heavily modify game_networking & fully implement save server blocking
This commit is contained in:
+107
-36
@@ -1,9 +1,13 @@
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use crate::util::{
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consts::game::{EXE_ENHANCED, EXE_LEGACY},
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system_info::SystemInfo,
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use crate::{
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gui::settings::BlockMethod,
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util::{
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consts::game::{EXE_ENHANCED, EXE_LEGACY},
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system_info::SystemInfo,
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},
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};
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use std::{
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path::Path,
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error::Error,
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path::{Path, PathBuf},
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time::{Duration, Instant},
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};
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use strum::{Display, EnumIter};
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@@ -22,6 +26,7 @@ use windows::{
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};
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const FILTER_NAME_EXE: &str = "[GTA Tools] Block outbound traffic for all of GTA V";
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const FILTER_NAME_SAVE_SERVER: &str = "[GTA Tools] Block outbound traffic to Rockstar save server";
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const INTERVAL: Duration = Duration::from_secs(3);
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@@ -53,7 +58,11 @@ pub struct GameNetworking {
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impl Default for GameNetworking {
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fn default() -> Self {
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Self {
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blocked_status: Self::is_blocked().into(),
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blocked_status: if Self::is_save_server_blocked().unwrap() == true {
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Self::is_save_server_blocked().unwrap().into()
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} else {
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Self::is_exe_blocked().unwrap().into()
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},
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com_initialized: unsafe { CoInitializeEx(None, COINIT_MULTITHREADED) }.is_ok(),
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timer: Instant::now(),
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counting: false,
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@@ -69,46 +78,89 @@ impl Drop for GameNetworking {
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}
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}
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enum Mode {
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EntireGame(PathBuf),
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SaveServer(String),
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}
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impl GameNetworking {
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pub fn block_exe(&mut self, system_info: &mut SystemInfo) {
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fn block_generic(&mut self, mode: Mode) -> Result<(), Box<dyn Error>> {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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unsafe { rules.Remove(&BSTR::from(FILTER_NAME_SAVE_SERVER)) }?;
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let rule: INetFwRule = unsafe { CoCreateInstance(&NetFwRule, None, CLSCTX_INPROC_SERVER) }?;
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unsafe { rule.SetName(&BSTR::from(FILTER_NAME_SAVE_SERVER)) }?;
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match mode {
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Mode::EntireGame(exe_path) => {
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let exe_path = BSTR::from(exe_path.to_string_lossy().to_string());
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unsafe { rule.SetApplicationName(&exe_path) }?;
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}
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Mode::SaveServer(save_server_ip) => {
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unsafe { rule.SetRemoteAddresses(&BSTR::from(save_server_ip)) }?;
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}
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}
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unsafe { rule.SetDirection(NET_FW_RULE_DIR_OUT) }?;
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unsafe { rule.SetEnabled(true.into()) }?;
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unsafe { rule.SetAction(NET_FW_ACTION_BLOCK) }?;
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unsafe { rule.SetProtocol(NET_FW_IP_PROTOCOL_ANY.0) }?;
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unsafe { rules.Add(&rule) }?;
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Ok(())
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}
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fn unblock_generic(&mut self, filter_name: &str) -> Result<(), Box<dyn Error>> {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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unsafe { rules.Remove(&BSTR::from(filter_name)) }?;
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Ok(())
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}
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fn is_blocked_generic(filter_name: &str) -> Result<bool, Box<dyn Error>> {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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let rule_exists = unsafe { rules.Item(&BSTR::from(filter_name)) }.is_ok();
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Ok(rule_exists)
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}
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pub fn block_exe(&mut self, system_info: &mut SystemInfo) -> Result<(), Box<dyn Error>> {
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let Some(exe_path) = get_game_exe_path(system_info) else {
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self.blocked_status = BlockedStatus::Failed;
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return;
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return Ok(());
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};
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }.unwrap();
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let rules = unsafe { policy.Rules() }.unwrap();
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let exe_path = BSTR::from(exe_path.to_string_lossy().to_string());
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unsafe { rules.Remove(&BSTR::from(FILTER_NAME_EXE)) }.unwrap();
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let rule: INetFwRule =
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unsafe { CoCreateInstance(&NetFwRule, None, CLSCTX_INPROC_SERVER) }.unwrap();
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unsafe { rule.SetName(&BSTR::from(FILTER_NAME_EXE)) }.unwrap();
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unsafe { rule.SetApplicationName(&exe_path) }.unwrap();
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unsafe { rule.SetDirection(NET_FW_RULE_DIR_OUT) }.unwrap();
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unsafe { rule.SetEnabled(true.into()) }.unwrap();
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unsafe { rule.SetAction(NET_FW_ACTION_BLOCK) }.unwrap();
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unsafe { rule.SetProtocol(NET_FW_IP_PROTOCOL_ANY.0) }.unwrap();
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unsafe { rules.Add(&rule) }.unwrap();
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self.blocked_status = Self::is_blocked().into();
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self.block_generic(Mode::EntireGame(exe_path.to_path_buf()))?;
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self.blocked_status = Self::is_exe_blocked()?.into();
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Ok(())
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}
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pub fn unblock_exe(&mut self) {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }.unwrap();
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let rules = unsafe { policy.Rules() }.unwrap();
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unsafe { rules.Remove(&BSTR::from(FILTER_NAME_EXE)) }.unwrap();
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self.blocked_status = Self::is_blocked().into();
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pub fn unblock_exe(&mut self) -> Result<(), Box<dyn Error>> {
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self.unblock_generic(FILTER_NAME_EXE)?;
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self.blocked_status = Self::is_exe_blocked()?.into();
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Ok(())
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}
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fn is_blocked() -> bool {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }.unwrap();
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let rules = unsafe { policy.Rules() }.unwrap();
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let exe_rule_exists = unsafe { rules.Item(&BSTR::from(FILTER_NAME_EXE)) }.is_ok();
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exe_rule_exists
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fn is_exe_blocked() -> Result<bool, Box<dyn Error>> {
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Self::is_blocked_generic(FILTER_NAME_EXE)
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}
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pub fn reset_if_failed(&mut self) {
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pub fn block_save_server(&mut self, save_server_ip: &str) -> Result<(), Box<dyn Error>> {
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self.block_generic(Mode::SaveServer(save_server_ip.to_owned()))?;
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self.blocked_status = Self::is_save_server_blocked()?.into();
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Ok(())
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}
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pub fn unblock_save_server(&mut self) -> Result<(), Box<dyn Error>> {
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self.unblock_generic(FILTER_NAME_SAVE_SERVER)?;
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self.blocked_status = Self::is_save_server_blocked()?.into();
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Ok(())
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}
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pub fn is_save_server_blocked() -> Result<bool, Box<dyn Error>> {
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Self::is_blocked_generic(FILTER_NAME_SAVE_SERVER)
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}
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pub fn reset_indicator_if_failed(&mut self) {
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if self.blocked_status == BlockedStatus::Failed && !self.counting {
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self.counting = true;
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self.timer = Instant::now();
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@@ -118,7 +170,26 @@ impl GameNetworking {
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&& self.timer.elapsed() >= INTERVAL
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{
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self.counting = false;
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self.blocked_status = Self::is_blocked().into();
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self.blocked_status = Self::is_exe_blocked().unwrap().into();
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}
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}
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pub fn ensure_not_both_blocked_simultaneously(&mut self, block_method: BlockMethod) {
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match block_method {
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BlockMethod::EntireGame => {
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if Self::is_save_server_blocked().unwrap() {
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// ignoring the return because if this is an error the user can just thug it out at that point
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let _ = self.unblock_save_server();
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self.blocked_status = Self::is_exe_blocked().unwrap().into();
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}
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}
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BlockMethod::SaveServer => {
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if Self::is_exe_blocked().unwrap() {
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// ignoring the return because if this is an error the user can just thug it out at that point
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let _ = self.unblock_exe();
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self.blocked_status = Self::is_save_server_blocked().unwrap().into();
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}
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}
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}
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}
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}
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