205 lines
7.3 KiB
C#
205 lines
7.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using DefaultNamespace;
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using DG.Tweening;
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using Newtonsoft.Json;
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using UnityEngine;
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public class MqttManager : MonoSingleton<MqttManager>
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{
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/// <summary>
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/// 所有设备的请求头
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/// </summary>
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public List<Allequipment> devices = new List<Allequipment>();
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/// <summary>
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/// 换电池装置
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/// </summary>
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public List<Qcbd> qcbdequipments = new List<Qcbd>();
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/// <summary>
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/// 查询提升机
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/// </summary>
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public List<Elvequipment> elvequipments = new List<Elvequipment>();
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/// <summary>
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/// 拆码垛机
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/// </summary>
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public List<Dpmequipment> dpmequipments = new List<Dpmequipment>();
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/// <summary>
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/// 输送机设备
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/// </summary>
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public List<Convoyorequipment> convoyorequipments = new List<Convoyorequipment>();
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/// <summary>
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/// 输入机设备
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/// </summary>
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public List<Convoyorequipment> exportations = new List<Convoyorequipment>();
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/// <summary>
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/// 小车设备
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/// </summary>
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public List<Carequipment> carequipments = new List<Carequipment>();
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/// <summary>
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/// 查询式落地机
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/// </summary>
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public List<Feequipment> feequipments = new List<Feequipment>();
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/// <summary>
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/// 查训加去盖信息
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/// </summary>
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public List<Cmequipment> cmequipments = new List<Cmequipment>();
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/// <summary>
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/// 消息队列
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/// </summary>
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public ConcurrentQueue<string> messageQueue = new ConcurrentQueue<string>();
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/// <summary>
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/// 第一层箱子
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/// </summary>
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public List<GameObject> firstbox = new List<GameObject>();
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/// <summary>
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/// 第二层箱子
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/// </summary>
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public List<GameObject> secondbox = new List<GameObject>();
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/// <summary>
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/// 小车位移的速度
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/// </summary>
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public float speed = 5f;
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[Obsolete]
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private void Awake()
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{
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//启动MQTT连接
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Application.ExternalCall("OpenHtmlMQTT");
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ProcessQueue().Forget();
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}
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private void Start()
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{
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}
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/// <summary>
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/// 接受MQTT消息
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/// </summary>
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/// <param name="message"></param>
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public void Message(string message)
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{
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// Debug.Log($"接收到的MQTT消息---->{message}");
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messageQueue.Enqueue(message); // 将消息存入队列
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}
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private async UniTaskVoid ProcessQueue()
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{
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while (true)
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{
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if (messageQueue.TryDequeue(out string message))
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{
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// 处理消息
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Debug.Log($"剩余:{messageQueue.Count}条数据,取数据-----> {message}");
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//await UniTask.Delay(10);
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Allequipment str = JsonConvert.DeserializeObject<Allequipment>(message);
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//Debug.Log("获取到了数据");
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//Debug.Log(str.device + " " + str.message);
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devices.Add(str);
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string data = str.device.Substring(0, 2);
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switch (data)
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{
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case "qc":
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Qcbd qcbd = JsonConvert.DeserializeObject<Qcbd>(str.message);
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qcbdequipments.Add(qcbd);
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break;
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case "el":
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Elvequipment elvequipment = JsonConvert.DeserializeObject<Elvequipment>(str.message);
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elvequipments.Add(elvequipment);
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break;
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case "dp":
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Dpmequipment dpmequipment = JsonConvert.DeserializeObject<Dpmequipment>(str.message);
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dpmequipments.Add(dpmequipment);
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break;
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case "co":
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Convoyorequipment convoyorequipment = JsonConvert.DeserializeObject<Convoyorequipment>(str.message);
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string con = convoyorequipment.Id.Substring(0, 2);
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//Debug.Log(con);
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if (con == "54")
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{
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convoyorequipments.Add(convoyorequipment);
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}
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else
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{
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exportations.Add(convoyorequipment);
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}
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break;
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case "ca":
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Carequipment carequipment = JsonConvert.DeserializeObject<Carequipment>(str.message);
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string carname = str.device;
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GameObject cargame = GameObject.Find(carname);
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Carpoint(cargame, carequipment);
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break;
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case "fe":
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Feequipment feequipment = JsonConvert.DeserializeObject<Feequipment>(str.message);
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feequipments.Add(feequipment);
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break;
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case "cm":
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Cmequipment cmequipment = JsonConvert.DeserializeObject<Cmequipment>(str.message);
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cmequipments.Add(cmequipment);
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break;
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default:
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break;
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}
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await UniTask.Delay(10);
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}
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else
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{
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Debug.Log("等待数据");
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await UniTask.Delay(1000);
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}
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}
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}
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public void Carpoint(GameObject car, Carequipment carequipment)
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{
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Debug.Log(carequipment.id);
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if (car)
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{
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Carinformation carbox = car.GetComponent<Carinformation>();
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carbox.BoxCode = carequipment.CarState_BoxCode;
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string point = carequipment.CarState_Car_Column + "-" + carequipment.CarState_Car_Row + "-" + carequipment.CarState_Car_Layer;
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GameObject displacement = GameObject.Find(point);
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//car.transform.DOMove(displacement.transform.position, Vector3.Distance(car.transform.position, displacement.transform.position) / speed).SetEase(Ease.InOutQuad);
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Designateddisplacement(car, displacement.transform.position, speed);
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if (carequipment.CarState_CarPlt == "上升")
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{
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BoxCollider cars = car.GetComponent<BoxCollider>();
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cars.enabled = true;
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}
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else if (carequipment.CarState_CarPlt == "下降")
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{
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GameObject box = car.transform.GetChild(0).gameObject;
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float dis = box.transform.position.y - 0.3f;
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box.transform.DOMoveY(dis, 0.2f).SetEase(Ease.OutQuad);
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car.transform.SetParent(null);
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}
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else
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{
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BoxCollider cars = car.GetComponent<BoxCollider>();
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cars.enabled = false;
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}
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}
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}
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/// <summary>
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/// 需要位移的地方
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/// </summary>
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/// <param name="car">小车</param>
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/// <param name="dis">位移到指定位置</param>
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/// <param name="speed">位移的速度</param>
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public void Designateddisplacement(GameObject car, Vector3 dis, float speed)
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{
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float times = Vector3.Distance(car.transform.position, dis) / speed;
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car.transform.DOMove(dis, times).SetEase(Ease.InOutQuad);
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}
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} |