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>
171 lines
5.8 KiB
C#
171 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Cute;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class OperateReceive
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{
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protected NetworkBattleManagerBase _battleMgr;
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protected OperateMgr _operateMgr;
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protected PlayHandCardReflection _networkPlayCardAction;
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protected InPlayCardReflection _networkInPlayAction;
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protected NetworkBattleData _networkBattleData;
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private RegisterActionManager _registerActionList;
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private NetworkBattleDefine.NetworkBattleURI _lastReceivedUri;
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private long _lastReceivedTick;
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public Func<List<int>, VfxBase> OnReceivePlayerMulligan;
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public Func<List<int>, VfxBase> OnReceiveOpponentMulligan;
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public Func<VfxBase> OnEndMulligan;
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private static int _lastSpinCount = -1;
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public Action<List<int>, List<int>> OnReceiveDeal { get; set; }
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public VfxBase DealVfx { get; set; }
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public OperateReceive(NetworkBattleManagerBase networkBattleMgr, RegisterActionManager registerCardList, OperateMgr operateMgr, NetworkBattleData networkBattleData)
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{
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_battleMgr = networkBattleMgr;
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_registerActionList = registerCardList;
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_operateMgr = operateMgr;
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_networkBattleData = networkBattleData;
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_networkPlayCardAction = CreateNetworkPlayCardAction();
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_networkInPlayAction = CreateNetworkInPlayAction();
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OnEndMulligan = (Func<VfxBase>)Delegate.Combine(OnEndMulligan, (Func<VfxBase>)delegate
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{
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_battleMgr.IsMulliganEnd = true;
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return NullVfx.GetInstance();
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});
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}
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protected virtual PlayHandCardReflection CreateNetworkPlayCardAction()
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{
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return new PlayHandCardReflection(_battleMgr, _operateMgr, _networkBattleData);
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}
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protected virtual InPlayCardReflection CreateNetworkInPlayAction()
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{
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return new InPlayCardReflection(_battleMgr, _operateMgr);
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}
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public virtual void StartOperate(NetworkOperationCollectionBase networkOperationCollection, NetworkBattleReceiver.ReceiveData receivedData)
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{
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networkOperationCollection.WriteOperationToTraceLog();
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if (receivedData.spin > 0)
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{
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if (receivedData.spin == _lastSpinCount)
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{
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LocalLog.AccumulateLastTraceLog("Received same spin count. " + _lastSpinCount);
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}
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_lastSpinCount = receivedData.spin;
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}
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for (int i = 0; i < receivedData.spin; i++)
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{
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_battleMgr.StableRandomDouble();
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}
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receivedData.spin = 0;
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switch (receivedData.dataUri)
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{
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case NetworkBattleDefine.NetworkBattleURI.Retry:
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networkOperationCollection.RetryOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.Deal:
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networkOperationCollection.DealOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.Swap:
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networkOperationCollection.SwapOperation(OnReceiveOpponentMulligan, OnReceivePlayerMulligan);
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break;
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case NetworkBattleDefine.NetworkBattleURI.Ready:
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networkOperationCollection.SecondMulliganOperation(OnReceiveOpponentMulligan, OnReceivePlayerMulligan, OnEndMulligan);
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break;
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case NetworkBattleDefine.NetworkBattleURI.TurnStart:
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{
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long num = NetworkUtility.GetTimeSpanSecond(_lastReceivedTick);
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networkOperationCollection.TurnStartOperation(_lastReceivedUri, (int)num);
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break;
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}
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case NetworkBattleDefine.NetworkBattleURI.TurnEnd:
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networkOperationCollection.TurnEndOperation(_networkPlayCardAction, _networkInPlayAction);
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break;
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case NetworkBattleDefine.NetworkBattleURI.TurnEndActions:
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networkOperationCollection.TurnEndWithSkillActivationOperation(_networkPlayCardAction, _networkInPlayAction);
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break;
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case NetworkBattleDefine.NetworkBattleURI.TurnEndFinal:
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networkOperationCollection.TurnEndFinalOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.Judge:
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networkOperationCollection.JudgeOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.PlayActions:
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_registerActionList.SetBeforeOpponentHandCardList(_battleMgr);
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networkOperationCollection.InPlayActionOperation(_networkPlayCardAction, _networkInPlayAction);
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break;
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case NetworkBattleDefine.NetworkBattleURI.Retire:
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networkOperationCollection.RetireOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.ChatStamp:
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networkOperationCollection.ChatStampOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.End:
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networkOperationCollection.DataInconsistencyBattleEndOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.Touch:
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networkOperationCollection.TouchOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.SelectSkill:
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networkOperationCollection.SelectSkillOperation(_networkPlayCardAction, _networkInPlayAction);
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break;
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case NetworkBattleDefine.NetworkBattleURI.SelectObject:
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networkOperationCollection.SelectObjectOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.TurnEndReady:
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networkOperationCollection.TurnEndReady();
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break;
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case NetworkBattleDefine.NetworkBattleURI.SlideObject:
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networkOperationCollection.SlideObject();
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break;
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case NetworkBattleDefine.NetworkBattleURI.BattleFinish:
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case NetworkBattleDefine.NetworkBattleURI.ReplayFinish:
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networkOperationCollection.BattleFinishOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.Maintenance:
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networkOperationCollection.MaintenanceOperation();
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break;
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case NetworkBattleDefine.NetworkBattleURI.JudgeResult:
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networkOperationCollection.JudgeResultOperation();
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break;
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}
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networkOperationCollection.SendEcho();
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_lastReceivedUri = receivedData.dataUri;
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_lastReceivedTick = TimeUtil.GetAbsoluteTime().Ticks;
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}
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public virtual void RecordSelectSkillInRecovery(NetworkBattleReceiver.ReceiveData receiveData)
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{
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}
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public virtual void CheckLatestReplayInfoInRecovery()
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{
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}
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public ReceivePlayActionsReflectionBase GetPlayActionsReflection(bool isEvolve)
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{
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if (isEvolve)
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{
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return _networkInPlayAction;
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}
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return _networkPlayCardAction;
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}
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}
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