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https://github.com/hrydgard/ppsspp.git
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InitStart sizes: Netconf and NpSignin accepted any size, then wrote common.size bytes back from a 64-68 byte host struct, copying host memory into PSP RAM. GamedataInstall looked for install files before checking the size, and the HtmlViewer read options before checking the whole request was in memory. All the dialogs now check the address, then the sizes sceUtility_Driver accepts (utility/dialog/sizes), before anything else, as the firmware does (a bad address is INVALID_ADDRESS), and write back no more than the struct. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
205 lines
6.4 KiB
C++
205 lines
6.4 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "Common/TimeUtil.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/Serialize/SerializeFuncs.h"
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#include "Core/MemMapHelpers.h"
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#include "Core/Util/PPGeDraw.h"
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#include "Core/HLE/sceKernelMemory.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/HLE/sceUtility.h"
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#include "Core/HLE/sceNp.h"
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#include "Core/HLE/HLEUtil.h"
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#include "Core/HLE/HLE.h"
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#include "Core/HLE/ErrorCodes.h"
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#include "Core/Dialog/PSPNpSigninDialog.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Core/Reporting.h"
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// Needs testing.
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const static int NP_INIT_DELAY_US = 200000;
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const static int NP_SHUTDOWN_DELAY_US = 501000;
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const static int NP_RUNNING_DELAY_US = 1000000; // faked delay to simulate signin process to give chance for players to read the text on the dialog
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int PSPNpSigninDialog::Init(u32 paramAddr) {
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// Already running
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if (ReadStatus() != SCE_UTILITY_STATUS_NONE)
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return SCE_ERROR_UTILITY_INVALID_STATUS;
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const int check = CheckRequest(paramAddr, { 0x40 });
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if (check < 0) {
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return check;
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}
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if (!ReadVariableSizedStruct(paramAddr, &request)) {
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return SCE_KERNEL_ERROR_BAD_ARGUMENT; // untested, it's misaligned
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}
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requestAddr = paramAddr;
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WARN_LOG_REPORT_ONCE(PSPNpSigninDialogInit, Log::sceNet, "NpSignin Init Params: %08x, %08x, %08x, %08x", request.npSigninStatus, request.unknown1, request.unknown2, request.unknown3);
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ChangeStatusInit(NP_INIT_DELAY_US);
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// Eat any keys pressed before the dialog inited.
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UpdateButtons();
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InitCommon();
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//npSigninResult = -1;
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startTime = (u64)(time_now_d() * 1000000.0);
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step = 0;
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StartFade(true);
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return 0;
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}
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void PSPNpSigninDialog::DrawBanner() {
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PPGeDrawRect(0, 0, 480, 22, CalcFadedColor(0x65636358));
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PPGeStyle textStyle = FadedStyle(PPGeAlign::BOX_VCENTER, 0.6f);
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textStyle.hasShadow = false;
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// TODO: Draw a hexagon icon
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PPGeDrawImage(10, 5, 11.0f, 10.0f, 1, 10, 1, 10, 10, 10, FadedImageStyle());
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auto di = GetI18NCategory(I18NCat::DIALOG);
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PPGeDrawText(di->T("Sign In"), 31, 10, textStyle);
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}
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void PSPNpSigninDialog::DrawIndicator() {
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// TODO: Draw animated circle as processing indicator
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PPGeDrawImage(456, 248, 20.0f, 20.0f, 1, 10, 1, 10, 10, 10, FadedImageStyle());
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}
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void PSPNpSigninDialog::DrawLogo() {
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// TODO: Draw OpenDNAS logo
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PPGeDrawImage(416, 22, 64.0f, 64.0f, 1, 10, 1, 10, 64, 64, FadedImageStyle());
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}
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int PSPNpSigninDialog::Update(int animSpeed) {
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if (ReadStatus() != SCE_UTILITY_STATUS_RUNNING) {
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return SCE_ERROR_UTILITY_INVALID_STATUS;
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}
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UpdateButtons();
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UpdateCommon();
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auto err = GetI18NCategory(I18NCat::ERRORS);
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u64 now = (u64)(time_now_d() * 1000000.0);
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if (request.npSigninStatus == NP_SIGNIN_STATUS_NONE) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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UpdateFade(animSpeed);
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StartDraw();
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PPGeDrawRect(0, 0, 480, 272, CalcFadedColor(0xC0C8B2AC));
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DrawBanner();
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DrawIndicator();
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// TODO: Not sure what should happen here.. may be something like this https://pastebin.com/1eW48zBb ? but we can do test on Open DNAS Server later https://dnas.hashsploit.net/us-gw/
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// DNAS dialog
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if (step >= 2 && now - startTime > NP_RUNNING_DELAY_US) {
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DrawLogo();
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DisplayMessage2(di->T("PleaseWait", "Please wait..."));
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step++;
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}
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// Signin dialog
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else {
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// Skipping the Select Connection screen since we only have 1 fake profile
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DisplayMessage2(di->T("SigninPleaseWait", "Signing in...\nPlease wait."));
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}
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DisplayButtons(DS_BUTTON_CANCEL, di->T("Cancel"));
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if (step >= 2 && now - startTime > NP_RUNNING_DELAY_US*2) {
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if (pendingStatus != SCE_UTILITY_STATUS_FINISHED) {
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StartFade(false);
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ChangeStatus(SCE_UTILITY_STATUS_FINISHED, NP_SHUTDOWN_DELAY_US);
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step++;
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}
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}
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else if (step == 1 && now - startTime > NP_RUNNING_DELAY_US) {
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// Switch to the next message (with DNAS logo)
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StartFade(true);
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step++;
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}
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else if (step == 0) {
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/*if (npAuthResult < 0 && request.NpSigninData.IsValid()) {
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npAuthResult = sceNpAuthCreateStartRequest(request.NpSigninData->paramAddr);
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}*/
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step++;
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}
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if (/*npAuthResult >= 0 &&*/ IsButtonPressed(cancelButtonFlag)) {
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StartFade(false);
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//sceNpAuthAbortRequest(npAuthResult);
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//sceNpAuthDestroyRequest(npAuthResult);
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ChangeStatus(SCE_UTILITY_STATUS_FINISHED, NP_SHUTDOWN_DELAY_US);
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request.common.result = SCE_UTILITY_DIALOG_RESULT_ABORT;
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request.npSigninStatus = NP_SIGNIN_STATUS_CANCELED;
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//step = 0;
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}
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EndDraw();
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}
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if (ReadStatus() == SCE_UTILITY_STATUS_FINISHED || pendingStatus == SCE_UTILITY_STATUS_FINISHED) {
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npSigninState = NP_SIGNIN_STATUS_SUCCESS;
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__RtcTimeOfDay(&npSigninTimestamp);
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request.npSigninStatus = npSigninState;
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}
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return 0;
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}
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int PSPNpSigninDialog::Shutdown(bool force) {
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if (ReadStatus() != SCE_UTILITY_STATUS_FINISHED && !force)
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return SCE_ERROR_UTILITY_INVALID_STATUS;
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PSPDialog::Shutdown(force);
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if (!force) {
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ChangeStatusShutdown(NP_SHUTDOWN_DELAY_US);
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}
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// FIXME: This should probably be done within FinishShutdown to prevent some games (ie. UNO) from progressing further while the Dialog is still being faded-out, since we can't override non-virtual method... so here is the closes one to FinishShutdown.
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if (Memory::IsValidAddress(requestAddr)) // Need to validate first to prevent Invalid address when the game is being Shutdown/Exited to menu
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Memory::Memcpy(requestAddr, &request, std::min((u32)request.common.size, (u32)sizeof(request)), "NpSigninDialogParam");
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return 0;
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}
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void PSPNpSigninDialog::DoState(PointerWrap &p) {
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PSPDialog::DoState(p);
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auto s = p.Section("PSPNpSigninDialog", 1, 1);
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if (!s)
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return;
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Do(p, request);
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Do(p, step);
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//Do(p, npSigninResult);
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if (p.mode == p.MODE_READ) {
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startTime = 0;
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}
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}
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pspUtilityDialogCommon* PSPNpSigninDialog::GetCommonParam()
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{
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return &request.common;
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}
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