230 lines
3.9 KiB
C++
230 lines
3.9 KiB
C++
#include "..\easy2d.h"
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// 储存所有定时器的容器
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static std::vector<Timer*> s_vTimers;
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Timer::Timer(TString name, UINT ms, const TIMER_CALLBACK & callback) :
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m_sName(name),
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m_bRunning(false),
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m_bWaiting(false),
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m_callback(callback),
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m_pParentScene(nullptr)
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{
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setInterval(ms); // 设置定时器的时间间隔
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}
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Timer::~Timer()
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{
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}
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void Timer::start()
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{
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// 标志该定时器正在运行
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m_bRunning = true;
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// 记录当前时间
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QueryPerformanceCounter(&m_nLast);
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}
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void Timer::stop()
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{
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m_bRunning = false; // 标志该定时器已停止
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}
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void Timer::wait()
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{
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m_bWaiting = true;
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}
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void Timer::notify()
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{
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m_bWaiting = false;
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}
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bool Timer::isRunning()
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{
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return m_bRunning && !m_bWaiting; // 获取该定时器的运行状态
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}
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void Timer::setInterval(UINT ms)
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{
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// 设置定时器的时间间隔
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LARGE_INTEGER nFreq;
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QueryPerformanceFrequency(&nFreq);
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m_nAnimationInterval.QuadPart = (LONGLONG)(ms / 1000.0 * nFreq.QuadPart);
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// 保存时间间隔的时长
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this->m_nMilliSeconds = ms;
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}
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void Timer::setCallback(const TIMER_CALLBACK & callback)
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{
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m_callback = callback; // 保存回调函数
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}
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void Timer::setName(TString name)
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{
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m_sName = name; // 修改定时器名称
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}
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UINT Timer::getInterval() const
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{
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return m_nMilliSeconds; // 获取定时器的时间间隔
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}
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TString Timer::getName() const
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{
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return m_sName; // 获取定时器的名称
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}
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void Timer::__exec()
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{
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// 定时器容器为空
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if (!s_vTimers.size())
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{
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return;
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}
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// 获取当前时间
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static LARGE_INTEGER nNow;
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QueryPerformanceCounter(&nNow);
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// 循环遍历所有的定时器
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for (auto timer : s_vTimers)
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{
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// 若定时器未运行,跳过这个定时器
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if (!timer->isRunning())
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{
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continue;
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}
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// 判断时间间隔是否足够
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if (nNow.QuadPart - timer->m_nLast.QuadPart > timer->m_nAnimationInterval.QuadPart)
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{
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// 用求余的方法重新记录时间
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timer->m_nLast.QuadPart = nNow.QuadPart - (nNow.QuadPart % timer->m_nAnimationInterval.QuadPart);
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// 运行回调函数
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timer->m_callback();
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}
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}
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}
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void Timer::addTimer(Timer * timer)
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{
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// 启动定时器
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timer->start();
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// 绑定在场景上
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timer->m_pParentScene = App::getLoadingScene();
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// 将该定时器放入容器
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s_vTimers.push_back(timer);
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}
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void Timer::addTimer(TString name, const TIMER_CALLBACK & callback)
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{
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addTimer(name, 20, callback);
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}
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void Timer::addTimer(TString name, UINT ms, const TIMER_CALLBACK & callback)
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{
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// 创建定时器
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auto timer = new Timer(name, ms, callback);
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// 添加定时器
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addTimer(timer);
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}
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void Timer::startTimer(TString name)
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{
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// 查找名称相同的定时器
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for (auto timer : s_vTimers)
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{
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if (timer->m_sName == name && timer->m_pParentScene == App::getCurrentScene())
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{
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// 启动定时器
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timer->start();
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}
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}
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}
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void Timer::stopTimer(TString name)
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{
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// 查找名称相同的定时器
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for (auto timer : s_vTimers)
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{
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if (timer->m_sName == name && timer->m_pParentScene == App::getCurrentScene())
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{
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// 停止定时器
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timer->stop();
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}
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}
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}
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void Timer::delTimer(TString name)
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{
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// 创建迭代器
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std::vector<Timer*>::iterator iter;
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// 循环遍历所有定时器
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for (iter = s_vTimers.begin(); iter != s_vTimers.end();)
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{
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// 查找相同名称的定时器
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if ((*iter)->m_sName == name && (*iter)->m_pParentScene == App::getCurrentScene())
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{
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// 删除该定时器
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delete (*iter);
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iter = s_vTimers.erase(iter);
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}
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else
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{
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iter++;
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}
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}
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}
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void Timer::clearAllTimers()
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{
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// 删除所有定时器
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for (auto t : s_vTimers)
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{
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delete t;
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}
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// 清空容器
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s_vTimers.clear();
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}
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void Timer::notifyAllSceneTimers(Scene * scene)
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{
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for (auto t : s_vTimers)
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{
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if (t->m_pParentScene == scene)
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{
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t->notify();
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}
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}
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}
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void Timer::waitAllSceneTimers(Scene * scene)
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{
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for (auto t : s_vTimers)
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{
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if (t->m_pParentScene == scene)
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{
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t->wait();
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}
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}
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}
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void Timer::clearAllSceneTimers(Scene * scene)
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{
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// 创建迭代器
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std::vector<Timer*>::iterator iter;
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// 循环遍历所有定时器
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for (iter = s_vTimers.begin(); iter != s_vTimers.end();)
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{
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// 查找相同名称的定时器
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if ((*iter)->m_pParentScene == scene)
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{
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// 删除该定时器
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delete (*iter);
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iter = s_vTimers.erase(iter);
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}
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else
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{
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iter++;
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}
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}
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}
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