From a0dd1dc92bb2f6eb7067a624df20a9c326ecde87 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 06 二月 2026 22:14:54 +0800
Subject: [PATCH] 66 【公会】基础主体-服务端(修改A619,A523封包结构;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  246 ++++++++++++++++++++++++++++---------------------
 1 files changed, 140 insertions(+), 106 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
index 907551c..fbeee25 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -26,6 +26,7 @@
 import NetPackCommon
 import PlayerControl
 import PlayerOnline
+import PlayerPreset
 import PlayerTask
 import GameWorld
 import ChConfig
@@ -43,6 +44,7 @@
     Sync_PlayerHeroInfo(curPlayer)
     Sync_LineupRecommendInfo(curPlayer)
     Sync_HeroFatesInfo(curPlayer)
+    __CheckOSAHeroStar(curPlayer)
     return
 
 def OnPlayerFirstLogin(curPlayer):
@@ -92,10 +94,10 @@
         return
     GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
     
-    lineupID = ShareDefine.Lineup_Main
+    presetID = 1 # 默认预设1
     shapeType = 0
     for heroID, posNum in defaultHeroInfo.items():
-        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+        lineupValue = ComLineupValue(presetID, shapeType, posNum)
         setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
         ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
         
@@ -288,28 +290,16 @@
         return
     return heroItem
 
-def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
-    ## 获取英雄所在阵型站位
-    # @param lineupID: 阵型ID,默认主阵型
-    # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
-    lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
-    if not lineupCount:
-        return 0
-    for lpIndex in range(lineupCount)[::-1]:
-        lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-        lpID, _, posNum = GetLineupValue(lineupValue)
-        if lpID != lineupID:
-            continue
-        return posNum
-    return 0
-
-def InMainLineup(heroItem):
-    ## 是否在主阵容中
-    for lpIndex in range(heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
-        lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-        if GetLineupValue(lineupValue)[0] == ShareDefine.Lineup_Main:
-            return True
-    return False
+def GetHeroEffPresetIDList(heroItem):
+    ## 获取英雄有生效的预设ID列表
+    dataCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID)
+    if not dataCount:
+        return []
+    effPresetIDList = []
+    for lpIndex in range(dataCount):
+        presetID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroEffPresetID, lpIndex)
+        effPresetIDList.append(presetID)
+    return effPresetIDList
 
 #// B2 30 武将升级 #tagCSHeroLVUP
 #
@@ -605,6 +595,28 @@
             break
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID)
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
+    return
+
+def GetHeroStarTotal(curPlayer):
+    ## 武将总星级
+    totalStar = 0
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for index in range(curPack.GetCount()):
+        heroItem = curPack.GetAt(index)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        totalStar += heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+    return totalStar
+
+def __CheckOSAHeroStar(curPlayer):
+    ## 线上bug临时处理
+    osaHeroStar = PlayerSuccess.GetSuccValue(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, [])
+    starTotal = GetHeroStarTotal(curPlayer)
+    addStar = starTotal - osaHeroStar
+    if addStar <= 0:
+        return
+    GameWorld.Log("上线修正庆典武将升星成就进度! addStar=%s,starTotal=%s" % (addStar, starTotal))
+    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, addStar)
     return
 
 #// B2 32 武将突破 #tagCSHeroBreak
@@ -1174,10 +1186,16 @@
 #{
 #    tagHead        Head;
 #    WORD        ItemIndex;    //武将物品所在武将背包位置索引
+#    BYTE        LVReset;        //重置等级
+#    BYTE        BreakReset;    //重置突破
+#    BYTE        AwakeReset;    //重置觉醒
 #};
 def OnHeroRebirth(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     itemIndex = clientData.ItemIndex
+    lvReset =  clientData.LVReset
+    breakReset = clientData.BreakReset or lvReset # 突破受等级限制,所以等级重置突破必重置
+    awakeReset = clientData.AwakeReset
     heroItem = GetHeroItem(curPlayer, itemIndex)
     if not heroItem:
         return
@@ -1188,7 +1206,7 @@
         GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
         return
     
-    if awakeLV:
+    if awakeReset and awakeLV:
         rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
         rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
         if rebirthCntMax and rebirthCnt >= rebirthCntMax:
@@ -1200,38 +1218,55 @@
     if not heroIpyData:
         return
     quality = heroIpyData.GetQuality()
-    qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
-    awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+    
+    lvCostMoney = 0
+    breakCostMoney = 0
+    awakeCostMoney = 0
     moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
-    lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
-    costMoneyTotal = lvCostMoney + awakeCostMoney
-    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)" 
-                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
+    if awakeReset and awakeLV:
+        qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+        awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+        
+    if lvReset:
+        lvCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3))))
+        
+    if breakReset:
+        breakCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth2", 1))))
+        
+    costMoneyTotal = lvCostMoney + awakeCostMoney + breakCostMoney
+    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(lv:%s+b:%s+a:%s),lvReset=%s,breakReset=%s,awakeReset=%s" 
+                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, breakCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
     if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
         return
     
     # 验证通过,可以重生
     ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
     returnItemDict = {}
-    __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
-    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
-    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
-    
+    if lvReset:
+        __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+    if breakReset:
+        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+    if awakeReset:
+        __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
+        
     if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
         return
     
     # 执行重生
     item = heroItem.GetItem()
-    item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
-    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
-    item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
+    if lvReset:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
+    if breakReset:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
+    if awakeReset:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
     heroItem.Sync_Item()
     
     if returnItemDict:
         returnItemList = [[k, v] for k, v in returnItemDict.items()]
         ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
         
-    if awakeLV:
+    if awakeReset and awakeLV:
         rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
         Sync_PlayerHeroInfo(curPlayer)
@@ -1263,13 +1298,13 @@
         qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
         if not qualityBreakIpyData:
             continue
-        costItemInfo = qualityBreakIpyData.GetUPCostItem()
-        if not costItemInfo:
+        costItemList = qualityBreakIpyData.GetUPCostItemList()
+        if not costItemList:
             continue
-        costItemID, costItemCount = costItemInfo
-        costItemCount = max(1, int(costItemCount * ratio / 100.0))
-        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
-        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+        for costItemID, costItemCount in costItemList:
+            costItemCount = max(1, int(costItemCount * ratio / 100.0))
+            returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+            returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
     GameWorld.DebugLog("    突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
     return
 
@@ -1306,7 +1341,6 @@
     ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
     dismissItemList = []
     returnItemDict = {}
-    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for itemIndex in itemIndexList:
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1327,9 +1361,9 @@
             GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
             continue
         heroID = heroItem.GetItemTypeID()
-        _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
-        if itemIndex == effItemIndex:
-            GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+        effPresetIDList = GetHeroEffPresetIDList(heroItem)
+        if effPresetIDList:
+            GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
             continue
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
         if not heroIpyData:
@@ -1363,44 +1397,52 @@
         
     return
 
-#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+#// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
 #
-#struct    tagCSHeroLineupPos
+#struct    tagCSHeroPresetPos
 #{
 #    WORD        ItemIndex;    //武将物品所在武将背包位置索引
 #    BYTE        PosNum;        //1~n上阵位置编号  
 #};
 #
-#struct    tagCSHeroLineupSave
+#struct    tagCSHeroPresetSave
 #{
 #    tagHead        Head;
-#    BYTE        LineupID;        //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
-#    BYTE        ShapeType;    //本阵容阵型,0为默认阵型,可扩展不同的阵型
+#    BYTE        PresetID;        //阵容方案预设ID
 #    BYTE        PosCnt;
-#    tagCSHeroLineupPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
+#    tagCSHeroPresetPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
 #};
-def OnHeroLineupSave(index, clientData, tick):
+def OnHeroPresetSave(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    lineupID = clientData.LineupID
-    shapeType = clientData.ShapeType
+    presetID = clientData.PresetID
+    shapeType = 0#clientData.ShapeType
     heroPosList = clientData.HeroPosList
     
-    heroPosDict = {}
-    indexList = []
+    itemIndexPosDict = {}
     for posInfo in heroPosList:
         posNum = posInfo.PosNum
         itemIndex = posInfo.ItemIndex
+        itemIndexPosDict[itemIndex] = posNum
+        
+    DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType)
+    return
+
+def DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType=0):
+        
+    if not PlayerPreset.GetFuncPresetIDState(curPlayer, presetID, ShareDefine.FuncPreset_Hero):
+        GameWorld.DebugLog("该武将阵容预设不可用! presetID=%s" % presetID)
+        return
+    
+    heroPosDict = {}
+    indexList = []
+    for itemIndex, posNum in itemIndexPosDict.items():
         if itemIndex in indexList:
             # 单武将只能一个位置,一个位置只能对应唯一武将单位
             continue
         indexList.append(itemIndex)
         heroPosDict[posNum] = itemIndex
         
-    if lineupID not in ShareDefine.LineupList:
-        GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
-        return
-    
-    GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
+    GameWorld.DebugLog("保存武将预设阵容: presetID=%s, %s" % (presetID, heroPosDict), curPlayer.GetPlayerID())
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     # 直接重置旧阵型
     delCount = 0
@@ -1415,7 +1457,7 @@
         item = heroItem.GetItem()
         for lpIndex in range(lineupCount)[::-1]:
             lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-            if GetLineupValue(lineupValue)[0] != lineupID:
+            if GetLineupValue(lineupValue)[0] != presetID:
                 continue
             item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             delCount += 1
@@ -1438,26 +1480,17 @@
             continue
         heroIDList.append(itemID)
         item = heroItem.GetItem()
-        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+        lineupValue = ComLineupValue(presetID, shapeType, posNum)
         item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
         if itemIndex not in syncItemDict:
             syncItemDict[itemIndex] = heroItem
         heroItemDict[itemIndex] = posNum
         
-    # 主阵容修改时重整背包,约定所有背包由前端自行排序
-    #if lineupID == ShareDefine.Lineup_Main:
-    #    ResetHeroPack(curPlayer)
-    #else:
+    # 约定所有背包由前端自行排序
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
         
-    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    lineup = olPlayer.GetLineup(lineupID, False)
-    lineup.UpdLineup(heroItemDict, shapeType)
-    
-    # 主阵容调整,重载生效的卡牌
-    if lineupID == ShareDefine.Lineup_Main:
-        PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
     return
 
 def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1584,6 +1617,7 @@
         return
     needStarTotal = qualityLVIpyData.GetNeedStarTotal()
     needHeroCnt = qualityLVIpyData.GetNeedHeroCnt()
+    needQuality = qualityLVIpyData.GetNeedQuality()
     
     costItemList = []
     heroStarDict = {}
@@ -1597,7 +1631,7 @@
         
         # 材料卡
         if index in useIndexList:
-            if __checkHeroFatesLVUPItem(olPlayer, fatesQuality, index, heroItem, heroID):
+            if __checkHeroFatesLVUPItem(olPlayer, needQuality, index, heroItem, heroID):
                 costItemList.append(heroItem)
                 
         if heroID not in heroIDList:
@@ -1628,15 +1662,15 @@
     RefreshLordAttr(curPlayer) # 宿缘
     return
 
-def __checkHeroFatesLVUPItem(olPlayer, fatesQuality, itemIndex, heroItem, heroID):
+def __checkHeroFatesLVUPItem(olPlayer, needQuality, itemIndex, heroItem, heroID):
     ## 检查宿缘材料卡可否使用
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
     if not heroIpyData:
         return
     
     quality = heroIpyData.GetQuality()
-    if quality != fatesQuality:
-        GameWorld.DebugLog("    与宿缘品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, fatesQuality))
+    if quality != needQuality:
+        GameWorld.DebugLog("    与宿缘所需品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, needQuality))
         return
     
     #未生效、未上阵、未锁定、未进行过升级、突破、升星、觉醒
@@ -1659,9 +1693,9 @@
         return
     
     heroID = heroItem.GetItemTypeID()
-    _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
-    if itemIndex == effItemIndex:
-        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+    effPresetIDList = GetHeroEffPresetIDList(heroItem)
+    if effPresetIDList:
+        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
         return
     
     return True
@@ -1742,39 +1776,39 @@
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
 
-def Sync_Lineup(curPlayer, lineupID=None):
-    if lineupID:
-        syncIDList = [lineupID]
-    else:
-        syncIDList = ShareDefine.LineupList
-        
-    lineupList = []
+def Sync_HeroPreset(curPlayer, heroPresetID=None):
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    for lineupID in syncIDList:
-        lineup = olPlayer.GetLineup(lineupID, False)
-        if not lineup:
+    if heroPresetID:
+        syncIDList = [heroPresetID]
+    else:
+        syncIDList = olPlayer.GetHeroPresetIDList()
+        
+    presetList = []
+    for heroPresetID in syncIDList:
+        heroPreset = olPlayer.GetHeroPreset(heroPresetID)
+        if not heroPreset:
             continue
         
-        posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
+        posNumItemIndexDict = {v:k for k, v in heroPreset.heroItemDict.items()}
         heroItemIndexList = [] # 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0
         for posNum in range(1, 1 + ShareDefine.LineupObjMax):
             if posNum in posNumItemIndexDict:
                 heroItemIndexList.append(posNumItemIndexDict[posNum] + 1)
             else:
                 heroItemIndexList.append(0)
-        packLineup = ChPyNetSendPack.tagSCLineup()
-        packLineup.LineupID = lineup.lineupID
-        packLineup.ShapeType = lineup.shapeType
-        packLineup.HeroItemIndexList = heroItemIndexList
-        packLineup.HeroCnt = len(packLineup.HeroItemIndexList)
-        lineupList.append(packLineup)
+        preset = ChPyNetSendPack.tagSCHeroPreset()
+        preset.PresetID = heroPresetID
+        #preset.ShapeType = heroPreset.shapeType
+        preset.HeroItemIndexList = heroItemIndexList
+        preset.HeroCnt = len(preset.HeroItemIndexList)
+        presetList.append(preset)
         
-    if not lineupList:
+    if not presetList:
         return
     
-    clientPack = ChPyNetSendPack.tagSCLineupInfo()
-    clientPack.LineupList = lineupList
-    clientPack.LineupCnt = len(clientPack.LineupList)
+    clientPack = ChPyNetSendPack.tagSCHeroPresetInfo()
+    clientPack.PresetList = presetList
+    clientPack.PresetCnt = len(clientPack.PresetList)
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
 

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