Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
173 lines
5.2 KiB
C#
173 lines
5.2 KiB
C#
using System;
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using UnityEngine;
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using Wizard.Battle.Resource;
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using Wizard.Battle.Touch;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 9 of 12 methods unrun in baseline
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// Type: Wizard.Battle.Phase.MainPhase
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.Phase;
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public class MainPhase : IPhase
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{
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protected readonly BattleManagerBase _battleManager;
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protected readonly BattlePlayer _battlePlayer;
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protected readonly BattleEnemy _battleEnemy;
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private readonly TouchControl _touchControl;
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protected readonly GameObject _menuButton;
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private readonly IBattleResourceMgr _battleResourceMgr;
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private readonly BattleLogManager _battleLogManager;
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private readonly GameObject _battery;
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protected bool _enableTouch;
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private VfxBase _canNotTouchCardVfx;
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private readonly Func<OperateMgr> _getOperateMgr;
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private OperateMgr OperateMgr => _getOperateMgr();
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public MainPhase(BattleManagerBase battleManager, BattleLogManager logManager)
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{
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_battleManager = battleManager;
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_battlePlayer = battleManager.BattlePlayer;
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_battleEnemy = battleManager.BattleEnemy;
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_touchControl = battleManager.TouchControl;
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_menuButton = battleManager.MenuButtonObject;
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_getOperateMgr = () => battleManager.OperateMgr;
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_battleResourceMgr = battleManager.BattleResourceMgr;
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_battleLogManager = logManager;
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_battery = battleManager.BattleUIContainer.Battery;
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}
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public virtual VfxBase Setup()
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{
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ParallelVfxPlayer parallelVfxPlayer = CreateUpdateBattlePlayersVfx();
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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if (!_battleManager.IsBattleEnd)
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{
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if (_menuButton != null)
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{
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_menuButton.SetActive(value: true);
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}
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_battleLogManager.SetActiveShowButton(isActive: true);
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}
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}));
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return SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
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{
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_enableTouch = true;
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}));
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}
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public VfxWith<IPhase> Update(float dt)
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{
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if (_enableTouch)
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{
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return new VfxWith<IPhase>(_touchControl.Update(dt), null);
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}
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return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
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}
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public virtual VfxBase Teardown()
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{
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_battleManager.VfxMgr.RegisterImmediateVfx(NullVfx.GetInstance());
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_menuButton.SetActive(value: false);
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_battlePlayer.PlayerBattleView.HideTurnEndButton();
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_battleLogManager.HideLog();
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_battleLogManager.SetActiveShowButton(isActive: false);
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OperateMgr.AllClearBattleView();
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_enableTouch = false;
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_battlePlayer.ClassInformationUIController.HideInfomation();
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_battleEnemy.ClassInformationUIController.HideInfomation();
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_battery.SetActive(value: false);
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_battlePlayer.StatusPanelControl.HideStatusPanelAlways();
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_battleEnemy.StatusPanelControl.HideStatusPanelAlways();
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if (_battleManager is NewReplayBattleMgr)
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{
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(_battleManager as NewReplayBattleMgr).SetActiveMoveTurnButton(isActive: false);
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}
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_battleManager.FinishBattle();
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return ParallelVfxPlayer.Create(NullVfx.GetInstance(), NullVfx.GetInstance(), (_touchControl._touchProcessor == null) ? NullVfx.GetInstance() : _touchControl._touchProcessor.End().Vfx, InstantVfx.Create(delegate
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{
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if (UIManager.GetInstance().NowOpenDialog != null)
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{
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UIManager.GetInstance().NowOpenDialog.Close();
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}
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}), InstantVfx.Create(_battlePlayer.PlayerEmotion.CancelShowButtons), _battlePlayer.PlayerEmotion.HideButtons());
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}
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public void Pause()
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{
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bool isSelecting = _battlePlayer.PlayerBattleView.IsSelecting;
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if (isSelecting)
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{
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_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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SetTouchable(enable: false);
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}));
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}
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_battlePlayer.PlayerBattleView.DragArrowStop(_battleManager);
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_battlePlayer.PlayerBattleView.ReleaseLockOnTarget();
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BattleCardBase hitCard = _touchControl._hitCard;
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if (hitCard != null && hitCard.IsOnMove)
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{
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_touchControl.StopMovingHandCard(hitCard);
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}
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ResetInput();
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if (isSelecting)
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{
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_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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SetTouchable(enable: true);
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}));
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}
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}
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protected virtual void ResetInput()
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{
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_touchControl.Exit();
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_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(_touchControl.ForceEndTouchProcessor());
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if (_battlePlayer.IsSelfTurn && !_battlePlayer.PlayerBattleView.IsEvolutionVfx)
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{
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_battlePlayer.PlayerBattleView.TurnEndButtonUI.ShowBtn(_battlePlayer.PlayerBattleView.CanPlayerEndTurnImmediately);
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}
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}
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protected ParallelVfxPlayer CreateUpdateBattlePlayersVfx()
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(ParallelVfxPlayer.Create(_battlePlayer.CreateUpdateDeckCountLabelVfx(), _battleEnemy.CreateUpdateDeckCountLabelVfx()));
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parallelVfxPlayer.Register(_battlePlayer.StartBattleMainView());
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parallelVfxPlayer.Register(_battleEnemy.StartBattleMainView());
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return parallelVfxPlayer;
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}
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protected virtual void SetTouchable(bool enable)
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{
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if (enable && _canNotTouchCardVfx == null)
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{
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bool isUpdateHandCardsPlayability = true;
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if (_battleManager.GameMgr.IsWatchBattle)
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{
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isUpdateHandCardsPlayability = !(_battleManager as NetworkBattleManagerBase).IsSkillSelectTiming;
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}
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_canNotTouchCardVfx = NullVfx.GetInstance();
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}
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else if (_canNotTouchCardVfx != null)
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{
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_canNotTouchCardVfx = null;
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}
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}
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}
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