port reproduces this faithfully rather than
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/// treating it as a bug.
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/// </para>
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///
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/// <para>
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/// The page-mount half (CC6b, after CC4 merges) wires the Zoom In/Out
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/// buttons to <see cref="SetZoomedIn"/> and the render loop to
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/// <see cref="Tick"/>; nothing in this repository calls either yet.
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/// </para>
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/// </summary>
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internal sealed class ChargenPreviewAnimator
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{
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/// <summary>
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/// <c>gmCG3DView::StartAnimation</c>'s literal framerate argument
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/// (<c>set_sequence_animation(this->m_pPlayerObject,
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/// this->m_didAnimation.id, 1, 0, 30f)</c>, pseudo-C ~0x004ee61b).
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/// </summary>
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public const float IdleFramerate = 30f;
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private readonly ChargenPreviewAnimatedBuild _build;
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private float _currFrame;
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private bool _zoomedIn;
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// Double-buffered so a 30fps Tick doesn't allocate a fresh List<MeshRef>
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// every frame: one buffer is whatever Entity.MeshRefs currently points
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// at (potentially still being read by the renderer's own Render() call
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// for this frame), the other is safe to Clear()+refill for the NEXT
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// tick and only gets published once fully populated.
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private readonly List<MeshRef> _meshRefsBufferA = [];
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private readonly List<MeshRef> _meshRefsBufferB = [];
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private bool _nextBufferIsA = true;
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public ChargenPreviewAnimator(ChargenPreviewAnimatedBuild build)
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{
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_build = build ?? throw new ArgumentNullException(nameof(build));
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_currFrame = build.IdleLowFrame;
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if (build.IdleAnimation is not null)
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ApplyIdleFrame(); // retail's true default: idle playing, frame 0.
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// Else: Entity.MeshRefs already holds RestMeshRefs (set by
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// TryBuildAnimated) as the best available fallback.
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}
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/// <summary>The live preview entity — mutated in place by <see cref="Tick"/>
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/// and <see cref="SetZoomedIn"/>; the renderer never needs to re-call
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/// <c>SetPreview</c> after the first assignment (<c>WorldEntity.MeshRefs</c>
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/// is read fresh every draw — see its own doc comment).</summary>
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public WorldEntity Entity => _build.Entity;
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public bool IsZoomedIn => _zoomedIn;
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/// <summary>
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/// <c>gmCGAppearancePage::ZoomIn</c>/<c>ZoomOut</c>'s
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/// <c>StopAnimation</c>/<c>StartAnimation</c> call, applied immediately
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/// (retail does not wait for the camera tween to finish before swapping
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/// animation state — see this class's own doc comment). No-op if
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/// already in the requested state, matching retail's own early-return
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/// guards (<c>ZoomIn</c>'s <c>if (m_bZoomedIn != 0) return</c>,
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/// <c>ZoomOut</c>'s mirror).
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/// </summary>
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public void SetZoomedIn(bool zoomedIn)
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{
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if (_zoomedIn == zoomedIn)
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return;
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_zoomedIn = zoomedIn;
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if (zoomedIn)
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{
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_build.Entity.MeshRefs = _build.RestMeshRefs;
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}
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else
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{
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_currFrame = _build.IdleLowFrame;
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if (_build.IdleAnimation is not null)
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ApplyIdleFrame();
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}
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}
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/// <summary>
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/// Advances the idle loop by <paramref name="elapsedSeconds"/>. No-op
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/// while zoomed in (the rest pose is frozen — retail's framerate-0
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/// <c>set_sequence_animation</c> call never advances) or when no idle
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/// Animation resolved (heritage/DID gap; the entity keeps whatever pose
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/// the constructor seeded).
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/// </summary>
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public void Tick(float elapsedSeconds)
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{
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if (_zoomedIn || _build.IdleAnimation is null || elapsedSeconds <= 0f)
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return;
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_currFrame = RetailAnimationCyclePlayback.Advance(
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_currFrame, _build.IdleLowFrame, _build.IdleHighFrame, IdleFramerate, elapsedSeconds);
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ApplyIdleFrame();
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}
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private void ApplyIdleFrame()
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{
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DatReaderWriter.DBObjs.Animation animation = _build.IdleAnimation!;
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IReadOnlyList<ChargenPreviewDrawablePart> parts = _build.DrawableParts;
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List<MeshRef> meshRefs = _nextBufferIsA ? _meshRefsBufferA : _meshRefsBufferB;
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_nextBufferIsA = !_nextBufferIsA;
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meshRefs.Clear();
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foreach (ChargenPreviewDrawablePart part in parts)
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{
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bool resolved = RetailAnimationCyclePlayback.TryInterpolatePart(
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animation, _currFrame, _build.IdleLowFrame, _build.IdleHighFrame,
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part.SetupPartIndex, out Vector3 origin, out Quaternion orientation);
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// Same defensive default as ApplyHeldPoseTransforms: a part
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// index the bracketing frame doesn't cover (a Setup/Animation
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// part-count mismatch, never expected in practice) keeps
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// identity rather than a degenerate zero quaternion.
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if (!resolved)
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{
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origin = Vector3.Zero;
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orientation = Quaternion.Identity;
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}
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Matrix4x4 transform = RetailHeldPose.ComposePartTransform(part.DefaultScale, origin, orientation);
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meshRefs.Add(new MeshRef(part.GfxObjId, transform) { SurfaceOverrides = part.SurfaceOverrides });
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}
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_build.Entity.MeshRefs = meshRefs;
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}
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}
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