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>
178 lines
5.1 KiB
C#
178 lines
5.1 KiB
C#
using System.Collections.Generic;
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using System.Text;
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using System.Text.RegularExpressions;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public static class UIUtil
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{
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public static StringBuilder _tempStringBuilder = new StringBuilder(1024);
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public static StringBuilder GetTempStringBuilder()
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{
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_tempStringBuilder.Length = 0;
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return _tempStringBuilder;
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}
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public static void SetPositionY(Transform targetTransform, float y)
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{
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Vector2 vector = targetTransform.localPosition;
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vector.y = y;
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targetTransform.localPosition = vector;
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}
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public static void AddPositionY(Transform targetTransform, float addY)
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{
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Vector2 vector = targetTransform.localPosition;
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vector.y += addY;
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targetTransform.localPosition = vector;
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}
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public static void SetLocalPositionY(Transform targetTransform, float y)
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{
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Vector3 localPosition = targetTransform.localPosition;
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localPosition.y = y;
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targetTransform.localPosition = localPosition;
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}
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public static string GetFormatName(Format format)
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{
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return format switch
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{
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Format.Rotation => Data.SystemText.Get("Common_0154"),
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Format.Unlimited => Data.SystemText.Get("Common_0155"),
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Format.PreRotation => Data.SystemText.Get("Common_0163"),
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Format.Sealed => Data.SystemText.Get("BattleName_Sealed"),
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Format.Hof => Data.SystemText.Get("Colosseum_0108"),
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Format.Crossover => Data.SystemText.Get("Common_0166"),
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Format.MyRotation => Data.SystemText.Get("Common_0178"),
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Format.Avatar => Data.SystemText.Get("HeroesBattle_0001"),
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_ => string.Empty,
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};
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}
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public static string GetShortClassName(CardBasePrm.ClanType clan)
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{
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switch (clan)
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{
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case CardBasePrm.ClanType.MIN:
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return Data.SystemText.Get("Common_0170");
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case CardBasePrm.ClanType.ROYAL:
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return Data.SystemText.Get("Common_0171");
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case CardBasePrm.ClanType.WITCH:
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return Data.SystemText.Get("Common_0172");
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case CardBasePrm.ClanType.DRAGON:
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return Data.SystemText.Get("Common_0173");
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case CardBasePrm.ClanType.NECRO:
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return Data.SystemText.Get("Common_0174");
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case CardBasePrm.ClanType.VAMPIRE:
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return Data.SystemText.Get("Common_0175");
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case CardBasePrm.ClanType.BISHOP:
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return Data.SystemText.Get("Common_0176");
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case CardBasePrm.ClanType.NEMESIS:
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return Data.SystemText.Get("Common_0177");
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default:
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Debug.LogError($"unsupported clan type : {clan}");
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return string.Empty;
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}
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}
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public static string GetMyRotationDefaultDeckClassName(CardBasePrm.ClanType clan)
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{
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switch (clan)
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{
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case CardBasePrm.ClanType.MIN:
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return Data.SystemText.Get("Common_0179");
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case CardBasePrm.ClanType.ROYAL:
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return Data.SystemText.Get("Common_0180");
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case CardBasePrm.ClanType.WITCH:
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return Data.SystemText.Get("Common_0181");
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case CardBasePrm.ClanType.DRAGON:
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return Data.SystemText.Get("Common_0182");
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case CardBasePrm.ClanType.NECRO:
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return Data.SystemText.Get("Common_0183");
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case CardBasePrm.ClanType.VAMPIRE:
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return Data.SystemText.Get("Common_0184");
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case CardBasePrm.ClanType.BISHOP:
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return Data.SystemText.Get("Common_0185");
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case CardBasePrm.ClanType.NEMESIS:
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return Data.SystemText.Get("Common_0186");
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default:
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Debug.LogError($"unsupported clan type : {clan}");
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return string.Empty;
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}
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}
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public static bool IsValidIdDigits(string idString, int numOfDigits)
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{
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if (idString.Length != numOfDigits)
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{
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return false;
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}
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if (!int.TryParse(idString, out var result))
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{
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return false;
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}
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return result >= 0;
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}
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public static string CreateListText(IList<string> list, string separator, string header = null, string footer = null)
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{
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StringBuilder tempStringBuilder = GetTempStringBuilder();
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if (header != null)
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{
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tempStringBuilder.Append(header);
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}
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if (list.Count > 0)
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{
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tempStringBuilder.Append(list[0]);
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for (int i = 1; i < list.Count; i++)
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{
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tempStringBuilder.Append(separator);
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tempStringBuilder.Append(list[i]);
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}
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}
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if (footer != null)
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{
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tempStringBuilder.Append(footer);
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}
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return tempStringBuilder.ToString();
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}
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public static void AdjustClassInfoPartsSize(ClassInfoParts classInfoParts, FlexibleGrid grid, int widthMax)
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{
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grid.Reposition();
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Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(grid.transform, considerInactive: false);
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while (bounds.size.x > (float)widthMax)
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{
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int num = classInfoParts.ClassNameLabel.fontSize - 1;
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if (num <= 0)
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{
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Debug.LogError("invalid font size");
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break;
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}
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classInfoParts.ClassNameLabel.fontSize = num;
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if (classInfoParts.SubClassNameLabel != null)
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{
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classInfoParts.SubClassNameLabel.fontSize = num;
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}
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grid.Reposition();
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bounds = NGUIMath.CalculateRelativeWidgetBounds(grid.transform, considerInactive: false);
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}
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UIManager.GetInstance().StartCoroutine(grid.RepositionNextFrame());
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}
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public static string ExtractStringAlphabet(string str)
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{
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return Regex.Replace(str, "[^a-zA-z]", string.Empty);
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}
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public static int ExtractStringNumber(string str)
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{
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return int.Parse(Regex.Replace(str, "[^0-9]", string.Empty));
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}
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}
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