mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-09-03 23:37:26 +00:00
more t5 stuffs
This commit is contained in:
@@ -0,0 +1,48 @@
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#include "AssetDumperGfxImage.h"
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#include <cassert>
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#include "ObjWriting.h"
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#include "Image/IwiWriter27.h"
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#include "Image/DdsWriter.h"
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using namespace T5;
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AssetDumperGfxImage::AssetDumperGfxImage()
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{
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switch (ObjWriting::Configuration.ImageOutputFormat)
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{
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case ObjWriting::Configuration_t::ImageOutputFormat_e::DDS:
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m_writer = std::make_unique<DdsWriter>();
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break;
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case ObjWriting::Configuration_t::ImageOutputFormat_e::IWI:
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m_writer = std::make_unique<iwi27::IwiWriter>();
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break;
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default:
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assert(false);
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m_writer = nullptr;
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break;
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}
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}
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bool AssetDumperGfxImage::ShouldDump(XAssetInfo<GfxImage>* asset)
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{
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const auto* image = asset->Asset();
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return image->loadedSize > 0;
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}
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bool AssetDumperGfxImage::CanDumpAsRaw()
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{
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return true;
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}
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std::string AssetDumperGfxImage::GetFileNameForAsset(Zone* zone, XAssetInfo<GfxImage>* asset)
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{
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return "images/" + asset->m_name + m_writer->GetFileExtension();
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}
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void AssetDumperGfxImage::DumpRaw(AssetDumpingContext& context, XAssetInfo<GfxImage>* asset, std::ostream& stream)
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{
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const auto* image = asset->Asset();
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m_writer->DumpImage(stream, image->texture.texture);
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}
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@@ -0,0 +1,24 @@
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#pragma once
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#include <memory>
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T5/T5.h"
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#include "Image/IImageWriter.h"
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namespace T5
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{
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class AssetDumperGfxImage final : public AbstractAssetDumper<GfxImage>
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{
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std::unique_ptr<IImageWriter> m_writer;
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protected:
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bool ShouldDump(XAssetInfo<GfxImage>* asset) override;
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bool CanDumpAsRaw() override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<GfxImage>* asset) override;
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void DumpRaw(AssetDumpingContext& context, XAssetInfo<GfxImage>* asset, std::ostream& stream) override;
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public:
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AssetDumperGfxImage();
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};
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}
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#include "AssetDumperLocalizeEntry.h"
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#include <fstream>
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#include <filesystem>
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#include "Localize/LocalizeCommon.h"
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#include "Dumping/Localize/StringFileDumper.h"
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using namespace T5;
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namespace fs = std::filesystem;
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void AssetDumperLocalizeEntry::DumpPool(AssetDumpingContext& context, AssetPool<LocalizeEntry>* pool)
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{
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if (pool->m_asset_lookup.empty())
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return;
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const auto language = LocalizeCommon::GetNameOfLanguage(context.m_zone->m_language);
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fs::path stringsPath(context.m_base_path);
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stringsPath.append(language);
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stringsPath.append("localizedstrings");
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create_directories(stringsPath);
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auto stringFilePath(stringsPath);
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stringFilePath.append(context.m_zone->m_name + ".str");
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std::ofstream stringFile(stringFilePath, std::fstream::out | std::ofstream::binary);
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if (stringFile.is_open())
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{
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StringFileDumper stringFileDumper(context.m_zone, stringFile);
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stringFileDumper.SetLanguageName(language);
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// Magic string. Original string files do have this config file. The purpose of the config file is unknown though.
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stringFileDumper.SetConfigFile(R"(C:\projects\cod\t5\bin\StringEd.cfg)");
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stringFileDumper.SetNotes("");
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for (auto* localizeEntry : *pool)
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{
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stringFileDumper.WriteLocalizeEntry(localizeEntry->m_name, localizeEntry->Asset()->value);
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}
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stringFileDumper.Finalize();
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stringFile.close();
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}
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else
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{
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printf("Could not create string file for dumping localized strings of zone '%s'\n", context.m_zone->m_name.c_str());
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}
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}
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T5/T5.h"
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namespace T5
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{
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class AssetDumperLocalizeEntry final : public IAssetDumper<LocalizeEntry>
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{
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public:
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void DumpPool(AssetDumpingContext& context, AssetPool<LocalizeEntry>* pool) override;
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};
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}
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#include "AssetDumperRawFile.h"
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using namespace T5;
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bool AssetDumperRawFile::ShouldDump(XAssetInfo<RawFile>* asset)
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{
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return true;
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}
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bool AssetDumperRawFile::CanDumpAsRaw()
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{
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return true;
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}
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std::string AssetDumperRawFile::GetFileNameForAsset(Zone* zone, XAssetInfo<RawFile>* asset)
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{
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return asset->m_name;
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}
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void AssetDumperRawFile::DumpRaw(AssetDumpingContext& context, XAssetInfo<RawFile>* asset, std::ostream& stream)
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{
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const auto* rawFile = asset->Asset();
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stream.write(rawFile->buffer, rawFile->len);
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}
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T5/T5.h"
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namespace T5
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{
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class AssetDumperRawFile final : public AbstractAssetDumper<RawFile>
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{
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protected:
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bool ShouldDump(XAssetInfo<RawFile>* asset) override;
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bool CanDumpAsRaw() override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<RawFile>* asset) override;
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void DumpRaw(AssetDumpingContext& context, XAssetInfo<RawFile>* asset, std::ostream& stream) override;
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};
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}
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#include "AssetDumperStringTable.h"
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#include "Csv/CsvStream.h"
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using namespace T5;
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bool AssetDumperStringTable::ShouldDump(XAssetInfo<StringTable>* asset)
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{
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return true;
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}
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bool AssetDumperStringTable::CanDumpAsRaw()
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{
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return true;
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}
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std::string AssetDumperStringTable::GetFileNameForAsset(Zone* zone, XAssetInfo<StringTable>* asset)
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{
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return asset->m_name;
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}
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void AssetDumperStringTable::DumpRaw(AssetDumpingContext& context, XAssetInfo<StringTable>* asset, std::ostream& stream)
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{
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const auto* stringTable = asset->Asset();
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CsvOutputStream csv(stream);
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for (auto row = 0; row < stringTable->rowCount; row++)
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{
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for (auto column = 0; column < stringTable->columnCount; column++)
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{
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const auto* cell = &stringTable->values[column + row * stringTable->columnCount];
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csv.WriteColumn(cell->string);
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}
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csv.NextRow();
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}
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}
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T5/T5.h"
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namespace T5
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{
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class AssetDumperStringTable final : public AbstractAssetDumper<StringTable>
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{
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protected:
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bool ShouldDump(XAssetInfo<StringTable>* asset) override;
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bool CanDumpAsRaw() override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<StringTable>* asset) override;
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void DumpRaw(AssetDumpingContext& context, XAssetInfo<StringTable>* asset, std::ostream& stream) override;
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};
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}
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