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https://github.com/soarqin/DSP_Mods.git
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refactor(UXAssist): clean up I18N internals without changing public API
This commit is contained in:
+65
-38
@@ -4,34 +4,60 @@ using HarmonyLib;
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namespace UXAssist.Common;
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namespace UXAssist.Common;
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/// <summary>
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/// Provides bilingual localization helpers that integrate with the game's <see cref="Localization"/> system.
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/// </summary>
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public static class I18N
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public static class I18N
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{
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{
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private static bool _initialized;
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private static bool _initialized;
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private static bool _dirty;
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private static bool _dirty;
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/// <summary>
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/// Invoked after the game has finished loading the active language and all registered strings have been applied.
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/// </summary>
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public static Action OnInitialized;
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public static Action OnInitialized;
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/// <summary>
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/// Registers the localization hooks with Harmony.
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/// </summary>
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public static void Init()
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public static void Init()
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{
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{
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Harmony.CreateAndPatchAll(typeof(I18N));
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Harmony.CreateAndPatchAll(typeof(I18N));
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}
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}
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/// <summary>
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/// Returns whether the localization system has finished its initial load.
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/// </summary>
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/// <returns><c>true</c> if localization is initialized; otherwise <c>false</c>.</returns>
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public static bool Initialized() => _initialized;
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public static bool Initialized() => _initialized;
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private static readonly List<Tuple<string, string, int>> Keys = [];
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private static readonly Dictionary<int, List<string>> Strings = [];
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public static void Add(string key, string enus, string zhcn = null)
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/// <summary>
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/// Holds the English and Simplified Chinese localized values for a single entry.
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/// </summary>
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private sealed class LocalizedString
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{
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{
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if (zhcn == null && key == enus) return;
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public string En { get; }
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Keys.Add(Tuple.Create(key, enus, -1));
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public string Zh { get; }
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if (Strings.TryGetValue(2052, out var zhcnList))
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public LocalizedString(string en, string zh)
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{
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{
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zhcnList.Add(string.IsNullOrEmpty(zhcn) ? enus : zhcn);
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En = en;
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}
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Zh = zh;
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else
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{
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Strings.Add(2052, [string.IsNullOrEmpty(zhcn) ? enus : zhcn]);
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}
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}
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}
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private static readonly Dictionary<string, LocalizedString> Entries = new();
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/// <summary>
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/// Registers a localized string pair.
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/// </summary>
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/// <param name="key">The lookup key.</param>
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/// <param name="en">The English text.</param>
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/// <param name="zh">The Simplified Chinese text.</param>
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public static void Add(string key, string en, string zh)
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{
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if (zh is null && key == en) return;
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Entries[key] = new LocalizedString(en, string.IsNullOrEmpty(zh) ? en : zh);
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_dirty = true;
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_dirty = true;
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}
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}
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@@ -39,25 +65,17 @@ public static class I18N
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{
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{
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var indexer = Localization.namesIndexer;
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var indexer = Localization.namesIndexer;
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var index = indexer.Count;
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var index = indexer.Count;
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var len = Keys.Count;
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foreach (var key in Entries.Keys)
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for (var i = 0; i < len; i++)
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{
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{
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var (key, def, value) = Keys[i];
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if (indexer.TryGetValue(key, out _)) continue;
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if (value >= 0) continue;
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if (indexer.TryGetValue(key, out var idx))
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{
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Keys[i] = Tuple.Create(key, def, idx);
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continue;
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}
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indexer[key] = index;
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indexer[key] = index;
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Keys[i] = Tuple.Create(key, def, index);
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index++;
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index++;
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}
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}
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_dirty = false;
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_dirty = false;
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var strings = Localization.strings;
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var strings = Localization.strings;
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if (strings == null) return;
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if (strings == null) return;
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var len2 = strings.Length;
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var len = strings.Length;
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for (var i = 0; i < len2; i++)
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for (var i = 0; i < len; i++)
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{
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{
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ApplyLanguage(i);
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ApplyLanguage(i);
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if (i != Localization.currentLanguageIndex) continue;
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if (i != Localization.currentLanguageIndex) continue;
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@@ -90,31 +108,40 @@ public static class I18N
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}
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}
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}
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}
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var keyLength = Keys.Count;
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var isChinese = Localization.Languages[index].lcId == 2052;
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if (Strings.TryGetValue(Localization.Languages[index].lcId, out var list))
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foreach (var entry in Entries)
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{
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{
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for (var j = 0; j < keyLength; j++)
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if (!Localization.namesIndexer.TryGetValue(entry.Key, out var idx)) continue;
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{
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strs[idx] = isChinese ? entry.Value.Zh : entry.Value.En;
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strs[Keys[j].Item3] = list[j];
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}
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}
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else
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{
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for (var j = 0; j < keyLength; j++)
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{
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strs[Keys[j].Item3] = Keys[j].Item2;
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}
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}
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}
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}
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}
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/// <summary>
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/// Applies any pending localization changes to the game's localization tables.
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/// </summary>
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public static void Apply()
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public static void Apply()
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{
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{
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if (!_initialized) return;
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if (!_initialized) return;
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if (Keys.Count == 0) return;
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if (Entries.Count == 0) return;
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if (!_dirty) return;
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if (!_dirty) return;
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ApplyIndexers();
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ApplyIndexers();
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}
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}
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/// <summary>
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/// Returns the localized text for the given key in the currently active language,
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/// falling back to the key itself when no entry is registered.
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/// </summary>
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/// <param name="key">The lookup key.</param>
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/// <returns>The localized text, or <paramref name="key"/> if no entry exists.</returns>
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public static string Translate(string key)
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{
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if (!Entries.TryGetValue(key, out var loc)) return key;
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var languageIndex = Localization.currentLanguageIndex;
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if (languageIndex >= 0 && languageIndex < Localization.Languages.Length && Localization.Languages[languageIndex].lcId == 2052)
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return loc.Zh;
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return loc.En;
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}
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[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadSettings))]
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[HarmonyPostfix, HarmonyPriority(Priority.Last), HarmonyPatch(typeof(Localization), nameof(Localization.LoadSettings))]
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private static void Localization_LoadSettings_Postfix()
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private static void Localization_LoadSettings_Postfix()
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{
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{
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@@ -136,4 +163,4 @@ public static class I18N
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if (!_initialized) return;
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if (!_initialized) return;
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OnInitialized?.Invoke();
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OnInitialized?.Invoke();
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}
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}
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}
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}
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