Review: Needs Fixing review, compile
Findings:
compiles locally on OSX.
src/logic/campaign_visibility.h/.c was move to src/ui_fsmenu/campaigns.h/c
campaigns.conf -> campaigns.ua (to speed upp reading, I assume)
Many reefactorings around campains and scenarios
Travis fails with
Could
* Bug #627361: Show available campaigns and missions greyed out
Fine for me except:
- after finishing the last available mission widelands should present a
message like
"Thank you for playing all available missions of widelands."
Mhh, All excpet frisisans show "unimplemened" as last Sce
Anything I can test for this?
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Review: Approve review compile, testplay
Travis has only one (Timeout) Problem with GCC_VERSION="4.8" BUILD_TYPE="Debug"
appveyor. has Issue in Configuration: Debug
No artifacts found matching
'Widelands-_widelands_dev_widelands_campaignselect_box-4193-Debug-x64.exe' path
strip -sv %APPVEYOR_BU
Review: Approve reaprove
I think should get this in now,
I dont think it will break anything.
@bunnybot merge
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Hello Arty I try to fix these conflicts, but maybe I will need you help?
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Review: Resubmit merge
Arty can, you take another look? Maybe my merge broke it
lets try to compile this at leasst
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Review: Approve compile, testplay
We played this to the End on a 3vs3 Game on some
large Map and had no problems whatsover.
This way I finally learned Tonis game-name.
Traviss had an error with apt.llvm.org port one build only.
@bunnbot merge
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Mhh, I do not see any code changes and cannot pull the branch, whats the
Problem?
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Review: Approve review, compile
Straighht forward, should not affect any current change
but can be user for later lua scripts.
@bunnybot merge
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Review: Approve code review
OK, for the Reeview:
This branch substitutes a streaming JSON aproach with a Tree Object model.
Streaming is normally better as of resource usage,
but in this case this does not matter.
If kaputtnik likes it his way, its all fine with me.
(Solange nix kaputt geht ;-)
Review: Approve review
That code is straight forard.
But please detail why this should fix some desyncs?
(We had some nice Multiplayer games upto 2 vs 2 tese days
but had some crashes from such desyncs.)
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OK, last_economy_serial_ becomes different for replays and causes desnycs.
And restarting a game may result in desyncs as well.
OK, I always try to keep my roads connected, so this may explain why this
does not hit me that often.
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Uhm, I dont find any changes for #1421942, #1487887, #1530240, #1547909 ,
#1530398
Bu only soem pluar in the wincondition.
Can we get the relations correct?
The actual fix is ok :-)
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Review: Approve listen
Listend to the Sound at:
https://bazaar.launchpad.net/~widelands-dev/widelands/scotty_the_scout/view/head:/data/music/ingame_27.ogg
fine for me.
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Review: Resubmit
Uhm, why dont we get another build?
I foundd soum compile warnigns about the new JSON Objects not having virtual
DTors.
but that is some other story.
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Us tesing with OSX a) requireed
n) if yes where can I downlaod the artifacts from
https://travis-ci.org/widelands/widelands/builds/493702657 or such?
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Review: Approve review.
Thanks for catching these warings.
Will fetch and buid this even though you alreaday want to merge this.
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Review: Approve review.
Thanks for copying the rights to 2019.
Found only these changes and removal of some empty lines.
will noth compile this
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compiled found no warnings we an care for
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Mhh, in case (building_in_lambda == nullptr) you return;
In case (parent_ != nullptr) you fall through.
This is in create_capsbuttons() but I dont see this in the stacktrace?
Any idea how to test this?
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Will add some metasata and thanks
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Review: Approve
@bunnybot merge
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OK merged trunk. I get some
../src/wlapplication.cc:1476:30: warning: unused exception parameter 'e'
[-Wunused-exception-parameter]
} catch (const FileError& e) {
will now use a debugger to poke into that code.
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Review: Needs Information
OK, his is te code that will (new in R20) add the Helpbutton
so the correct helpwindow for the building in progress will be shown.
_parent is the same as igbase() which is used at the very start of the function,
so I have no idea how this should be come null?
Teh origi
I quick game for some 40 minutes, found nothing,
will try to produce this in some coop game perhaps.
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Wow, we should get the Map(s) this user created :-)
To reproduce the first problem we should edit the biggest maxium possible
map with as many objects a possible and zomm out and in like mad.
Never restart to get the overflow in that undo stack?.
An in a normal game this could happen, too?
Can
Review: Approve code reieww, compile, testing
Found a (related?) Bug at #1819311 before I coould do the > 500 undos :-)
OTOH from the code review it sould not harm.
I will do more tests with this huge (nice) map, lets see what we will find.
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Review: Approve code review
Code looks fine, will not do any further tests.
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Review: Approve compile, review, test
Fixed that bug, lets have it.
@bunnybot merge
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Code looks good.
will copile this and zoom around a bit.
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Review: Approve compile, test, review
compiled, warnings are gone.
Jumped around a bit in the WideWorldMap, all fine.
Anyrthing else we must check?
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Is this for R20?
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OOps, you are right and its a compiler error:
> ../src/wui/mapview.h:83:13: error: expected unqualified-id before 'const'
> bool near(const View& other) const {
^
But I have no idea what the problem ist, did we hit some reserved indentifier
for WIN/GCC?
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I played the first 3 Tutorial on this branhc and everyhting was fine.
When hanging around in the config I get
> Songset: Loaded song "music/menu_00.ogg"
again and again, is this intended, or should this happen only once
I will try to do a code review. But this seems to be a _bigger_ task :-)
--
Review, found so far:
* restructered the sound directory wihht more subdirectories
* Help now shows --nosoundStarts the game with sound disabled.
* Using FXset one could have different soundscapes for testing or scenarions,
interesting
* I assuem the random must be a _local_ random, as
Review: Approve reiew, compile, testplay
I played some internet game with this brnahc and it was ok, felt a bit slow,
though.
Completed the review, code is fine, please check some nits:
* some functions should be inlined.
* Once this is in r21 I would like to do a performace review
* Mabye we
Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug_1826669_MapDownloandChange into
lp:widelands/build20.
Commit message:
Fix for #1826669
Requested reviews:
Toni Förster (stonerl): remote network test
Related bugs:
Bug #1826669 in widelands: "R20-rc1 HeapUseAfterFree
This will merge to buld20.
I will try to do a bigger refactoring for trunk, but we should merge it there,
too.
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Admitted, you fix is more elegant.
One nit inline.
Wil still compile and test this
Diff comments:
>
> === modified file 'src/network/network.h'
> --- src/network/network.h 2019-02-23 11:00:49 +
> +++ src/network/network.h 2019-04-28 14:30:33 +
> @@ -181,6 +181,11 @@
> };
>
>
Review: Needs Fixing compile test
Your soultion prevents the crahs but makes a difference:
- The new Map is not announced at the GUI
+ The new Map appears in the logs
- No Transfer of any Map happens any longer.
from the code I see no diecrt difference.
eventually ther is some == comparison f
I found one:
file_ = nullptr;
and
!file_ // this should be save.
in gameclient.cc
I used a Windows Server wit build20_rc1 as host so I could not test gamehost.cc
this way.
Now I am out of Ideas...
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Yep, found and deleted it, will try again tomorrow.
Playing against WorldSavior and the-X makes me tired.
Thats another Bug for the Review in R21 then ...
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Review: Approve compile / test
OK, tested this again, works as intended.
@bunnybot merge
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands.
Commit message:
Refactor gameclient.h/.cc for better readability
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev
Regressiontest are ok: Ran 44 tests in 1377.106s
Will try to do a network game, too.
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The proposal to merge lp:~widelands-dev/widelands/refactor_gameclient into
lp:widelands has been updated.
Description changed to:
* Refactor big switch statement in gameclient.cc
* Refactor ::run() to improve readability
* use send_player_command with Ptr instead of Reference to clarify ownershi
Hello Gun:
* Adressed some comments
* Get the tribe and check whether it exists before you push it
-> I have no idea (yet) what this code does :-)
* Playercommand is not for current player , not sure if this can normally happen
lets wait If I ever see this, then we can make it an assert.
* The
Now, can ths be merged or do we want another review?
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Mhhh, We could iprove the RoadType via 4 bitflags and some inline fucntions:
1000
^ Road
^ Bridge
^ Waterway
^ Busy
kRoad = 1
kNormalRoad = 1
kBusyRoad = 9
kBridge = 2
kBridgeNormal = 2
kBridgeBusy = 10
kWaterway = 4
kNormalWaterway = 4
kBusyWa
OK this is a little Monster and in depends on some workarea change?
Please direkt me to that branch or was this mereged by now?
Im checking this out now. and (try to) do some code review.
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CLang gives me some comppiler warnings:
src/economy/economy.cc:854:45: warning: loop variable 'r' has type
'const std::pair &'
(aka 'const pair &')
but is initialized with type
'std::__1::__map_iterator,
std::__1::__tree_node, void *> *, long> >::value_type'
(aka 'pair')
resulting
Plaaying Calvission for a while now:
In case a location is reachabel by road and by waterway, but there is no ferry,
wares may get stuck waiting at the flag for the waterway, mmh. But well, works
as designed.
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Review: Approve compile, review, testplay
The ccode is basiccally OK, I did not read all of it, sorry.
I noticed some odd Behavior that carrriees tried to use a wterway to reach
theire destination,
but got stuck on the waterway. This way neither wares no carriers where
transported in the end.
I now get a compile Error at:
../src/economy/transfer.cc:166:72: error: non-pointer operand type
'Widelands::MapObjectType' incompatible with nullptr
if (!curflag.get_roadbase(nextflag, request_->get_type() ==
wwWORKER ? MapObjectType::ROAD : nullptr)) {
Loading may savegame I now get:
Assertion failed: (wh), function get_next_step, file
../src/economy/transfer.cc, line 188.
Do I have to restart that Map now?
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Review: Disapprove short review
I go along with Benedikt. An average player will have a _lot_ of trouble to get
the economy
going and will have no clue what the problems are. We would have to rethink all
the Tutorials and Scenarios. Some novice players may be trapped in on of the
tribes special
* Used parent instead of This.
* moved all Variables into Impl
About that -2 magic: I got lost in finding the sematics of user/player etc.
I added a TODO comment with our best guess by now.
I am at the End of my vacation (sigh) so lets get this in before it
starts lingering around for too long.
-
Found a first bug, still need some debugging
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Still get a heap-use-after-free related to
std::unique_ptr loader_ui(new UI::ProgressWindow());
But this is maybe just a problem as the game crashed with
disconnect(CLIENT_CRASHED, )
A have a deja vue around GameClientImpl.modal which is released twice.
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Using unique_ptr is unneeded, this is only a helper class neede to as
long as some progress dialog is open, so using normal scope is ok.
(We should actually cleanup that usage, some other time)
The Problem is the owenership of UI::ProgressWindow* loader
The disconnect code try to close the last
Review: Resubmit
Found that I lost a '!' while refactoring.
Now a normal network game works as itendend.
I assume that disconnect/double freee has always been there,
I will create a followup bug for that one.
When debugging I triggered a racecondition, I doubt we ever will see that i the
wild.
Thats the way how Asserts work ... only in debug bilds.
I dont have that much time today, Ill try to throw it at the debugger.
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Mhh, that assert looks valid fro me. Question is why this particular inputfield
does not have the corresponding flag set?
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I think this is a better fix:
bool has_focus() const {
return (get_can_focus() && parent_->focus_ == this);
}
That can_ / has_focus handling is a bit different then I had expected, well
Works find for me now
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Done
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Some regression tais fail, but I dont think they are related:
./regression_test.py -b ./widelands
FAIL:
test/maps/ship_transportation.wmf/scripting/test_rip_ship_before_picking_up_transporting_ware.lua
FAIL:
test/maps/ship_transportation.wmf/scripting/test_rip_portdock_with_worker_and_ware_in
Review: Needs Fixing
Played Calvission a #1 with a Barbarian at #2 , Imperial at #3 and Frisisan at
#4
Got an assert aftree trying to build two woodcutters:
Forcing flag at (70, 164)
Message: adding warehouse for player 1 at (69, 163)
Forcing flag at (73, 163)
Forcing flag at (66, 165)
Forcing
Here is the SaveGame: https://www.magentacloud.de/share/tu4ayusx.k
Ferries2.wgf (Multiplayer Game)
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Review: Needs Fixing testplay
I played Calvission again fo about 4 hours gametime.
This was fine for the most parts, I found some of
the expected Issued: e.g. Buildings not attachted to roads dont get workers.
I found one Issue where ferries are not built.
But now I hit an seertion that should be
Now why can we nort merge this one?
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Running regression tests locally:
./regression_test.py -b ./widelands
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Now, how do we get progress here?
Will try to play this again on Cavisson
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Some questions inline Code otherwise LGTM.
Will commpile this and the read that code again.
Diff comments:
>
> === modified file 'src/logic/map.cc'
> --- src/logic/map.cc 2019-05-16 09:15:03 +
> +++ src/logic/map.cc 2019-06-22 11:22:28 +
> @@ -714,6 +714,22 @@
> pathfieldmgr_->se
I expect some followup change on the website then.
Widelands will always read older Maps.
Did another review with a look into the complete code.
(We need some Widelands historian for all this legacy :-)
A bit more documentation would help.
Diff comments:
>
> === modified file 'src/map_io/widel
I openend some buitin and a new Map,
how can I see this new value in a map?
I am missing some info about wl_map_info / wl_map_object_info
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Review: Approve review, compile, short test
OTOH the code is OK for me, anything more I can / must do?
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Review: Approve testing
Ahh, the json file is created in thee same dir as the wmf file, e.g.
{
"name": "CrossriverA",
"author": "Hasi50",
"description": "A nice River flows through this land and water can be found
there. Metal in the hills nearby, but you are not alone",
"hint": "",
Travis:
1 x curl: (6) Could not resolve host: deb.debian.org
Error: An exception occurred within a child process:
DownloadError: Failed to download resource "isl"
3 x Loading savegame: inputqueues ...
No output has been received in the last 10m0s
-> Adressed elsewhere
All other Builds are f
Most travis builds green, two fail as of test_inputqueues.lua
Compiled. To test:
* in MapEditor
** Widht/Height dropdowns (new Map)
** Widht/Height dropdowns (resize Map)
** Number of Players dropdown
* Filter in news overview
* Which examples of minimzed UniqueWindows can you give me?
* How ca
Found a unrealted, minor Bug: when leaving the "Set Player Positions" Window,
the Map still shows only Big buidling Plots. Not sure if we _must_ fix this.
Will go away with the next map commands.
When trying to open an Online Game I get:
InternetGaming: Connecting to the metaserver.
[NetClient]: T
Played a bit and tested the MapEditor. So far all fine.
The new WorkAreaIndicator (when selecting a building) is a pain, at least on my
OSX-Computer.
It is so slow, that selecting the correct building becomes quit difficult.
Do we have an optin to disable this? Do we have a bug for this?
This br
Compiling again, got:
src/wui/constructionsitewindow.cc:33:19: warning: unused variable
'pic_max_fill_indicator'
static const char pic_max_fill_indicator[] =
"images/wui/buildings/max_fill_indicator.png";
^
src/wui/constructionsitewindow.cc:34:19: warning: unused variable
'pi
Review: Needs Fixing testplay
No I got a crash :( kaputtnik is right, we must play some network games on
trunk, RSN.
FATAL ERROR - game crashed. Attempting emergency save.
...
InternetGaming: logout(SERVER_CRASHED)
[NetClient] Closing network socket connected to
2a03:4000:32:524:48cb:feff:feae:
Looks ike playing te tutorial is the best test?
What are the names of Tutorial 1 & 4 ?
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Review: Needs Fixing play 1st tutorial
Not nice, you open the tool popup toheeter with the tool-size window.
The zoom Icons look a bit rough?
Via the Editor-Main-Menu one can open all windows at the same time,
this cries for all kinds of Errors.
Tutorial did not wait until I actually used te "Sh
I played Turorail 2 for while and then saved it.
When trying to load I get:
lastserial: 677
Game data error
buildingdata: building 524547: not found
I will try this on trunk now, too
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https://code.launchpad.net/~widelands-dev/widelands/toolbar-dropdown-menus/+merge/368230
Your team Widelands
Review: Needs Fixing
Can we merge trunk? the savegameerro does not happen there?
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https://code.launchpad.net/~widelands-dev/widelands/toolbar-dropdown-menus/+merge/368230
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/refactor_gamehost into lp:widelands.
Commit message:
Refactoring of gamehost.cc for better readability.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev
Code looks straing forward, wonnder that this was not implemented this way
before.
Will now copile and testplay this a litte.
Gun: please take a look at my refactoring branch.
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https://code.launchpad.net/~widelands-dev/widelands/arrow-keys-map-movement/+merge/370687
Your team Widelands Develo
Review: Approve compile testplay
Works as designed
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Review: Approve
@bunnybot merge
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I always assumed all the windows in the editor are exclsuive.
But we can open all of them a the same time. Well this works
but just confused me. I assumed the different windows could
affect each other in a bad way, bt was not able to produce any
of this.
I woill check out again and give int anot
Hmm, PAUSE as Menu daas not work for me (single Player Network game)
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Review: Approve
II creeated some Map now using this brnach and had no issues whatsover.
The tools wok ass designed, alas the User-Interaction is sometimes not clear.
Maybe we can play the nw mpa with this version and/or trunk.
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https://code.launchpad.net/~widelands-dev/widelands/toolbar-dropdo
Perhpas I should create a video "howto create a widelands map".
To describe this in text is quite difficult.
It basically works but some sematics do not work like
in oter Painting Programs or such. It just works the "widelands way".
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https://code.launchpad.net/~widelands-dev/widelands/toolbar-d
Review: Needs Fixing
Mhh, some travis builds just time out,
The Realse Builds are all broekn with a testcase.
https://travis-ci.org/widelands/widelands/jobs/569957376
1383 Assertions checked. 405 Tests passed, 3 failed!
Trying to run: test/maps/lua_testsuite.wmf/scripting/test_lua_in_game.lua: d
Running tests locally I get (on OSX):
FAIL: test_buttons_property: [string "scripting/ui.lua"]:26: 'nil' not expected!
FAIL: test_name: [string "scripting/ui.lua"]:113: attempt to index a nil value
(field 'b')
stack traceback:
[string "scripting/ui.lua"]:113: in upvalue 'func'
[s
Review: Approve compile, regression test
Ahh, now you confused me :-)
Just tried on Linux
> Linux iXubuntu 5.0.0-23-generic #24-Ubuntu SMP Mon Jul 29 15:36:44 UTC 2019
> x86_64 x86_64 x86_64 GNU/Linux
and suprise: al Regreession tests pass on this branch and trunk with release
and debug
OK
Review: Approve comile, regression test
Fine onn OSX now, too (release build)
> Ran 45 tests in 1128.847s
> OK
@bunnybot merge
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