Add ParrelSync and netcode
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215
Assets/ParrelSync/Editor/Preferences.cs
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215
Assets/ParrelSync/Editor/Preferences.cs
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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namespace ParrelSync
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{
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/// <summary>
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/// To add value caching for <see cref="EditorPrefs"/> functions
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/// </summary>
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public class BoolPreference
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{
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public string key { get; private set; }
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public bool defaultValue { get; private set; }
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public BoolPreference(string key, bool defaultValue)
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{
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this.key = key;
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this.defaultValue = defaultValue;
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}
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private bool? valueCache = null;
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public bool Value
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{
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get
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{
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if (valueCache == null)
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valueCache = EditorPrefs.GetBool(key, defaultValue);
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return (bool)valueCache;
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}
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set
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{
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if (valueCache == value)
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return;
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EditorPrefs.SetBool(key, value);
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valueCache = value;
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Debug.Log("Editor preference updated. key: " + key + ", value: " + value);
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}
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}
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public void ClearValue()
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{
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EditorPrefs.DeleteKey(key);
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valueCache = null;
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}
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}
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/// <summary>
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/// To add value caching for <see cref="EditorPrefs"/> functions
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/// </summary>
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public class ListOfStringsPreference
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{
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private static string serializationToken = "|||";
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public string Key { get; private set; }
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public ListOfStringsPreference(string key)
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{
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Key = key;
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}
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public List<string> GetStoredValue()
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{
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return this.Deserialize(EditorPrefs.GetString(Key));
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}
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public void SetStoredValue(List<string> strings)
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{
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EditorPrefs.SetString(Key, this.Serialize(strings));
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}
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public void ClearStoredValue()
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{
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EditorPrefs.DeleteKey(Key);
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}
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public string Serialize(List<string> data)
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{
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string result = string.Empty;
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foreach (var item in data)
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{
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if (item.Contains(serializationToken))
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{
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Debug.LogError("Unable to serialize this value ["+item+"], it contains the serialization token ["+serializationToken+"]");
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continue;
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}
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result += item + serializationToken;
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}
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return result;
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}
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public List<string> Deserialize(string data)
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{
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return data.Split(new string[] { serializationToken }, System.StringSplitOptions.None).ToList();
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}
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}
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public class Preferences : EditorWindow
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{
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[MenuItem("ParrelSync/Preferences", priority = 1)]
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private static void InitWindow()
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{
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Preferences window = (Preferences)EditorWindow.GetWindow(typeof(Preferences));
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window.titleContent = new GUIContent(ClonesManager.ProjectName + " Preferences");
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window.minSize = new Vector2(550, 300);
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window.Show();
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}
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/// <summary>
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/// Disable asset saving in clone editors?
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/// </summary>
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public static BoolPreference AssetModPref = new BoolPreference("ParrelSync_DisableClonesAssetSaving", true);
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/// <summary>
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/// In addition of checking the existence of UnityLockFile,
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/// also check is the is the UnityLockFile being opened.
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/// </summary>
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public static BoolPreference AlsoCheckUnityLockFileStaPref = new BoolPreference("ParrelSync_CheckUnityLockFileOpenStatus", true);
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/// <summary>
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/// A list of folders to create sybolic links for,
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/// useful for data that lives outside of the assets folder
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/// eg. Wwise project data
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/// </summary>
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public static ListOfStringsPreference OptionalSymbolicLinkFolders = new ListOfStringsPreference("ParrelSync_OptionalSymbolicLinkFolders");
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private void OnGUI()
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{
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if (ClonesManager.IsClone())
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{
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EditorGUILayout.HelpBox(
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"This is a clone project. Please use the original project editor to change preferences.",
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MessageType.Info);
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return;
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}
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GUILayout.BeginVertical("HelpBox");
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GUILayout.Label("Preferences");
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GUILayout.BeginVertical("GroupBox");
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AssetModPref.Value = EditorGUILayout.ToggleLeft(
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new GUIContent(
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"(recommended) Disable asset saving in clone editors- require re-open clone editors",
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"Disable asset saving in clone editors so all assets can only be modified from the original project editor"
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),
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AssetModPref.Value);
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if (Application.platform == RuntimePlatform.WindowsEditor)
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{
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AlsoCheckUnityLockFileStaPref.Value = EditorGUILayout.ToggleLeft(
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new GUIContent(
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"Also check UnityLockFile lock status while checking clone projects running status",
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"Disable this can slightly increase Clones Manager window performance, but will lead to in-correct clone project running status" +
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"(the Clones Manager window show the clone project is still running even it's not) if the clone editor crashed"
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),
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AlsoCheckUnityLockFileStaPref.Value);
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical("GroupBox");
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GUILayout.Label("Optional Folders to Symbolically Link");
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GUILayout.Space(5);
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// cache the current value
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List<string> optionalFolderPaths = OptionalSymbolicLinkFolders.GetStoredValue();
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bool optionalFolderPathsAreDirty = false;
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// append a new row if full
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if (optionalFolderPaths.Last() != "")
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{
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optionalFolderPaths.Add("");
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}
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var projectPath = ClonesManager.GetCurrentProjectPath();
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for (int i = 0; i < optionalFolderPaths.Count; ++i)
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{
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GUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(optionalFolderPaths[i], EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
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if (GUILayout.Button("Select Folder", GUILayout.Width(100)))
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{
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var result = EditorUtility.OpenFolderPanel("Select Folder to Symbolically Link...", "", "");
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if (result.Contains(projectPath))
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{
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optionalFolderPaths[i] = result.Replace(projectPath,"");
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optionalFolderPathsAreDirty = true;
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}
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else if( result != "")
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{
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Debug.LogWarning("Symbolic Link folder must be within the project directory");
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}
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}
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if (GUILayout.Button("Clear", GUILayout.Width(100)))
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{
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optionalFolderPaths[i] = "";
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optionalFolderPathsAreDirty = true;
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}
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GUILayout.EndHorizontal();
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}
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// only set the preference if the value is marked dirty
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if (optionalFolderPathsAreDirty)
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{
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optionalFolderPaths.RemoveAll(str=> str == "");
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OptionalSymbolicLinkFolders.SetStoredValue(optionalFolderPaths);
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}
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GUILayout.EndVertical();
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if (GUILayout.Button("Reset to default"))
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{
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AssetModPref.ClearValue();
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AlsoCheckUnityLockFileStaPref.ClearValue();
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OptionalSymbolicLinkFolders.ClearStoredValue();
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Debug.Log("Editor preferences cleared");
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}
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GUILayout.EndVertical();
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}
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}
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}
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