Refactor message bus and lobby networking flow
* Add local message bus emission with optional argument expansion * Improve message type validation and callback dispatch * Simplify lobby match join/disconnect handling * Move lobby server networking toward an overridable `ServerNetworking` base class * Update lobby scene to use the dedicated lobby server script * Remove obsolete window configuration and unused RPC stubs
This commit is contained in:
@@ -11,8 +11,8 @@ func subscribe(id: String, callback: Callable) -> void:
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message_types.get(id).append(callback)
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func emit(id: String, data: Variant) -> void:
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emit_propagation(id, data)
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func emit_local(id: String, data: Variant, expand: bool = false) -> void:
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emit_propagation(id, data, expand)
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# TODO: Need to actually validate client request. Also, message bus is more
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@@ -21,36 +21,39 @@ func emit(id: String, data: Variant) -> void:
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@rpc("any_peer", "call_remote", "reliable")
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func emit_request(id: String, data: Variant, expand: bool = false) -> void:
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if not multiplayer.is_server(): return
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var listeners: Array = message_types.get(id)
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if not listeners:
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push_error("'%s' not an existing message type to send...", [id])
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if not message_types.has(id):
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push_error("'%s' not an existing message type to handle...", [id])
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return
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emit_propagation(id, data, expand)
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@rpc("authority", "call_local", "reliable")
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func emit_propagation(id: String, data: Variant, expand: bool = false) -> void:
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var listeners: Array = message_types.get(id)
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if not listeners:
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push_error("'%s' not an existing message type to send...", [id])
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if not message_types.has(id):
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push_error("'%s' not an existing message type to handle...", [id])
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return
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for callback: Callable in listeners:
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for callback: Callable in message_types.get(id):
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if data == null:
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callback.call()
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continue
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if not expand:
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callback.call(data)
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else:
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callback.callv(data)
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@rpc("authority", "call_remote", "reliable")
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func emit_propagation_clients_only(id: String, data: Variant, expand: bool = false) -> void:
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var listeners: Array = message_types.get(id)
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if not listeners:
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push_error("'%s' not an existing message type to send...", [id])
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if not message_types.has(id):
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push_error("'%s' not an existing message type to handle...", [id])
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return
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for callback: Callable in listeners:
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for callback: Callable in message_types.get(id):
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if data == null:
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callback.call()
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continue
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if not expand:
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callback.call(data)
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else:
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@@ -21,10 +21,6 @@ Globals="*res://globals/globals.gd"
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InstanceLauncher="*res://globals/instance_launcher.gd"
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MessageBus="*res://globals/message_bus.gd"
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[display]
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window/size/always_on_top=true
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[rendering]
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renderer/rendering_method="gl_compatibility"
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@@ -81,6 +81,14 @@ func match_list_remove_entry(match_id: String) -> void:
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_delete_from_match_pool(match_id)
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func match_list_join_entry(match_id: String) -> void:
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if active_match_pool.has(match_id):
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push_error("Client Joining Match List Entry Failed. Already consumed. ", match_id)
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# TODO: Need to signal to prospective client that match has been taken.
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# Server is in the midst of cleanup for it once clients disconnect
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# to join generated game server...
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return
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var match_entry = match_pool.get(match_id)
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if not match_entry: return
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@@ -100,22 +108,14 @@ func match_list_join_entry(match_id: String) -> void:
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client2.partner_id = client1.id
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active_match_pool[match_id] = match_entry
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# NOTE: Cleanup of match info and client info
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# will/should happen on their disconnect...
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client_pool.erase(client1.id)
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client_pool.erase(client2.id)
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# TODO: Need to look into moving this out of here.
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# Maybe just have clients drop and internally call on their own?
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# Maybe just check here if we can even launch the game server?
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_launch_game_server(match_entry, client1, client2)
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# NOTE: Needed for hash check to pass between client and server but isn't used by server...
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@rpc("authority", "reliable")
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func connect_to_game() -> void:
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pass
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@rpc("authority", "reliable")
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func go_back_to_match_screen() -> void:
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pass
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func server_client_connected(id: int) -> void:
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push_warning("Client Connected... ID: ", id)
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@@ -136,30 +136,27 @@ func server_client_disconnected(id: int) -> void:
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var client1 = client_pool.get(id)
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if not client1: return
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var client2 = client_pool.get( client1.partner_id )
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var match_entry = _delete_from_match_pool(client1.match_id)
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if not match_entry: return
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if not client1.match_id.is_empty() and not match_entry.is_empty():
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MessageBus.emit_propagation(
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push_warning("Removing Match... Match: ", match_entry)
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MessageBus.emit_local(
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"match_list_remove_entry", match_entry.match_id
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)
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for client in client_pool.values():
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if client.in_match: continue
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if client.id == id: continue
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MessageBus.emit_propagation_clients_only.rpc_id(
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client.id, "match_list_remove_entry", match_entry.match_id
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MessageBus.emit_propagation_clients_only.rpc(
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"match_list_remove_entry", match_entry.match_id
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)
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match_pool.erase(client1.match_id)
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client_pool.erase(client1.id)
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if not client2: return
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if active_match_pool.get(client2.match_id):
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match_pool.erase(client2.match_id)
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var _id = client2.id
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client2 = CLIENT_DICT.duplicate_deep()
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client2.id = _id
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# NOTE: Needed for hash check to pass between client and server but isn't used by server...
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@rpc("authority", "reliable")
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func connect_to_game() -> void:
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pass
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@rpc("authority", "reliable")
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func go_back_to_match_screen() -> void:
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pass
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@@ -56,12 +56,8 @@ func _on_match_list_entry_removed(match_id: String) -> void:
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match_entry.queue_free()
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func _on_match_list_join_entry(match_id: String) -> void:
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Globals.lobby_data.match_list_join_entry(match_id)
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push_warning("Client Joining Match List Entry... ", match_id)
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if Globals.lobby_data.match_pool.has(match_id): return
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_on_match_list_entry_removed(match_id)
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Globals.lobby_data.match_list_join_entry(match_id)
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func _create_match_entry(match_entry: Dictionary) -> void:
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var container = MATCH_ENTRY.instantiate()
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@@ -3,7 +3,7 @@
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[ext_resource type="Script" uid="uid://dk7afnf7ol7dy" path="res://scenes/screens/lobby_screen/lobby.gd" id="1_hhiik"]
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[ext_resource type="PackedScene" uid="uid://rb6av5eg4u0" path="res://scenes/ui_controls/lobby_screen/lobby_ui.tscn" id="2_lqt48"]
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[ext_resource type="Script" uid="uid://6sfwe1hwgf0g" path="res://scenes/screens/lobby_screen/lobby_rpc.gd" id="3_rurl6"]
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[ext_resource type="Script" uid="uid://bvqtgf3vbsoj4" path="res://scripts/server_networking.gd" id="4_glu7g"]
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[ext_resource type="Script" uid="uid://crbm3v4td6du6" path="res://scenes/screens/lobby_screen/lobby_server.gd" id="4_glu7g"]
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[node name="lobby_screen" type="Control"]
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layout_mode = 3
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19
scenes/screens/lobby_screen/lobby_server.gd
Normal file
19
scenes/screens/lobby_screen/lobby_server.gd
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@@ -0,0 +1,19 @@
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class_name Lobbyserver extends ServerNetworking
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func _ready() -> void:
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pass
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func _process(_delta: float) -> void:
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pass
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func server_client_connected(id: int) -> void:
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Globals.lobby_data.server_client_connected(id)
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func server_client_disconnected(id: int) -> void:
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# NOTE: Wait for clients to fully disconnect...
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var timer = get_tree().create_timer(1)
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await timer.timeout
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Globals.lobby_data.server_client_disconnected(id)
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1
scenes/screens/lobby_screen/lobby_server.gd.uid
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1
scenes/screens/lobby_screen/lobby_server.gd.uid
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@@ -0,0 +1 @@
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uid://crbm3v4td6du6
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@@ -1,4 +1,4 @@
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extends Node
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class_name ServerNetworking extends Node
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var peer: ENetMultiplayerPeer
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@@ -44,8 +44,8 @@ func close_connection() -> void:
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peer.close()
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peer = null
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func server_client_connected(id: int) -> void:
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Globals.lobby_data.server_client_connected(id)
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func server_client_connected(_id: int) -> void:
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assert(false, "This method needs to be overridden...")
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func server_client_disconnected(id: int) -> void:
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Globals.lobby_data.server_client_disconnected(id)
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func server_client_disconnected(_id: int) -> void:
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assert(false, "This method needs to be overridden...")
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