253 lines
5.1 KiB
C#
253 lines
5.1 KiB
C#
using System;
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using UnityEngine;
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namespace TcgEngine
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{
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/// <summary>
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/// List of data structure used by the ApiClient requests and responses
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/// </summary>
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//--------- Requests -----------
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[Serializable]
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public struct LoginRequest
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{
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public string email;
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public string username;
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public string password;
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}
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[Serializable]
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public struct AutoLoginRequest
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{
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public string refresh_token;
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}
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[Serializable]
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public struct RegisterRequest
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{
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public string email;
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public string username;
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public string password;
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public string avatar;
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}
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[Serializable]
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public struct EditUserRequest
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{
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public string avatar;
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public string cardback;
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}
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[Serializable]
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public struct EditEmailRequest
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{
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public string email;
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}
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[Serializable]
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public struct EditPasswordRequest
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{
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public string password_previous;
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public string password_new;
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}
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[Serializable]
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public struct FriendAddRequest
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{
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public string username;
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}
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[Serializable]
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public struct AddMatchRequest
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{
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public string tid;
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public string[] players;
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public string mode;
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public bool ranked;
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}
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[Serializable]
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public struct CompleteMatchRequest
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{
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public string tid;
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public string winner;
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}
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[Serializable]
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public struct RewardGainRequest
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{
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public string reward;
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}
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[Serializable]
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public struct BuyPackRequest
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{
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public string pack;
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public int quantity;
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}
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[Serializable]
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public struct BuyCardRequest
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{
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public string card;
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public string variant;
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public int quantity;
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}
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[Serializable]
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public struct SellDuplicateRequest
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{
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//public string variant;
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//public string rarity;
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public int keep;
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}
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[Serializable]
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public struct OpenPackRequest
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{
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public string pack;
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}
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//--------- Response -----------
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[Serializable]
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public struct VersionResponse
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{
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public string version;
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}
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[Serializable]
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public struct RegisterResponse
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{
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public string id;
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public string username;
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public string version;
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public bool success;
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public string error;
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}
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[Serializable]
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public struct LoginResponse
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{
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public string id;
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public string username;
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public string refresh_token;
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public string access_token;
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public int permission_level;
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public int validation_level;
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public int duration;
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public string version;
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public string error;
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public bool success;
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}
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[Serializable]
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public struct UserIdResponse
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{
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public string id;
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public string username;
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public string error;
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}
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[Serializable]
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public struct MatchResponse
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{
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public string tid;
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public string[] players;
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public DateTime start;
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public DateTime end;
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public string winner;
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public bool completed;
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public MatchDataResponse[] udata;
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}
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[Serializable]
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public struct MatchDataResponse
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{
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public string username;
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public int rank;
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public DeckData deck;
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public RewardResponse reward;
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}
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[Serializable]
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public struct RewardResponse
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{
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public string tid;
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public int coins;
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public int elo;
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public int xp;
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public string[] cards;
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public string[] decks;
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}
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[Serializable]
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public struct MarketResponse
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{
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public string seller;
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public string card;
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public int price;
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public int quantity;
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}
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[Serializable]
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public struct FriendResponse
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{
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public string username;
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public string server_time;
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public FriendData[] friends;
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public FriendData[] friends_requests;
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}
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[System.Serializable]
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public struct FriendData
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{
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public string username;
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public string avatar;
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public string last_online_time;
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}
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// 任务相关请求和响应结构
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[Serializable]
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public struct TaskDataResponse
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{
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public string id;
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public string name;
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public string desc;
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public int condition;
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public int value1;
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public string value2;
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public string value3;
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public int[] rewardTypes;
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public int[] rewardNums;
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public bool isDailyTask;
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public int durationHours;
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}
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[Serializable]
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public struct PlayerTaskResponse
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{
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public string taskId;
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public long assignedTime;
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public long expireTime;
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public int status;
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public int progress;
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}
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[Serializable]
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public struct PlayerTasksResponse
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{
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public PlayerTaskResponse[] tasks;
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public long lastDailyTaskAssigned;
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}
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[Serializable]
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public struct PlayerTaskSaveRequest
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{
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public PlayerTaskResponse[] tasks;
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public long lastDailyTaskAssigned;
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}
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}
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