Comments corrections
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-1
@@ -68,7 +68,7 @@ func extract(zip_path: String, extract_path: String, extract_in_subfolder: bool
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var data: PackedByteArray = read_file(sub_path)
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if data.is_empty():
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# Zero-byte files can be valid files, so we warn but we don"t skip
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# Zero-byte files can be valid files, so we warn but do not skip them.
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Log.warn("FolderUnzipper: Empty data for %s" % sub_path)
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if typeof(data) != TYPE_PACKED_BYTE_ARRAY:
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Log.warn("FolderUnzipper: Invalid data for %s" % sub_path)
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@@ -61,7 +61,7 @@ func ensure_data_integrity(data: Dictionary[int, Dictionary]) -> Dictionary:
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var is_init: bool = data.is_empty()
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var result: Dictionary[int, Dictionary] = data.duplicate(true)
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var number_of_lessons: int = Database.get_lessons_count()
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# Check too much keys
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# Check for extra keys
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for key: int in result.keys():
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if key > number_of_lessons:
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result.erase(key)
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@@ -124,7 +124,7 @@ func ensure_data_integrity(data: Dictionary[int, Dictionary]) -> Dictionary:
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# First garden (key 1) is always unlocked
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prev_completed = true
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# Case : previous garden not completed
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# Case: previous garden not completed
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if not prev_completed:
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for game_index: int in range(3):
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if garden["games"][game_index] != Status.Locked or garden["look_and_learn"] != Status.Locked:
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@@ -135,7 +135,7 @@ func ensure_data_integrity(data: Dictionary[int, Dictionary]) -> Dictionary:
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break
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continue
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# Case : lesson completed → games unlocked if needed
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# Case: lesson completed → unlock games if needed
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if garden["look_and_learn"] == Status.Completed:
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for game_index: int in range(3):
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if garden["games"][game_index] == Status.Locked:
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@@ -143,7 +143,7 @@ func ensure_data_integrity(data: Dictionary[int, Dictionary]) -> Dictionary:
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if not is_init:
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Log.warn("StudentProgression: Garden %d: game %d unlocked because lesson is completed" % [index, game_index + 1])
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# Case : previous garden completed → lesson unlocked if needed
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# Case: previous garden completed → unlock lesson if needed
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elif garden["look_and_learn"] == Status.Locked:
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garden["look_and_learn"] = Status.Unlocked
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if not is_init:
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@@ -51,7 +51,7 @@ func get_gp_scores(id: int) -> PackedInt32Array:
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return PackedInt32Array()
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# Updates the confusion matrix from a minigame scores
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# Updates the confusion matrix from a minigame's scores
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func update_gp_scores(minigame_scores: Dictionary[int, PackedInt32Array]) -> void:
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if not minigame_scores or minigame_scores.is_empty():
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return
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@@ -29,7 +29,7 @@ func get_gp_score(id: int) -> int:
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return 0
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# Updates the gp scores from a minigame scores
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# Updates the GP scores from a minigame's scores
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func update_gp_scores(minigame_scores: Dictionary) -> void:
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if not minigame_scores:
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return
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@@ -70,7 +70,7 @@ func get_syllable_score(id: int) -> int:
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return 0
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# Updates the syllables scores from a minigame scores
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# Updates the syllable scores from a minigame's scores
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func update_syllables_scores(minigame_scores: Dictionary) -> void:
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if not minigame_scores:
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return
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@@ -111,7 +111,7 @@ func get_word_score(id: int) -> int:
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return 0
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# Updates the words scores from a minigame scores
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# Updates the word scores from a minigame's scores
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func update_words_scores(minigame_scores: Dictionary) -> void:
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if not minigame_scores:
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return
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@@ -92,7 +92,7 @@ func refresh_devices_tabs() -> void:
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var device_tab: DeviceTab
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device_tab = DEVICE_TAB_SCENE.instantiate()
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devices_tab_container.add_child(device_tab)
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await get_tree().process_frame # Not optional or an auto-rename bug will occur on the tabs (especiallly if there are a lot of them)
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await get_tree().process_frame # Not optional or an auto-rename bug will occur on the tabs (especially if there are a lot of them)
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device_tab.device_id = device
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(device_tab as DeviceTab).students = UserDataManager.teacher_settings.students[device] as Array[StudentData]
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device_tab.name = tr("DEVICE_NUMBER").format({"number": device})
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@@ -486,7 +486,7 @@ func _on_minigame_ui_restart_button_pressed() -> void:
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func _on_current_progression_changed() -> void:
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# Make Godot understands that this function is a coroutine even if it does nothing, to avoid warning
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# Make Godot understand that this function is a coroutine even if it does nothing, to avoid warning
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await get_tree().create_timer(0).timeout
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#endregion
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@@ -96,7 +96,7 @@ func _find_stimuli_and_distractions() -> void:
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var stimulus_distractors: Array[Dictionary] = []
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# Difficulty 1
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# Any previously learned item w/ all letters different
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# Any previously learned item with all letters different
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for syllable: Dictionary in all_syllables:
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if syllable.Phoneme != stimulus.Phoneme:
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var gp_found_in_stimuli: bool = false
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@@ -122,7 +122,7 @@ func _find_stimuli_and_distractions() -> void:
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stimulus_distractors.append(syllable)
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# Difficulty 4-5
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# If the item has 2 GP, inversed TARGET, i.e., for 'il', 'li' is a distractor
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# If the item has 2 GP, invert the target (e.g., for "il", "li" is a distractor)
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if difficulty > 3 and syllable.GPs[0] == stimulus.GPs[1] and syllable.GPs[1] == stimulus.GPs[0]:
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stimulus_distractors.append(syllable)
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@@ -104,7 +104,7 @@ func _setup_minigame() -> void:
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super()
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# Setups the word progression for current progression
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# Sets up the word progression for the current progression
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func _setup_word_progression() -> void:
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var stimulus: Dictionary = _get_current_stimulus()
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var gps: Array = stimulus.GPs as Array
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@@ -44,7 +44,7 @@ func _setup_minigame() -> void:
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if index == int(settings.branches/2.0):
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_on_branch_pressed(branch)
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# Setups the timer
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# Sets up the timer
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berry_timer.wait_time = settings.spawn_rate
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# Connects the caterpillar signals
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@@ -84,7 +84,7 @@ func _start() -> void:
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sentence_background.show()
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# Setups the word progression for current progression
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# Sets up the word progression for the current progression
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func _setup_word_progression() -> void:
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max_word_progression = 0
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@@ -43,15 +43,15 @@ func _setup_minigame() -> void:
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super._setup_minigame()
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pick_random_color()
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# Setups the current settings
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# Sets up the current settings
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settings = difficulty_settings[difficulty]
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if not settings:
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return
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# Setups the island for the first word
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# Sets up the island for the first word
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island.stimulus = self._get_current_stimulus()
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# Setups the timer
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# Sets up the timer
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spawn_timer.wait_time = settings.spawn_rate
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for stimulus: Dictionary in stimuli:
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@@ -218,7 +218,7 @@ func _bump_rotation_index() -> void:
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log_rotation_index += 1
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# trace can be used everywhere, in order to have a full log of all that is hapenning
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# trace can be used everywhere to log everything that is happening.
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func trace(msg: String) -> void: _log_internal(LogLevel.TRACE, msg)
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@@ -226,19 +226,19 @@ func trace(msg: String) -> void: _log_internal(LogLevel.TRACE, msg)
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func debug(msg: String) -> void: _log_internal(LogLevel.DEBUG, msg)
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# info can carry important information(s) that should always be logged but that are not problematic
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# info can carry important information that should always be logged but that is not problematic.
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func info(msg: String) -> void: _log_internal(LogLevel.INFO, msg)
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# warning should be used when a behaviour is not normal, but this is not blocking or it could be ignored
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# warning should be used when a behavior is not normal, but it is not blocking and can be ignored.
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func warn(msg: String) -> void: _log_internal(LogLevel.WARNING, msg)
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# error should be used everytime the program does something that is problematic and could potentially harm the user experience
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# error should be used every time the program does something problematic that could harm the user experience.
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func error(msg: String) -> void: _log_internal(LogLevel.ERROR, msg)
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# alert will displays a modal dialog box using the host platform's implementation. The engine execution is blocked until the dialog is closed.
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# alert will display a modal dialog box using the host platform's implementation. The engine execution is blocked until the dialog is closed.
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func alert(msg: String) -> void: _log_internal(LogLevel.ALERT, msg)
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@@ -157,7 +157,7 @@ func login(infos: Dictionary) -> bool:
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var path: String = get_teacher_settings_path()
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# Create the folder locally if it doesn't exists
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# Create the folder locally if it does not exist.
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if not FileAccess.file_exists(path):
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DirAccess.make_dir_recursive_absolute(get_teacher_folder())
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teacher_settings = TeacherSettings.new()
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@@ -513,7 +513,7 @@ func _delete_inexistants_students_saves() -> void:
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if str(s_data.code) == p_student:
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exists = true
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break
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# If the code doesn't exists in the configuration, delete the folder
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# If the code does not exist in the configuration, delete the folder.
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if not exists:
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Utils.delete_directory_recursive(path.path_join(device).path_join(language).path_join(p_student))
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