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Merge branch 'master' into allow-multiple-debug-instances
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commit
0ffac22376
26
osu.Game/Graphics/OpenGL/Vertices/PositionAndColourVertex.cs
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26
osu.Game/Graphics/OpenGL/Vertices/PositionAndColourVertex.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Runtime.InteropServices;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics.ES30;
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namespace osu.Game.Graphics.OpenGL.Vertices
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct PositionAndColourVertex : IEquatable<PositionAndColourVertex>, IVertex
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{
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[VertexMember(2, VertexAttribPointerType.Float)]
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public Vector2 Position;
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[VertexMember(4, VertexAttribPointerType.Float)]
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public Color4 Colour;
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public bool Equals(PositionAndColourVertex other)
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=> Position.Equals(other.Position)
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&& Colour.Equals(other.Colour);
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}
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}
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@ -3,6 +3,7 @@
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osuTK;
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using osuTK;
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using osuTK.Input;
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using osuTK.Input;
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@ -33,6 +34,17 @@ namespace osu.Game.Graphics.UserInterface
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PlaceholderText = "type to search";
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PlaceholderText = "type to search";
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}
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}
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public override bool OnPressed(PlatformAction action)
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{
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// Shift+delete is handled via PlatformAction on macOS. this is not so useful in the context of a SearchTextBox
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// as we do not allow arrow key navigation in the first place (ie. the care should always be at the end of text)
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// Avoid handling it here to allow other components to potentially consume the shortcut.
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if (action.ActionType == PlatformActionType.CharNext && action.ActionMethod == PlatformActionMethod.Delete)
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return false;
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return base.OnPressed(action);
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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{
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if (!e.ControlPressed && !e.ShiftPressed)
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if (!e.ControlPressed && !e.ShiftPressed)
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@ -85,6 +85,7 @@ namespace osu.Game.Overlays.Chat
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Drawable effectedUsername = username = new OsuSpriteText
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Drawable effectedUsername = username = new OsuSpriteText
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{
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{
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Shadow = false,
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Colour = hasBackground ? customUsernameColour : username_colours[message.Sender.Id % username_colours.Length],
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Colour = hasBackground ? customUsernameColour : username_colours[message.Sender.Id % username_colours.Length],
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Font = OsuFont.GetFont(size: TextSize, weight: FontWeight.Bold, italics: true)
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Font = OsuFont.GetFont(size: TextSize, weight: FontWeight.Bold, italics: true)
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};
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};
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@ -133,6 +134,7 @@ namespace osu.Game.Overlays.Chat
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{
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{
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timestamp = new OsuSpriteText
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timestamp = new OsuSpriteText
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{
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{
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Shadow = false,
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Anchor = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Font = OsuFont.GetFont(size: TextSize * 0.75f, weight: FontWeight.SemiBold, fixedWidth: true)
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Font = OsuFont.GetFont(size: TextSize * 0.75f, weight: FontWeight.SemiBold, fixedWidth: true)
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@ -155,6 +157,8 @@ namespace osu.Game.Overlays.Chat
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{
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{
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contentFlow = new LinkFlowContainer(t =>
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contentFlow = new LinkFlowContainer(t =>
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{
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{
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t.Shadow = false;
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if (Message.IsAction)
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if (Message.IsAction)
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{
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{
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t.Font = OsuFont.GetFont(italics: true);
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t.Font = OsuFont.GetFont(italics: true);
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@ -71,8 +71,11 @@ namespace osu.Game.Overlays.Toolbar
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// Scheduled to allow the flow layout to be computed before the line position is updated
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// Scheduled to allow the flow layout to be computed before the line position is updated
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private void moveLineToCurrent() => ScheduleAfterChildren(() =>
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private void moveLineToCurrent() => ScheduleAfterChildren(() =>
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{
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{
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ModeButtonLine.MoveToX(SelectedTab.DrawPosition.X, !hasInitialPosition ? 0 : 200, Easing.OutQuint);
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if (SelectedTab != null)
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hasInitialPosition = true;
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{
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ModeButtonLine.MoveToX(SelectedTab.DrawPosition.X, !hasInitialPosition ? 0 : 200, Easing.OutQuint);
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hasInitialPosition = true;
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}
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});
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});
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public override bool HandleNonPositionalInput => !Current.Disabled && base.HandleNonPositionalInput;
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public override bool HandleNonPositionalInput => !Current.Disabled && base.HandleNonPositionalInput;
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@ -6,6 +6,7 @@ using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Shaders;
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@ -13,6 +14,7 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.OpenGL.Vertices;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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@ -153,9 +155,17 @@ namespace osu.Game.Rulesets.Mods
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private Vector2 flashlightSize;
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private Vector2 flashlightSize;
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private float flashlightDim;
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private float flashlightDim;
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private readonly VertexBatch<PositionAndColourVertex> quadBatch = new QuadBatch<PositionAndColourVertex>(1, 1);
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private readonly Action<TexturedVertex2D> addAction;
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public FlashlightDrawNode(Flashlight source)
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public FlashlightDrawNode(Flashlight source)
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: base(source)
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: base(source)
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{
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{
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addAction = v => quadBatch.Add(new PositionAndColourVertex
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{
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Position = v.Position,
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Colour = v.Colour
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});
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}
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}
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public override void ApplyState()
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public override void ApplyState()
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@ -179,7 +189,7 @@ namespace osu.Game.Rulesets.Mods
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shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
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shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
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shader.GetUniform<float>("flashlightDim").UpdateValue(ref flashlightDim);
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shader.GetUniform<float>("flashlightDim").UpdateValue(ref flashlightDim);
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DrawQuad(Texture.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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DrawQuad(Texture.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: addAction);
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shader.Unbind();
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shader.Unbind();
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}
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}
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