2026-05-20 16:44:28 +09:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class SongCreatorManager : MonoBehaviour
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{
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[Header("음원 선택")]
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[SerializeField] private TMP_Dropdown audioDropdown;
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[SerializeField] private Button refreshBtn;
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[SerializeField] private TMP_Text inputPathHint; // 파일 넣는 경로 안내
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[Header("메타데이터")]
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[SerializeField] private TMP_InputField titleInput;
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[SerializeField] private TMP_InputField artistInput;
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[SerializeField] private TMP_InputField bpmInput;
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[Header("난이도")]
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[SerializeField] private Toggle toggleNormal;
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[SerializeField] private Toggle toggleHard;
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[SerializeField] private Toggle toggleExpert;
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[SerializeField] private Toggle toggleExpertPlus;
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[Header("액션")]
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[SerializeField] private Button generateButton;
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[SerializeField] private Button manualEditorButton; // 작은 버튼
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[SerializeField] private Button backButton;
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[SerializeField] private string introSceneName = "Intro";
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[Header("진행 상태")]
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[SerializeField] private GameObject progressGroup;
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[SerializeField] private TMP_Text statusText;
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[SerializeField] private Slider progressSlider;
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[Header("연결")]
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[SerializeField] private BeatSageUploader beatSageUploader;
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[SerializeField] private NasPublisher nasPublisher;
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[Header("씬")]
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[SerializeField] private string mapEditorScene = "MapEditorScene";
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// Quest: /sdcard/Android/data/{packageName}/files/input/ 로 ADB 복사
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private static string InputPath =>
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Path.Combine(Application.persistentDataPath, "input");
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private readonly List<string> audioFiles = new();
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// ── Unity ────────────────────────────────────────────────
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private void Start()
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{
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Directory.CreateDirectory(InputPath);
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if (inputPathHint != null)
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inputPathHint.text = $"음원 경로: {InputPath}";
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refreshBtn.onClick.AddListener(RefreshAudioList);
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generateButton.onClick.AddListener(OnGenerateClicked);
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manualEditorButton.onClick.AddListener(() => SceneManager.LoadScene(mapEditorScene));
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backButton?.onClick.AddListener(() => SceneManager.LoadScene(introSceneName));
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progressGroup.SetActive(false);
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RefreshAudioList();
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}
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// ── 음원 목록 갱신 ───────────────────────────────────────
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private void RefreshAudioList()
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{
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audioFiles.Clear();
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audioDropdown.ClearOptions();
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string[] files = Directory.GetFiles(InputPath, "*.mp3");
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var options = new List<string>();
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foreach (string f in files)
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{
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audioFiles.Add(f);
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options.Add(Path.GetFileNameWithoutExtension(f));
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}
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if (options.Count == 0)
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options.Add("-- .mp3 파일 없음 --");
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audioDropdown.AddOptions(options);
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}
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// ── 생성 버튼 ────────────────────────────────────────────
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private void OnGenerateClicked()
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{
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if (audioFiles.Count == 0) { SetStatus("음원 파일이 없습니다."); return; }
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if (string.IsNullOrEmpty(titleInput.text)) { SetStatus("곡 제목을 입력해주세요."); return; }
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if (!float.TryParse(bpmInput.text, out float bpm) || bpm <= 0)
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{ SetStatus("BPM을 올바르게 입력해주세요."); return; }
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var diffs = new List<string>();
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if (toggleNormal.isOn) diffs.Add("normal");
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if (toggleHard.isOn) diffs.Add("hard");
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if (toggleExpert.isOn) diffs.Add("expert");
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if (toggleExpertPlus.isOn) diffs.Add("expertplus");
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if (diffs.Count == 0) { SetStatus("난이도를 하나 이상 선택해주세요."); return; }
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string audioPath = audioFiles[audioDropdown.value];
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Debug.Log($"[SongCreator] 생성 시작 — 파일: {audioPath}, BPM: {bpm}, 난이도: {string.Join(",", diffs)}");
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Debug.Log($"[SongCreator] beatSageUploader={beatSageUploader}, nasPublisher={nasPublisher}");
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StartCoroutine(GenerateFlow(audioPath, bpm, diffs));
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}
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// ── 생성 플로우 ───────────────────────────────────────────
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private IEnumerator GenerateFlow(string audioPath, float bpm, List<string> diffs)
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{
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SetInteractable(false);
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progressGroup.SetActive(true);
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Debug.Log("[SongCreator] GenerateFlow 시작");
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// 1단계: Beat Sage 전송 → 변환
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Dictionary<string, List<NoteData>> maps = null;
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bool failed = false;
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Debug.Log("[SongCreator] BeatSage Upload 호출");
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yield return beatSageUploader.Upload(
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audioPath, diffs, bpm,
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onProgress: p =>
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{
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progressSlider.value = p * 0.8f;
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SetStatus($"{beatSageUploader.CurrentStatus} ({(int)(p * 80)}%)");
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},
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onComplete: result =>
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{
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maps = result;
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Debug.Log($"[SongCreator] BeatSage 완료 — 난이도 수: {result?.Count}");
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},
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onError: err =>
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{
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Debug.LogError($"[SongCreator] BeatSage 오류: {err}");
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SetStatus($"오류: {err}");
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failed = true;
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});
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Debug.Log($"[SongCreator] BeatSage 단계 끝 — failed={failed}, maps={maps?.Count}");
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if (failed) { SetInteractable(true); yield break; }
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// 2단계: NAS 업로드
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SongInfo song = BuildSongInfo(audioPath, bpm, maps);
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Debug.Log($"[SongCreator] NAS Publish 호출 — song.id={song.id}");
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yield return nasPublisher.Publish(
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song, audioPath, maps,
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onProgress: p =>
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{
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progressSlider.value = 0.8f + p * 0.2f;
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SetStatus($"[4/4] NAS 업로드 중... ({(int)((0.8f + p * 0.2f) * 100)}%)");
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},
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onComplete: () =>
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{
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progressSlider.value = 1f;
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SetStatus($"완료! '{song.title}' 생성 성공 (100%)");
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Debug.Log($"[SongCreator] NAS 업로드 완료");
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},
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onError: err =>
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{
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Debug.LogError($"[SongCreator] NAS 오류: {err}");
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SetStatus($"NAS 업로드 실패: {err}");
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failed = true;
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});
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SetInteractable(true);
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}
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// ── 유틸 ─────────────────────────────────────────────────
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private SongInfo BuildSongInfo(string audioPath, float bpm,
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Dictionary<string, List<NoteData>> maps)
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{
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string id = titleInput.text.ToLower().Replace(" ", "_");
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var diffMap = new DifficultyMap();
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foreach (var kv in maps)
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{
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var info = new DifficultyInfo { noteCount = kv.Value.Count };
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switch (kv.Key)
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{
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case "normal": diffMap.normal = info; break;
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case "hard": diffMap.hard = info; break;
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case "expert": diffMap.expert = info; break;
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case "expertplus": diffMap.expertplus = info; break;
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}
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}
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return new SongInfo
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{
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id = id,
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title = titleInput.text,
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artist = artistInput.text,
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bpm = bpm,
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audioFile = $"music/{id}.mp3",
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difficulties = diffMap,
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addedAt = DateTime.Now.ToString("yyyy-MM-dd")
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};
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}
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private void SetStatus(string msg)
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{
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if (statusText != null) statusText.text = msg;
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}
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private void SetInteractable(bool value)
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{
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generateButton.interactable = value;
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manualEditorButton.interactable = value;
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audioDropdown.interactable = value;
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refreshBtn.interactable = value;
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}
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}
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