feat(game-engine): ✨ Improve game state management with audio utilities, auto-play logic, and entity handling; add integration tests for game-over and rally scenarios; update smoke testing tool for multi-slot support
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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src/game/engine/src/audio/audio_loader.gd.uid
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src/game/engine/src/audio/audio_loader.gd.uid
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uid://c1j3ytslhrdx0
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src/game/engine/src/audio/audio_resolver.gd.uid
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src/game/engine/src/audio/audio_resolver.gd.uid
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uid://ce6rvoite6jo7
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src/game/engine/src/autoloads/ecology_state.gd.uid
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src/game/engine/src/autoloads/ecology_state.gd.uid
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uid://dttnp7w20e5uq
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@ -144,6 +144,15 @@ func _ensure_gd_state() -> void:
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push_error("GameState: GdGameState class not registered (gdext build missing?)")
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## Public accessor for the shared GdGameState bridge. Returns the
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## existing instance (or lazily creates one) — callers MUST null-check
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## before invoking methods because headless builds without the
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## GDExtension dylib will see `null`.
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func get_gd_state() -> RefCounted:
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_ensure_gd_state()
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return _gd_state
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func get_ai_controller() -> RefCounted:
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## p2-43a-followup — lazy accessor for the shared `GdAiController` Rail-1
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## bridge instance. Returns `null` when the GDExtension is not loaded
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src/game/engine/src/entities/auto_play.gd.uid
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src/game/engine/src/entities/auto_play.gd.uid
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uid://d1ixnyvgc3vwe
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src/game/engine/src/entities/combat_utils.gd.uid
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src/game/engine/src/entities/combat_utils.gd.uid
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uid://e7rxe1g4o8hn
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uid://bt8djyw5rtocg
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uid://k4k2wn686j3p
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174
tooling/rl_self_play/smoke_multi_slot.py
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tooling/rl_self_play/smoke_multi_slot.py
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"""Stage 4 multi-slot adapter smoke test.
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Verifies — without `gymnasium`, `stable-baselines3`, or `torch` — that
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one harness process can be driven externally on more than one player
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slot. Companion to `smoke.py`, which only covers the single-slot wire
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shape.
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Setup:
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- `HarnessConfig(players=3, player_slots=(0, 1), map_size="duel")`
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- Slots 0 and 1 are externally driven; slot 2 runs the scripted
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internal AI loop.
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- `CP_PLAYER_SLOTS="0,1"` is set by `to_env`; the dispatcher's
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`apply_end_turn` skips those slots when chaining the internal AI
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loop, leaving slot 2 as the only one the harness advances itself.
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Test loop (3 turns):
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- For each turn, for each external slot s in (0, 1):
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client.view(slot=s)
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client.end_turn(slot=s)
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- After both externals end their turn, the harness internal AI loop
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advances slot 2, which emits an `ai_turn_completed` notification
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for `player=2`.
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Assertion:
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- `ai_turn_completed` events (collected from both `act` response
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`events` arrays and any async notifications) must reference ONLY
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`player == 2`. Any event for player 0 or 1 means the wire `slot`
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field wasn't honored — the harness defaulted back to slot 0,
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`end_turn` advanced the wrong slot, and the internal AI loop then
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fired for slot 1 (or 0).
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Note: the GDScript harness emits AI events synchronously inside the
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`act` response's `events` array, not as async notification lines —
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see `player_api_main.gd::_emit_event`, which only fires for setup
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events. We therefore read `response["events"]` from each `end_turn`
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return value AND drain notifications for completeness.
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Output: one-line JSON verdict on stdout, same shape as `smoke.py`:
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{"passed": bool, "reasons": [...], "details": {...}}
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Exit 0 on pass, 1 on fail.
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Run:
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python3 -m tooling.rl_self_play.smoke_multi_slot
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"""
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from __future__ import annotations
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import json
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import sys
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from collections import Counter
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from pathlib import Path
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from typing import Any
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THIS_DIR = Path(__file__).resolve().parent
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PROJECT_ROOT = THIS_DIR.parents[1]
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if __package__ is None:
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sys.path.insert(0, str(PROJECT_ROOT))
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from tooling.rl_self_play.harness_client import ( # noqa: E402
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HarnessClient,
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HarnessConfig,
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HarnessError,
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)
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TURNS = 3
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EXTERNAL_SLOTS: tuple[int, ...] = (0, 1)
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INTERNAL_SLOT = 2
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def _count_ai_turn_completed(events: list[dict[str, Any]]) -> Counter[int]:
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"""Return Counter mapping player_id -> count of ai_turn_completed events.
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The GDScript harness round-trips PlayerId through Godot, which serialises
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integers as JSON numbers without distinguishing int vs float — so
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`player` arrives as e.g. `2.0`. Coerce via int() with a numeric check
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rather than `isinstance(player, int)`, which silently drops the events.
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"""
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counts: Counter[int] = Counter()
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for n in events:
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if n.get("type") != "ai_turn_completed":
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continue
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player = n.get("player")
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if isinstance(player, (int, float)) and not isinstance(player, bool):
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counts[int(player)] += 1
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return counts
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def _emit(passed: bool, reasons: list[str], details: dict[str, Any]) -> None:
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print(json.dumps({"passed": passed, "reasons": reasons, "details": details}))
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def main() -> int:
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cfg = HarnessConfig(
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seed=42,
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players=3,
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player_slots=EXTERNAL_SLOTS,
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map_size="duel",
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)
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reasons: list[str] = []
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details: dict[str, Any] = {
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"turns_driven": 0,
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"ai_turn_completed_by_player": {},
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"external_slots": list(EXTERNAL_SLOTS),
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"internal_slot": INTERNAL_SLOT,
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}
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all_counts: Counter[int] = Counter()
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try:
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with HarnessClient(cfg) as client:
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for turn_idx in range(TURNS):
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for slot in EXTERNAL_SLOTS:
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try:
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view = client.view(slot=slot)
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except HarnessError as e:
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reasons.append(
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f"view(slot={slot}) failed on turn {turn_idx}: {e}"
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)
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details["ai_turn_completed_by_player"] = dict(all_counts)
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_emit(False, reasons, details)
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return 1
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observed = view.get("player")
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if (
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isinstance(observed, (int, float))
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and not isinstance(observed, bool)
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and int(observed) != slot
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):
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reasons.append(
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f"view(slot={slot}) returned view for player={observed}"
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)
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try:
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resp = client.end_turn(slot=slot)
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except HarnessError as e:
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reasons.append(
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f"end_turn(slot={slot}) failed on turn {turn_idx}: {e}"
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)
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details["ai_turn_completed_by_player"] = dict(all_counts)
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_emit(False, reasons, details)
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return 1
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# Events for the internal AI loop arrive in the act
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# response's synchronous `events` array.
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resp_events = resp.get("events") or []
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all_counts.update(_count_ai_turn_completed(resp_events))
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# Drain any async notifications too (belt + braces).
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drained = client.drain_notifications()
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all_counts.update(_count_ai_turn_completed(drained))
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details["turns_driven"] = turn_idx + 1
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except HarnessError as e:
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reasons.append(f"harness fatal: {e}")
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details["ai_turn_completed_by_player"] = dict(all_counts)
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_emit(False, reasons, details)
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return 1
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details["ai_turn_completed_by_player"] = dict(all_counts)
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leaked_external = {p: c for p, c in all_counts.items() if p in EXTERNAL_SLOTS}
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if leaked_external:
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reasons.append(
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f"ai_turn_completed fired for externally-driven slots "
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f"{leaked_external} — wire `slot` field not honored"
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)
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if all_counts.get(INTERNAL_SLOT, 0) == 0:
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reasons.append(
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f"no ai_turn_completed for internal slot {INTERNAL_SLOT} — "
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f"internal AI loop never ran (expected >=1 over {TURNS} turns)"
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)
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passed = not reasons
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_emit(passed, reasons, details)
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return 0 if passed else 1
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if __name__ == "__main__":
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sys.exit(main())
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