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Update main.cpp
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119
main.cpp
119
main.cpp
@ -5,6 +5,7 @@
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include <dlfcn.h>
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#include <string>
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#include "dobby.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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@ -19,49 +20,57 @@ static bool g_ShowMenu = true;
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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// --- 触摸处理逻辑 ---
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// 处理 Android 原始输入事件并同步给 ImGui
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bool HandleAndroidInput(AInputEvent* event, ImGuiIO& io) {
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// --- 触摸同步逻辑 ---
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void SyncImGuiInput(AInputEvent* event) {
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if (!g_Initialized || !g_ShowMenu) return;
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ImGuiIO& io = ImGui::GetIO();
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int32_t type = AInputEvent_getType(event);
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if (type == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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int32_t action = AMotionEvent_getAction(event);
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int32_t action_code = action & AMOTION_EVENT_ACTION_MASK;
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float x = AMotionEvent_getX(event, 0);
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float y = AMotionEvent_getY(event, 0);
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io.MousePos = ImVec2(x, y);
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if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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if (action_code == AMOTION_EVENT_ACTION_DOWN || action_code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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io.MouseDown[0] = true;
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP) {
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} else if (action_code == AMOTION_EVENT_ACTION_UP || action_code == AMOTION_EVENT_ACTION_POINTER_UP || action_code == AMOTION_EVENT_ACTION_CANCEL) {
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io.MouseDown[0] = false;
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}
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// 如果点击在 ImGui 窗口上,返回 true 以拦截事件,不传给游戏
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return ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemHovered();
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}
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return false;
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}
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// Hook 目标:AInputQueue_getEvent (这是 Android Native 游戏获取触摸的最上层接口)
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// --- Hook 1: AInputQueue (通用入口) ---
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typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent);
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static p_AInputQueue_getEvent old_getEvent = nullptr;
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static p_AInputQueue_getEvent old_AInputQueue_getEvent = nullptr;
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int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) {
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int32_t res = old_getEvent(queue, outEvent);
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if (res >= 0 && g_ShowMenu && g_Initialized) {
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// 将事件发给 ImGui 处理
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if (HandleAndroidInput(*outEvent, ImGui::GetIO())) {
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// 如果 ImGui 消耗了此事件,我们可以在此处对 event 进行 finish 处理
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// 但为了稳定性,通常我们只同步坐标而不完全拦截,或者根据需要返回
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}
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int32_t res = old_AInputQueue_getEvent(queue, outEvent);
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if (res >= 0 && outEvent && *outEvent) {
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SyncImGuiInput(*outEvent);
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}
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return res;
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}
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// --- Hook 2: 直接 Hook AMotionEvent 获取函数 (防止 libunity.so 绕过 Queue) ---
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typedef float (*p_AMotionEvent_getX)(const AInputEvent* motion_event, size_t pointer_index);
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static p_AMotionEvent_getX old_getX = nullptr;
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float hook_AMotionEvent_getX(const AInputEvent* motion_event, size_t pointer_index) {
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float x = old_getX(motion_event, pointer_index);
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if (g_ShowMenu && g_Initialized && pointer_index == 0) {
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ImGui::GetIO().MousePos.x = x;
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}
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return x;
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}
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// 渲染钩子
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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LOGI("Initializing ImGui for SGame...");
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EGLint width, height;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
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@ -70,13 +79,12 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)width, (float)height);
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// 针对王者高分辨率屏优化缩放
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float scale = (float)width / 1920.0f;
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float scale = (float)width / 1920.0f;
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ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f);
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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LOGI("ImGui Render Initialized: %d x %d", width, height);
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LOGI("ImGui Initialized for Unity SGame: %d x %d", width, height);
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}
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if (g_ShowMenu) {
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@ -84,21 +92,17 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::NewFrame();
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 380), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty Menu (SGame)", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "Touch Status: Hooked");
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// 确保没有任何禁止移动的 Flag
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if (ImGui::Begin("AndKitty SGame Unity", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "Module: libunity.so Context");
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ImGui::Separator();
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static bool esp_line = false;
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ImGui::Checkbox("ESP Line", &esp_line);
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static bool esp = false;
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ImGui::Checkbox("ESP Enable", &esp);
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static float f_val = 0.5f;
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ImGui::SliderFloat("FOV", &f_val, 0.0f, 1.0f);
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if (ImGui::Button("Hide Menu")) {
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g_ShowMenu = false;
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}
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if (ImGui::Button("Close Menu")) g_ShowMenu = false;
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}
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ImGui::End();
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@ -110,33 +114,36 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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void* init_thread(void*) {
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LOGI("Plugin thread: Waiting 10s for SGame environment...");
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sleep(10);
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LOGI("Waiting for libunity.so and libandroid.so...");
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// 循环等待 libunity.so 加载完成,这对 Unity 游戏很重要
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while (true) {
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if (dlsym(RTLD_DEFAULT, "eglSwapBuffers") && dlopen("libunity.so", RTLD_NOLOAD)) {
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break;
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}
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usleep(500000);
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}
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sleep(5); // 额外等待确保引擎初始化
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// 1. Hook 渲染
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void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (swap_addr) {
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LOGI("Hooking eglSwapBuffers...");
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DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// 2. Hook 系统输入队列 (通用)
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void* input_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent");
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if (input_addr) {
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DobbyHook(input_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_AInputQueue_getEvent);
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}
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// 2. Hook 输入 (针对王者荣耀这种 Native 架构)
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void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent");
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if (getEvent_addr) {
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LOGI("Hooking AInputQueue_getEvent for Touch...");
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DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
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} else {
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// 备选方案:尝试从 libandroid.so 加载
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void* h_android = dlopen("libandroid.so", RTLD_NOW);
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if (h_android) {
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getEvent_addr = dlsym(h_android, "AInputQueue_getEvent");
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if (getEvent_addr) {
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DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
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}
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}
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// 3. 针对 Unity 的“强制同步”:Hook AMotionEvent_getX
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// 很多版本的 Unity 直接调用这个函数获取坐标,Hook 这里可以强行同步 ImGui 坐标
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void* getx_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getX");
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if (getx_addr) {
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LOGI("Hooking AMotionEvent_getX for Unity focus...");
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DobbyHook(getx_addr, (void*)hook_AMotionEvent_getX, (void**)&old_getX);
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}
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LOGI("Hooking Process Completed. Ready for SGame.");
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LOGI("Unity SGame Hooks Ready.");
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return nullptr;
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}
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