The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.3.1] - 2023-03-27 ### Added - Added detection and graceful handling of corrupt packets for additional safety. (#2419) ### Changed - The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450) - `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`. - Dirty `NetworkObject` are reset at end-of-frame and not at serialization time. - `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair. - Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322) ### Fixed - Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399) - Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398) - Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347) - Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323) - Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332) - Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309) - Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) - Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
193 lines
6.9 KiB
C#
193 lines
6.9 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Interface for network value containers
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/// </summary>
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public abstract class NetworkVariableBase : IDisposable
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{
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/// <summary>
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/// The delivery type (QoS) to send data with
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/// </summary>
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internal const NetworkDelivery Delivery = NetworkDelivery.ReliableFragmentedSequenced;
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/// <summary>
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/// Maintains a link to the associated NetworkBehaviour
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/// </summary>
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private protected NetworkBehaviour m_NetworkBehaviour;
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public NetworkBehaviour GetBehaviour()
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{
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return m_NetworkBehaviour;
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}
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/// <summary>
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/// Initializes the NetworkVariable
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/// </summary>
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/// <param name="networkBehaviour">The NetworkBehaviour the NetworkVariable belongs to</param>
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public void Initialize(NetworkBehaviour networkBehaviour)
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{
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m_NetworkBehaviour = networkBehaviour;
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}
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/// <summary>
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/// The default read permissions
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/// </summary>
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public const NetworkVariableReadPermission DefaultReadPerm = NetworkVariableReadPermission.Everyone;
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/// <summary>
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/// The default write permissions
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/// </summary>
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public const NetworkVariableWritePermission DefaultWritePerm = NetworkVariableWritePermission.Server;
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/// <summary>
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/// The default constructor for <see cref="NetworkVariableBase"/> that can be used to create a
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/// custom NetworkVariable.
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/// </summary>
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/// <param name="readPerm">the <see cref="NetworkVariableReadPermission"/> access settings</param>
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/// <param name="writePerm">the <see cref="NetworkVariableWritePermission"/> access settings</param>
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protected NetworkVariableBase(
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NetworkVariableReadPermission readPerm = DefaultReadPerm,
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NetworkVariableWritePermission writePerm = DefaultWritePerm)
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{
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ReadPerm = readPerm;
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WritePerm = writePerm;
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}
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/// <summary>
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/// The <see cref="m_IsDirty"/> property is used to determine if the
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/// value of the `NetworkVariable` has changed.
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/// </summary>
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private bool m_IsDirty;
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/// <summary>
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/// Gets or sets the name of the network variable's instance
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/// (MemberInfo) where it was declared.
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/// </summary>
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public string Name { get; internal set; }
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/// <summary>
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/// The read permission for this var
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/// </summary>
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public readonly NetworkVariableReadPermission ReadPerm;
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/// <summary>
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/// The write permission for this var
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/// </summary>
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public readonly NetworkVariableWritePermission WritePerm;
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/// <summary>
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/// Sets whether or not the variable needs to be delta synced
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/// </summary>
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/// <param name="isDirty">Whether or not the var is dirty</param>
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public virtual void SetDirty(bool isDirty)
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{
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m_IsDirty = isDirty;
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if (m_IsDirty)
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{
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if (m_NetworkBehaviour == null)
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{
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Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
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"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
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return;
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}
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m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
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}
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}
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/// <summary>
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/// Resets the dirty state and marks the variable as synced / clean
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/// </summary>
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public virtual void ResetDirty()
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{
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m_IsDirty = false;
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}
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/// <summary>
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/// Gets Whether or not the container is dirty
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/// </summary>
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/// <returns>Whether or not the container is dirty</returns>
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public virtual bool IsDirty()
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{
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return m_IsDirty;
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}
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/// <summary>
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/// Gets if a specific client has permission to read the var or not
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/// </summary>
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/// <param name="clientId">The client id</param>
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/// <returns>Whether or not the client has permission to read</returns>
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public bool CanClientRead(ulong clientId)
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{
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switch (ReadPerm)
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{
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default:
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case NetworkVariableReadPermission.Everyone:
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return true;
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case NetworkVariableReadPermission.Owner:
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return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId || NetworkManager.ServerClientId == clientId;
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}
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}
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/// <summary>
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/// Gets if a specific client has permission to write the var or not
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/// </summary>
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/// <param name="clientId">The client id</param>
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/// <returns>Whether or not the client has permission to write</returns>
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public bool CanClientWrite(ulong clientId)
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{
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switch (WritePerm)
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{
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default:
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case NetworkVariableWritePermission.Server:
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return clientId == NetworkManager.ServerClientId;
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case NetworkVariableWritePermission.Owner:
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return clientId == m_NetworkBehaviour.NetworkObject.OwnerClientId;
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}
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}
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/// <summary>
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/// Returns the ClientId of the owning client
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/// </summary>
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internal ulong OwnerClientId()
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{
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return m_NetworkBehaviour.NetworkObject.OwnerClientId;
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}
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/// <summary>
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/// Writes the dirty changes, that is, the changes since the variable was last dirty, to the writer
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/// </summary>
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/// <param name="writer">The stream to write the dirty changes to</param>
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public abstract void WriteDelta(FastBufferWriter writer);
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/// <summary>
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/// Writes the complete state of the variable to the writer
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/// </summary>
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/// <param name="writer">The stream to write the state to</param>
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public abstract void WriteField(FastBufferWriter writer);
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/// <summary>
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/// Reads the complete state from the reader and applies it
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/// </summary>
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/// <param name="reader">The stream to read the state from</param>
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public abstract void ReadField(FastBufferReader reader);
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/// <summary>
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/// Reads delta from the reader and applies them to the internal value
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/// </summary>
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/// <param name="reader">The stream to read the delta from</param>
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/// <param name="keepDirtyDelta">Whether or not the delta should be kept as dirty or consumed</param>
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public abstract void ReadDelta(FastBufferReader reader, bool keepDirtyDelta);
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/// <summary>
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/// Virtual <see cref="IDisposable"/> implementation
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/// </summary>
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public virtual void Dispose()
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{
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}
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}
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}
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