208 lines
9.7 KiB
C#
208 lines
9.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace Mirror
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{
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/// <summary>Base NetworkConnection class for server-to-client and client-to-server connection.</summary>
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public abstract class NetworkConnection
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{
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public const int LocalConnectionId = 0;
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/// <summary>Unique identifier for this connection that is assigned by the transport layer.</summary>
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// assigned by transport, this id is unique for every connection on server.
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// clients don't know their own id and they don't know other client's ids.
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public readonly int connectionId;
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/// <summary>Flag that indicates the client has been authenticated.</summary>
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public bool isAuthenticated;
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/// <summary>General purpose object to hold authentication data, character selection, tokens, etc.</summary>
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public object authenticationData;
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/// <summary>A server connection is ready after joining the game world.</summary>
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// TODO move this to ConnectionToClient so the flag only lives on server
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// connections? clients could use NetworkClient.ready to avoid redundant
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// state.
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public bool isReady;
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/// <summary>Last time a message was received for this connection. Includes system and user messages.</summary>
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public float lastMessageTime;
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/// <summary>This connection's main object (usually the player object).</summary>
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public NetworkIdentity identity { get; internal set; }
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/// <summary>All NetworkIdentities owned by this connection. Can be main player, pets, etc.</summary>
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// .owned is now valid both on server and on client.
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// IMPORTANT: this needs to be <NetworkIdentity>, not <uint netId>.
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// fixes a bug where DestroyOwnedObjects wouldn't find the
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// netId anymore: https://github.com/vis2k/Mirror/issues/1380
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// Works fine with NetworkIdentity pointers though.
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public readonly HashSet<NetworkIdentity> owned = new HashSet<NetworkIdentity>();
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// batching from server to client & client to server.
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// fewer transport calls give us significantly better performance/scale.
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//
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// for a 64KB max message transport and 64 bytes/message on average, we
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// reduce transport calls by a factor of 1000.
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//
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// depending on the transport, this can give 10x performance.
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//
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// Dictionary<channelId, batch> because we have multiple channels.
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protected Dictionary<int, Batcher> batches = new Dictionary<int, Batcher>();
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/// <summary>last batch's remote timestamp. not interpolated. useful for NetworkTransform etc.</summary>
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// for any given NetworkMessage/Rpc/Cmd/OnSerialize, this was the time
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// on the REMOTE END when it was sent.
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//
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// NOTE: this is NOT in NetworkTime, it needs to be per-connection
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// because the server receives different batch timestamps from
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// different connections.
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public double remoteTimeStamp { get; internal set; }
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internal NetworkConnection()
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{
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// set lastTime to current time when creating connection to make
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// sure it isn't instantly kicked for inactivity
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lastMessageTime = Time.time;
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}
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internal NetworkConnection(int networkConnectionId) : this()
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{
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connectionId = networkConnectionId;
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}
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// TODO if we only have Reliable/Unreliable, then we could initialize
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// two batches and avoid this code
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protected Batcher GetBatchForChannelId(int channelId)
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{
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// get existing or create new writer for the channelId
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Batcher batch;
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if (!batches.TryGetValue(channelId, out batch))
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{
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// get max batch size for this channel
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int threshold = Transport.active.GetBatchThreshold(channelId);
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// create batcher
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batch = new Batcher(threshold);
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batches[channelId] = batch;
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}
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return batch;
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}
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// Send stage one: NetworkMessage<T>
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/// <summary>Send a NetworkMessage to this connection over the given channel.</summary>
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public void Send<T>(T message, int channelId = Channels.Reliable)
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where T : struct, NetworkMessage
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{
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using (NetworkWriterPooled writer = NetworkWriterPool.Get())
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{
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// pack message
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NetworkMessages.Pack(message, writer);
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// validate packet size immediately.
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// we know how much can fit into one batch at max.
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// if it's larger, log an error immediately with the type <T>.
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// previously we only logged in Update() when processing batches,
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// but there we don't have type information anymore.
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int max = NetworkMessages.MaxMessageSize(channelId);
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if (writer.Position > max)
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{
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Debug.LogError($"NetworkConnection.Send: message of type {typeof(T)} with a size of {writer.Position} bytes is larger than the max allowed message size in one batch: {max}.\nThe message was dropped, please make it smaller.");
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return;
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}
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// send allocation free
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NetworkDiagnostics.OnSend(message, channelId, writer.Position, 1);
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Send(writer.ToArraySegment(), channelId);
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}
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}
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// Send stage two: serialized NetworkMessage as ArraySegment<byte>
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// internal because no one except Mirror should send bytes directly to
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// the client. they would be detected as a message. send messages instead.
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// => make sure to validate message<T> size before calling Send<byte>!
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal virtual void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
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{
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//Debug.Log($"ConnectionSend {this} bytes:{BitConverter.ToString(segment.Array, segment.Offset, segment.Count)}");
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// add to batch no matter what.
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// batching will try to fit as many as possible into MTU.
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// but we still allow > MTU, e.g. kcp max packet size 144kb.
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// those are simply sent as single batches.
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//
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// IMPORTANT: do NOT send > batch sized messages directly:
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// - data race: large messages would be sent directly. small
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// messages would be sent in the batch at the end of frame
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// - timestamps: if batching assumes a timestamp, then large
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// messages need that too.
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//
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// NOTE: we ALWAYS batch. it's not optional, because the
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// receiver needs timestamps for NT etc.
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//
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// NOTE: we do NOT ValidatePacketSize here yet. the final packet
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// will be the full batch, including timestamp.
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GetBatchForChannelId(channelId).AddMessage(segment, NetworkTime.localTime);
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}
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// Send stage three: hand off to transport
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protected abstract void SendToTransport(ArraySegment<byte> segment, int channelId = Channels.Reliable);
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// flush batched messages at the end of every Update.
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internal virtual void Update()
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{
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// go through batches for all channels
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// foreach ((int key, Batcher batcher) in batches) // Unity 2020 doesn't support deconstruct yet
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foreach (KeyValuePair<int, Batcher> kvp in batches)
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{
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// make and send as many batches as necessary from the stored
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// messages.
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using (NetworkWriterPooled writer = NetworkWriterPool.Get())
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{
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// make a batch with our local time (double precision)
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while (kvp.Value.GetBatch(writer))
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{
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// message size is validated in Send<T>, with test coverage.
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// we can send directly without checking again.
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ArraySegment<byte> segment = writer.ToArraySegment();
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// send to transport
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SendToTransport(segment, kvp.Key);
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//UnityEngine.Debug.Log($"sending batch of {writer.Position} bytes for channel={kvp.Key} connId={connectionId}");
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// reset writer for each new batch
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writer.Position = 0;
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}
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}
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}
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}
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/// <summary>Check if we received a message within the last 'timeout' seconds.</summary>
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internal virtual bool IsAlive(float timeout) => Time.time - lastMessageTime < timeout;
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/// <summary>Disconnects this connection.</summary>
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// for future reference, here is how Disconnects work in Mirror.
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//
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// first, there are two types of disconnects:
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// * voluntary: the other end simply disconnected
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// * involuntary: server disconnects a client by itself
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//
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// UNET had special (complex) code to handle both cases differently.
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//
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// Mirror handles both cases the same way:
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// * Disconnect is called from TOP to BOTTOM
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// NetworkServer/Client -> NetworkConnection -> Transport.Disconnect()
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// * Disconnect is handled from BOTTOM to TOP
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// Transport.OnDisconnected -> ...
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//
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// in other words, calling Disconnect() does no cleanup whatsoever.
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// it simply asks the transport to disconnect.
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// then later the transport events will do the clean up.
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public abstract void Disconnect();
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public override string ToString() => $"connection({connectionId})";
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}
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}
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