名将擂台:获取对手
This commit is contained in:
@@ -1,18 +1,18 @@
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import { Application, BackendSession, pinus, HandlerService, } from 'pinus';
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import { uniq, findWhere, findIndex, pick } from 'underscore';
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import { gameData, getPvpBoxBySeasonNumAndIndex } from '../../../pubUtils/data';
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import { gameData, getDicLadderMatchByMyRank, getPvpBoxBySeasonNumAndIndex } from '../../../pubUtils/data';
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import { RoleModel, RoleType } from '../../../db/Role';
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import { STATUS } from '../../../consts/statusCode';
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import { resResult, genCode, checkRoleIsRobot, robotIdComBack } from '../../../pubUtils/util';
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import { LadderMatchModel, LadderUpdateInter } from '../../../db/LadderMatch';
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import { getBuyCntCost, getLadderData, refreshLadderDaily } from '../../../services/ladderService';
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import { LadderDataReturn, LadderDefense, LadderDefenseHero } from '../../../domain/battleField/ladder';
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import { checkRank, generateInitRecInfo, getBuyCntCost, getLadderData, getLadderOppStatus, refreshLadderDaily, refreshLadderEnemies } from '../../../services/ladderService';
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import { LadderDataReturn, LadderDefense, LadderDefenseHero, LadderOppLineupReturn, LadderOppPlayerInfo } from '../../../domain/battleField/ladder';
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import { LadderMatchRecModel } from '../../../db/LadderMatchRec';
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import { HeroModel, HeroType } from '../../../db/Hero';
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import { LADDER } from '../../../pubUtils/dicParam';
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import { handleCost } from '../../../services/role/rewardService';
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import { ITEM_CHANGE_REASON } from '../../../consts';
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import { ITEM_CHANGE_REASON, LADDER_CHECK_STOP_TIME, LADDER_OPP_STATUS, LADDER_STATUS } from '../../../consts';
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export default function (app: Application) {
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new HandlerService(app, {});
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@@ -23,7 +23,7 @@ export class LadderHandler {
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constructor(private app: Application) {
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}
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//1获取主界面
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// 1. 获取主界面
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async getData(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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@@ -31,7 +31,132 @@ export class LadderHandler {
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return resResult(STATUS.SUCCESS, result);
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}
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// 8. 设置防守阵容
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// 2. 获取对手阵容信息
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async getOppLineup(msg: { roleId: string, rank: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { roleId: targetRoleId, rank } = msg;
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let ladderData = await LadderMatchModel.findByRoleId(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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if(!checkRank(ladderData.rank, rank)) return resResult(STATUS.LADDER_RANK_ERROR);
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let { oppPlayers = [] } = ladderData;
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let curOppPlayer = oppPlayers.find(cur => cur.roleId == targetRoleId);
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let isRobot = curOppPlayer? curOppPlayer.isRobot: false;
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let result = new LadderOppLineupReturn();
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result.setMyRank(ladderData.rank);
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if(isRobot) {
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let dicLadderDifficultRatio = gameData.ladderDifficultRatio.get(rank);
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let dicWarJson = gameData.warJson.get(dicLadderDifficultRatio.gkId);
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result.setRobot(dicLadderDifficultRatio, dicWarJson);
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} else {
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let hisLadderData = await LadderMatchModel.findByRoleIdAndInclude(targetRoleId);
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result.setPlayer(hisLadderData);
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}
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return resResult(STATUS.SUCCESS, result);
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}
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// 3. 点击挑战
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async chooseOpp(msg: { roleId: string, rank: number, myRank: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let serverId = session.get('serverId');
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let { roleId: targetRoleId, rank, myRank } = msg;
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// 检查双方排名等,不行的刷新对手回去
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let ladderData = await LadderMatchModel.findByRoleIdAndInclude(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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let { status, isRobot, hisLadderData } = await getLadderOppStatus(ladderData, targetRoleId, myRank, rank);
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if(status != LADDER_OPP_STATUS.BATTLE) {
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let oppPlayers = await refreshLadderEnemies(ladderData);
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return resResult(STATUS.SUCCESS, {
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status, oppPlayers
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});
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}
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// 创建ladderMatchRec,发行battleCode
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let attackInfo = generateInitRecInfo(false, false, ladderData.rank, ladderData);
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let defenseInfo = generateInitRecInfo(isRobot, true, rank, hisLadderData);
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let rec = await LadderMatchRecModel.createRec(serverId, roleId, targetRoleId, hisLadderData?.defense, attackInfo, defenseInfo);
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// 倒计时,倒计时结束没有check设为失败并发失败通知
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pinus.app.rpc.systimer.systimerRemote.setLadderCountDown.broadcast(rec.battleCode, rec.checkTime, LADDER_STATUS.CHECK);
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return resResult(STATUS.SUCCESS, {
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time: rec.checkTime + LADDER_CHECK_STOP_TIME,
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battleCode: rec.battleCode
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});
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}
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// 4. 出战撤退
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async giveupCheck(msg: { battleCode: string }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode } = msg;
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// 更新ladderMatchRec
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let rec = await LadderMatchRecModel.giveup(battleCode);
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if(rec) {
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pinus.app.rpc.systimer.systimerRemote.cancelLadderCountDown.broadcast(rec.battleCode);
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}
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return resResult(STATUS.SUCCESS, { status: 0, time: 0 });
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}
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// 5. 获取对手具体战场数据
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async getOppData(msg: { battleCode: string }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode } = msg;
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// 判断是机器人还是真人
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// 真人根据ladderMatch的defense,和warId对应的出兵表生成heroes
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return resResult(STATUS.SUCCESS);
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}
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// 6. 布完阵开始挑战
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async checkBattle(msg: { battleCode: string, heroes: { actorId: number, order: number }[] }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode, heroes } = msg;
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// 检查挑战次数
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// 取消 chooseOpp 的倒计时
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// 更新ladderMatchRec状态,记录下出阵时候玩家选择的顺序
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// 开始倒计时,当时间到了还没battleEnd的时候算失败并发通知
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return resResult(STATUS.SUCCESS)
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}
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// 7. 挑战结算
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async battleEnd(msg: { battleCode: string, isSuccess: boolean }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { battleCode, isSuccess } = msg;
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// 取消 checkBattle 的倒计时
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// 交换双方排名, transaction
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// 更新redis
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// 更新ladderMatchRec状态,并记录信息
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// 刷新双方的对手并发通知
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// 扣挑战次数
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// 获取奖励
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return resResult(STATUS.SUCCESS)
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}
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// 8. 战5次(扫荡)
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async battleSweep(msg: { roleId: string, rank: number, count: number }, session: BackendSession) {
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let roleId = session.get('roleId');
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let { roleId: targetRoleId, rank, count } = msg;
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// 检查是否可以扫荡对手
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// 扣挑战次数
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// 获取奖励
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return resResult(STATUS.SUCCESS)
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}
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// 9. 设置防守阵容
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async saveDefense(msg: { warId: number, heroes: { actorId: number, ai: number, dataId: number, order: number }[] }, session: BackendSession) {
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let { warId, heroes } = msg;
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let roleId = session.get('roleId');
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@@ -55,6 +180,30 @@ export class LadderHandler {
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return resResult(STATUS.SUCCESS, pick(result, 'defense'));
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}
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// 10. 刷新对手
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async refreshOppPlayers(msg: {}, session: BackendSession) {
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let roleId = session.get('roleId');
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let sid = session.get('sid');
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let ladderData = await LadderMatchModel.findByRoleId(roleId);
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if(!ladderData) return resResult(STATUS.LADDER_NOT_OPEN);
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let update: LadderUpdateInter = {};
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// 刷新次数
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let refOppObj = refreshLadderDaily(ladderData);
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if(refOppObj.shouldRefOpp) {
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update = { ...refOppObj };
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}
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if(refOppObj.refOppCnt + 1 > LADDER.LADDER_REFRESH_TIMES) {
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return resResult(STATUS.LADDER_REFRESH_CNT_MAX);
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}
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update.refOppCnt = refOppObj.refOppCnt + 1;
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let oppPlayers = await refreshLadderEnemies(ladderData, update);
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// 返回
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return resResult(STATUS.SUCCESS, { refOppCnt: update.refOppCnt, oppPlayers });
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}
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// 11. 购买次数
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async buyCnt(msg: { count: number }, session: BackendSession) {
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@@ -86,6 +235,6 @@ export class LadderHandler {
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// 返回
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let result = new LadderDataReturn();
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result.setLadderData(ladderData);
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return resResult(STATUS.SUCCESS, pick(result, 'buyCnt', 'challengeCnt'));
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return resResult(STATUS.SUCCESS, pick(result, ['buyCnt', 'challengeCnt']));
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}
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}
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