feedback5 WG: 补位 in the browser — the 干员持有 tab next to 干员调配 (the 53 NORMAL chess by tier, operator → stand-in, a switch each, 全部持有, export / import, localStorage + room.ownership through the shared sync engine), 「替补:X」 on shop / reward cards and own prep pieces, the stand-in's model on the board, its body on the detail card (own pieces, cards, any unit with standInFor), placement and ranges by the stand-in
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// Real-server browser E2E of 0.2.0 补位 end to end (the approved plan, owner's decision 2026-10-05): the 干员持有 tab of
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// the 干员调配 overlay marks 银灰 as not owned (real clicks; persisted in localStorage; room.ownership → session → seat →
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// the next match's m.private.standIns); in the match the shop card keeps 银灰 (name, price) with 「替补:Sharp」; bought,
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// the hand piece carries the tag; deployed, the board model is Sharp's; the detail card shows Sharp's skill under
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// 银灰's name; and in the browser's own battle (client-side combat) the unit is the stand-in — the b.start spec marks it
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// `standIn: true`, the local sim fields char_609_acguad with its kit, and the battle view draws Sharp's Spine model.
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//
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// SP_E2E=1 node --test test/ui/standin.e2e.test.js
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//
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// The server is test/e2e/fastServer.mjs with its starter-kit hooks (no starter operators, 银灰 in the first shop slot,
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// 20 funds); everything else is the real match engine and the real UI driven by real mouse input.
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// Screenshots: test/e2e/out/standin-*.png.
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import { test, describe } from 'node:test';
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import assert from 'node:assert/strict';
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import { existsSync } from 'node:fs';
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import path from 'node:path';
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import { Client, ROOT, sleep, hasChrome, startRealServer, problemsOf } from '../e2e/client.mjs';
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const ENABLED = process.env.SP_E2E === '1' && hasChrome() && existsSync(path.join(ROOT, 'public/assets'));
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const SILVER = 'chess_char_4_22_a'; // 银灰 (NORMAL) → Sharp (char_609_acguad), S2 亮剑
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const SHARP = 'char_609_acguad';
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describe('0.2.0 补位 — a not-owned operator fights as its stand-in (real server)', { skip: !ENABLED && 'set SP_E2E=1 (Chrome + public/assets)' }, () => {
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test('干员持有: drop 银灰 → buy it (badge) → deploy (Sharp model, Sharp card) → the local battle fields Sharp', { timeout: 6 * 60 * 1000 }, async () => {
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const srv = await startRealServer({ fast: { timerScale: 0.5, combatSpeed: 2, startRound: 1, kit: 0, shop: [SILVER] } });
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const P = (await import('puppeteer-core')).default;
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const c = new Client(P, srv.base, 'standin', { prefix: 'standin' });
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try {
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await c.open();
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await c.enter('替补');
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// 1) 干员调配 → 干员持有: mark 银灰 未持有 (real clicks), synced with the server, persisted in the browser
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await c.click('.lobby-screen [data-testid="loadout-open"]');
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await c.page.waitForSelector('.lo .lo-tab[data-tab="ownership"]', { visible: true, timeout: 15000 });
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await c.click('.lo .lo-tab[data-tab="ownership"]');
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await c.page.waitForSelector(`.own-card[data-chess="${SILVER}"]`, { visible: true, timeout: 15000 });
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const cards = await c.page.evaluate(() => [...document.querySelectorAll('.own-card')].length);
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assert.equal(cards, 53, 'the 53 NORMAL chess of the shop');
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await c.click(`.own-card[data-chess="${SILVER}"]`);
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await c.page.waitForFunction((id) => document.querySelector(`.own-card[data-chess="${id}"]`)?.getAttribute('aria-checked') === 'false', { timeout: 3000 }, SILVER);
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await c.page.waitForFunction(() => /已同步/.test(document.querySelector('[data-testid="ownership-sync"]')?.textContent || ''), { timeout: 8000 });
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const card = await c.page.evaluate((id) => document.querySelector(`.own-card[data-chess="${id}"]`)?.textContent || '', SILVER);
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assert.ok(card.includes('银灰') && card.includes('Sharp') && card.includes('未持有'), card);
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const stored = await c.page.evaluate(() => JSON.parse(localStorage.getItem('sp.pref.ownership') || 'null'));
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assert.deepEqual(stored, { v: 1, notOwned: [SILVER] });
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await c.shot('ownership');
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await c.page.keyboard.press('Escape');
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await c.page.waitForFunction(() => !document.querySelector('.lo'), { timeout: 3000 });
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// 2) a solo 标准 match: the briefing's m.private carries the list
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await c.click('.mode-card', '独立模拟');
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await c.click('.diff-card', '标准模拟');
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await c.click('.create-box button', '开始独立模拟');
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await c.waitFor((s) => !!s.room, 'solo room');
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if (!(await c.st()).phase) await c.click('.room-bar__right button', '开始模拟', { timeout: 20000 });
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await c.waitFor((s) => s.phase === 'INFO_CHECK', 'briefing', 30000);
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const standIns = await c.page.evaluate(() => globalThis.__SP__.store.get().match.private?.standIns ?? null);
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assert.deepEqual(standIns, [SILVER], 'the match received the not-owned list');
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await c.click('.brief__foot .btn--primary', '准备就绪');
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await c.waitFor((s) => s.phase === 'BAND_DRAFT', 'band draft', 30000);
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await c.click('.dband', null, { nth: 1 });
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await c.click('.draft-detail__btns .btn--primary', '确认选择');
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await c.waitFor((s) => s.phase === 'PREP' && !s.ready && s.funds >= 3, 'prep with funds', 60000);
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await sleep(1800); // camera flight
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// 3) the shop card: 银灰 with 「替补:Sharp」; two taps buy it
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await c.page.waitForSelector('.scard .scard__standin', { visible: true, timeout: 10000 });
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const shopCard = await c.page.evaluate(() => {
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const el = document.querySelector('.scard .scard__standin')?.closest('.scard');
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return el ? { name: el.querySelector('.scard__name')?.textContent, badge: el.querySelector('.scard__standin')?.textContent, standIn: el.querySelector('.scard__standin')?.dataset.standin } : null;
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});
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assert.deepEqual(shopCard, { name: '银灰', badge: '替补:Sharp', standIn: SHARP });
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await c.shot('shop');
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await c.click('.scard', '银灰');
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await sleep(300);
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await c.click('.scard', '银灰');
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await c.waitFor((s) => s.hand > 0, 'bought', 8000);
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await sleep(900);
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const [piece] = (await c.handPieces('chess')).filter((p) => p.id === SILVER);
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assert.ok(piece, '银灰 is in the hand');
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// the hand piece keeps 银灰's model, tagged 「替补:Sharp」
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await c.page.waitForFunction((uid) => document.querySelector(`.sitag[data-uid="${uid}"]`)?.textContent === '替补:Sharp', { timeout: 5000 }, piece.uid);
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const handModel = await c.page.evaluate((uid) => globalThis.__SP_VIEW__?.raw?.debug?.views?.get(`p:${uid}`)?.info?.spine ?? null, piece.uid);
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assert.notEqual(handModel, SHARP, 'the hand shows the original operator');
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await c.shot('hand');
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// 4) deploy it (drag → direction wheel): the board model becomes Sharp's; the card shows Sharp's body
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const tile = await c.freeTileFor(piece.uid);
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assert.ok(tile, 'a legal tile');
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await c.drag(await c.piecePoint(piece.uid), await c.tilePoint(tile.row, tile.col));
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await c.page.waitForSelector('.fwheel__dia', { timeout: 4000 });
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await c.swipe('RIGHT');
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await c.waitFor((s) => s.board > 0, 'placed', 8000);
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await c.page.waitForFunction((uid, sharp) => {
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const v = globalThis.__SP_VIEW__?.raw?.debug?.views?.get(`p:${uid}`);
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return v && v.info?.spine === sharp && v.info?.standInFor;
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}, { timeout: 8000 }, piece.uid, SHARP);
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await sleep(600);
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let detail = null;
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for (const at of [0.72, 0.4, 0.88]) {
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const p = await c.piecePoint(piece.uid, at);
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if (!p) continue;
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await c.page.mouse.click(p.x, p.y, { button: 'right' });
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detail = await c.page.waitForSelector('.dpanel .dtag-standin', { timeout: 2500 }).then(() => c.page.evaluate(() => ({
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tag: document.querySelector('.dpanel .dtag-standin')?.textContent || '',
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name: document.querySelector('.dpanel .dhead__name')?.textContent || '',
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skill: document.querySelector('.dpanel .dskill')?.dataset.skill || '',
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})), () => null);
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if (detail) break;
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}
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assert.ok(detail, 'the detail card opens for the deployed piece');
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assert.deepEqual(detail, { tag: '替补:Sharp', name: '银灰', skill: 'skchr_acguad_2' });
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await c.shot('board');
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await c.page.keyboard.press('Escape');
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// 5) ready → the local battle fields Sharp (spec standIn: true; the sim's def; the view's Spine model)
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await c.click('.readybtn');
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await c.waitFor((s) => s.phase === 'COMBAT', 'combat', 60000);
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const got = await c.page.waitForFunction((uid, sharp) => {
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const r = globalThis.__SP_RUNNER__;
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const e = r && [...r._entries.values()].find((x) => x.own && x.battle);
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if (!e) return false;
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const u = e.battle.allyUnits.find((x) => x.uid === uid);
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if (!u) return false;
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const views = globalThis.__SP_VIEW__?.raw?.debug?.views;
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const v = views ? [...views.values()].find((x) => x.info?.uid === uid && !String(x.id).startsWith('p:')) : null;
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if (!v || !v.spineReady) return false;
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const entry = (e.spec.players || []).flatMap((p) => p.units || []).find((x) => x.uid === uid) || null;
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return {
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authoritative: e.authoritative, spec: entry && { chessId: entry.chessId, standIn: entry.standIn ?? null, skillIndex: entry.skillIndex ?? null },
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charId: u.def?.charId, standInFor: u.def?.standInFor, skill: u.skill?.id ?? null, bonds: u.def?.bonds,
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viewSpine: v.info.spine, viewStandInFor: v.info.standInFor ?? null, model: String(v._actorEntry?.skel || ''),
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};
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}, { timeout: 30000, polling: 150 }, piece.uid, SHARP).then((h) => h.jsonValue());
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assert.equal(got.authoritative, true, 'the own normal battle is simulated by this browser');
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assert.deepEqual(got.spec, { chessId: SILVER, standIn: true, skillIndex: null }, 'b.start spec marks the stand-in');
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assert.equal(got.charId, SHARP, 'the local sim fields Sharp');
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assert.equal(got.skill, 'skchr_acguad_2', 'with the chess\'s backup skill (S2 亮剑)');
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assert.equal(got.viewSpine, SHARP);
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assert.ok(got.viewStandInFor, 'the view knows it is a stand-in');
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assert.match(got.model, /char_609_acguad/, 'the battle view draws Sharp\'s Spine model');
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await sleep(800);
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await c.shot('combat');
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// the battle ends and the round settles normally (the result upload is accepted)
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await c.waitFor((s) => (s.phase === 'PREP' && s.round >= 2) || !!s.result, 'next prep', 180000);
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assert.deepEqual(problemsOf([c]), []);
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} finally {
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if (c.problems.length) console.log(c.problems.slice(0, 20).join('\n'));
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await c.close();
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await srv.stop();
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}
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});
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});
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