mirror of
https://github.com/jamenai/opensim-addon-modules-exp.git
synced 2026-07-29 22:22:23 +00:00
216 lines
7.6 KiB
C#
216 lines
7.6 KiB
C#
using System;
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using System.Linq;
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using System.Reflection;
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using System.Timers;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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[assembly: Addin("RegionWarmup", "1.0.0")]
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[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
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[assembly: AddinDescription("Region warmup: terrain touch, limited asset pre-touch, prime script VM, optional deep warmup tick.")]
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[assembly: AddinAuthor("Christopher Händler")]
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namespace OpenSimRegionWarmupHealthGuard.Modules
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionWarmup")]
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public class RegionWarmupModule : INonSharedRegionModule
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{
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private static readonly ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene _scene;
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private bool _enabled;
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// Config
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private bool _warmupOnRegionLoaded = true;
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private bool _preloadAssets = true;
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private bool _primeScriptVm = true;
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private bool _touchTerrain = true;
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private int _deepWarmupLimit = 200;
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private int _deepWarmupDelaySec = 30;
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private Timer _deepTimer;
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public string Name => "RegionWarmup";
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public Type ReplaceableInterface => null;
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public void Initialise(IConfigSource source)
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{
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var modules = source.Configs["Modules"];
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if (modules == null) return;
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var status = modules.GetString("RegionWarmup", string.Empty);
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if (!string.Equals(status, "enabled", StringComparison.OrdinalIgnoreCase)) return;
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var cfg = source.Configs["RegionWarmup"] ?? source.AddConfig("RegionWarmup");
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_warmupOnRegionLoaded = cfg.GetBoolean("WarmupOnRegionLoaded", _warmupOnRegionLoaded);
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_preloadAssets = cfg.GetBoolean("PreloadAssets", _preloadAssets);
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_primeScriptVm = cfg.GetBoolean("PrimeScriptVM", _primeScriptVm);
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_touchTerrain = cfg.GetBoolean("TouchTerrain", _touchTerrain);
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_deepWarmupLimit = Math.Max(0, cfg.GetInt("DeepWarmupLimit", _deepWarmupLimit));
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_deepWarmupDelaySec = Math.Max(0, cfg.GetInt("DeepWarmupDelaySec", _deepWarmupDelaySec));
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_enabled = true;
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Log.Info("[WARMUP] RegionWarmup enabled");
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}
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public void AddRegion(Scene scene)
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{
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if (!_enabled) return;
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_scene = scene;
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_scene.RegisterModuleInterface(this);
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}
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public void RegionLoaded(Scene scene)
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{
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if (!_enabled) return;
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MainConsole.Instance.Commands.AddCommand("Region", false, "warmup",
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"warmup",
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"Warmup commands. Usage: warmup run|status",
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HandleConsole);
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if (_warmupOnRegionLoaded)
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{
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RunWarmup(tag: "startup");
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}
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if (_deepWarmupLimit > 0 && _deepWarmupDelaySec > 0)
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{
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_deepTimer = new Timer(_deepWarmupDelaySec * 1000) { AutoReset = false };
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_deepTimer.Elapsed += (_, __) =>
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{
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try
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{
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DeepWarmup(_deepWarmupLimit);
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}
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catch (Exception e)
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{
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Log.Debug($"[WARMUP] deep warmup failed: {e.Message}");
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}
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};
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_deepTimer.Start();
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}
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Log.Info($"[WARMUP] Ready for region '{_scene.RegionInfo.RegionName}'.");
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}
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public void RemoveRegion(Scene scene)
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{
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if (!_enabled) return;
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try { _deepTimer?.Stop(); _deepTimer?.Dispose(); } catch { }
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_deepTimer = null;
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_scene.UnregisterModuleInterface(this);
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_scene = null;
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}
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public void Close()
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{
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try { _deepTimer?.Stop(); _deepTimer?.Dispose(); } catch { }
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_deepTimer = null;
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}
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private void HandleConsole(string module, string[] args)
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{
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if (_scene == null) { MainConsole.Instance.Output("[WARMUP] No active scene."); return; }
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if (args.Length < 2)
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{
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MainConsole.Instance.Output("warmup status - show config");
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MainConsole.Instance.Output("warmup run - run warmup now");
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return;
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}
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switch (args[1].ToLowerInvariant())
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{
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case "status":
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MainConsole.Instance.Output($"[WARMUP] OnLoad={_warmupOnRegionLoaded} Terrain={_touchTerrain} PreloadAssets={_preloadAssets} PrimeVM={_primeScriptVm} DeepLimit={_deepWarmupLimit} DeepDelay={_deepWarmupDelaySec}s");
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break;
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case "run":
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RunWarmup(tag: "manual");
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MainConsole.Instance.Output("[WARMUP] Warmup completed.");
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break;
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default:
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MainConsole.Instance.Output("warmup status|run");
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break;
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}
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}
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private void RunWarmup(string tag)
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{
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if (_touchTerrain)
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{
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try
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{
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var t = _scene.TerrainChannel;
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var x = _scene.RegionInfo.RegionSizeX / 2;
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var y = _scene.RegionInfo.RegionSizeY / 2;
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var h = t.GetNormalizedGroundHeight(x, y);
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Log.Debug($"[WARMUP] terrain touch ok (h={h:0.00})");
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}
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catch (Exception e) { Log.Debug($"[WARMUP] terrain touch skipped: {e.Message}"); }
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}
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if (_preloadAssets)
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{
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try
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{
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foreach (var so in _scene.GetSceneObjectGroups().Take(50))
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{
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var _ = so.Parts?.Length;
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foreach (var p in so.Parts)
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_ = p.Inventory?.GetInventoryItems()?.Count;
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}
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Log.Debug("[WARMUP] limited asset pre-touch ok");
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}
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catch (Exception e) { Log.Debug($"[WARMUP] pre-touch skipped: {e.Message}"); }
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}
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if (_primeScriptVm)
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{
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try
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{
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var engine = _scene.RequestModuleInterface<IScriptModule>();
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if (engine != null)
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{
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int cnt = engine.GetScriptCount();
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Log.Debug($"[WARMUP] script VM primed (scripts={cnt})");
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}
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}
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catch (Exception e) { Log.Debug($"[WARMUP] script VM prime skipped: {e.Message}"); }
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}
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Log.Info($"[WARMUP] Warmup done ({tag})");
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}
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private void DeepWarmup(int limit)
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{
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try
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{
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int scanned = 0;
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foreach (var so in _scene.GetSceneObjectGroups())
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{
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var parts = so.Parts;
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if (parts == null) continue;
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foreach (var p in parts)
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{
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var _ = p.Inventory?.GetInventoryItems()?.Count;
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}
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scanned++;
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if (scanned >= limit) break;
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}
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Log.Info($"[WARMUP] deep warmup scanned objects={scanned}/{limit}");
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}
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catch (Exception e)
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{
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Log.Debug($"[WARMUP] deep warmup error: {e.Message}");
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}
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}
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}
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} |