QtBiomeVisualiser: Added support for loading Anvil worlds.
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@@ -3,6 +3,8 @@
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#include <QThread>
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#include "Generating/BioGen.h"
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#include "inifile/iniFile.h"
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#include "StringCompression.h"
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#include "WorldStorage/FastNBT.h"
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@@ -182,3 +184,242 @@ void BioGenSource::reload()
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////////////////////////////////////////////////////////////////////////////////
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// AnvilSource::AnvilFile
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class AnvilSource::AnvilFile
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{
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public:
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/** Coordinates of the region file. */
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int m_RegionX, m_RegionZ;
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/** True iff the file contains proper data. */
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bool m_IsValid;
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/** Creates a new instance with the specified region coords. Reads the file header. */
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AnvilFile(int a_RegionX, int a_RegionZ, const AString & a_WorldPath) :
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m_RegionX(a_RegionX),
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m_RegionZ(a_RegionZ),
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m_IsValid(false)
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{
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readFile(Printf("%s/r.%d.%d.mca", a_WorldPath.c_str(), a_RegionX, a_RegionZ));
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}
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/** Returns the compressed data of the specified chunk.
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Returns an empty string when chunk not present. */
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AString getChunkData(int a_ChunkX, int a_ChunkZ)
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{
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if (!m_IsValid)
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{
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return "";
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}
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// Translate to local coords:
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int RelChunkX = a_ChunkX - m_RegionX * 32;
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int RelChunkZ = a_ChunkZ - m_RegionZ * 32;
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ASSERT((RelChunkX >= 0) && (RelChunkX < 32));
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ASSERT((RelChunkZ >= 0) && (RelChunkZ < 32));
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// Get the chunk data location:
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UInt32 chunkOffset = m_Header[RelChunkX + 32 * RelChunkZ] >> 8;
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UInt32 numChunkSectors = m_Header[RelChunkX + 32 * RelChunkZ] & 0xff;
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if ((chunkOffset < 2) || (numChunkSectors == 0))
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{
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return "";
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}
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// Get the real data size:
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const char * chunkData = m_FileData.data() + chunkOffset * 4096;
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UInt32 chunkSize = GetBEInt(chunkData);
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if ((chunkSize < 2) || (chunkSize / 4096 > numChunkSectors))
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{
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// Bad data, bail out
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return "";
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}
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// Check the compression method:
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if (chunkData[4] != 2)
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{
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// Chunk is in an unknown compression
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return "";
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}
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chunkSize--;
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// Read the chunk data:
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return m_FileData.substr(chunkOffset * 4096 + 5, chunkSize);
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}
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protected:
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AString m_FileData;
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UInt32 m_Header[2048];
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/** Reads the whole specified file contents and parses the header. */
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void readFile(const AString & a_FileName)
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{
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// Read the entire file:
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m_FileData = cFile::ReadWholeFile(a_FileName);
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if (m_FileData.size() < sizeof(m_Header))
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{
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return;
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}
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// Parse the header - change endianness:
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const char * hdr = m_FileData.data();
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for (size_t i = 0; i < ARRAYCOUNT(m_Header); i++)
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{
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m_Header[i] = GetBEInt(hdr + 4 * i);
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}
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m_IsValid = true;
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// AnvilSource:
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AnvilSource::AnvilSource(QString a_WorldRegionFolder) :
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m_WorldRegionFolder(a_WorldRegionFolder)
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{
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}
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void AnvilSource::getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk)
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{
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// Load the compressed data:
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AString compressedChunkData = getCompressedChunkData(a_ChunkX, a_ChunkZ);
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if (compressedChunkData.empty())
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{
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return;
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}
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// Uncompress the chunk data:
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AString uncompressed;
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int res = InflateString(compressedChunkData.data(), compressedChunkData.size(), uncompressed);
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if (res != Z_OK)
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{
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return;
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}
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// Parse the NBT data:
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cParsedNBT nbt(uncompressed.data(), uncompressed.size());
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if (!nbt.IsValid())
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{
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return;
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}
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// Get the biomes out of the NBT:
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int Level = nbt.FindChildByName(0, "Level");
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if (Level < 0)
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{
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return;
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}
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cChunkDef::BiomeMap biomeMap;
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int mcsBiomes = nbt.FindChildByName(Level, "MCSBiomes");
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if ((mcsBiomes >= 0) && (nbt.GetDataLength(mcsBiomes) == sizeof(biomeMap)))
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{
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// Convert the biomes from BigEndian to platform native numbers:
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const char * beBiomes = nbt.GetData(mcsBiomes);
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for (size_t i = 0; i < ARRAYCOUNT(biomeMap); i++)
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{
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biomeMap[i] = (EMCSBiome)GetBEInt(beBiomes + 4 * i);
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}
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// Render the biomes:
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Chunk::Image img;
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biomesToImage(biomeMap, img);
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a_DestChunk->setImage(img);
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return;
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}
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// MCS biomes not found, load Vanilla biomes instead:
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int biomes = nbt.FindChildByName(Level, "Biomes");
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if ((biomes < 0) || (nbt.GetDataLength(biomes) != ARRAYCOUNT(biomeMap)))
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{
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return;
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}
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// Convert the biomes from Vanilla to EMCSBiome:
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const char * vanillaBiomes = nbt.GetData(biomes);
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for (size_t i = 0; i < ARRAYCOUNT(biomeMap); i++)
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{
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biomeMap[i] = EMCSBiome(vanillaBiomes[i]);
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}
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// Render the biomes:
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Chunk::Image img;
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biomesToImage(biomeMap, img);
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a_DestChunk->setImage(img);
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}
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void AnvilSource::reload()
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{
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// Remove all files from the cache:
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QMutexLocker lock(&m_Mtx);
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m_Files.clear();
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}
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void AnvilSource::chunkToRegion(int a_ChunkX, int a_ChunkZ, int & a_RegionX, int & a_RegionZ)
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{
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a_RegionX = a_ChunkX >> 5;
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a_RegionZ = a_ChunkZ >> 5;
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}
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AString AnvilSource::getCompressedChunkData(int a_ChunkX, int a_ChunkZ)
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{
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return getAnvilFile(a_ChunkX, a_ChunkZ)->getChunkData(a_ChunkX, a_ChunkZ);
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}
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AnvilSource::AnvilFilePtr AnvilSource::getAnvilFile(int a_ChunkX, int a_ChunkZ)
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{
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int RegionX, RegionZ;
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chunkToRegion(a_ChunkX, a_ChunkZ, RegionX, RegionZ);
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// Search the cache for the file:
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QMutexLocker lock(&m_Mtx);
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for (auto itr = m_Files.cbegin(), end = m_Files.cend(); itr != end; ++itr)
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{
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if (((*itr)->m_RegionX == RegionX) && ((*itr)->m_RegionZ == RegionZ))
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{
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// Found the file in the cache, move it to front and return it:
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AnvilFilePtr file(*itr);
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m_Files.erase(itr);
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m_Files.push_front(file);
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return file;
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}
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}
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// File not in cache, create it:
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AnvilFilePtr file(new AnvilFile(RegionX, RegionZ, m_WorldRegionFolder.toStdString()));
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m_Files.push_front(file);
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return file;
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}
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