fix(master-snake): repair runtime integration and move safety
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- Read board state through the GameBoard interface used by the server. - Record one turn-indexed calculation history entry per move. - Try alternative food when nearer targets are blocked or unreachable. - Handle empty food lists without relying on exception fallback. - Normalize flood-fill coordinates and count reachable cells correctly. - Reject blocked destinations before evaluating escape space. - Prefer legal fallback moves when no region meets the space threshold. - Remove a distance tie-breaker that mistook free cells for snake bodies. - Align stale tests with current methods and tuple-based path results. - Cover runtime moves, food fallback, coordinate order, and dead ends.
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@@ -35,7 +35,12 @@ class MasterSnake(TemplateSnake):
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safe_positions.append({'x': x, 'y': y})
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return safe_positions
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def choose_move(self, game_data):
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def choose_move(self, game_board):
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self.game_board = game_board
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game_data = {
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'board': game_board.get_game_board_as_dict(),
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'you': game_board.get_my_snake(),
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}
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board_width = game_data['board']['width']
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board_height = game_data['board']['height']
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snakes = game_data['board']['snakes']
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@@ -45,25 +50,11 @@ class MasterSnake(TemplateSnake):
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# Vermeide Schlangenkörper
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safe_positions = self.avoid_snake_body(snakes, board_width, board_height)
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# Finde die nächstgelegene Nahrungsquelle, wenn Nahrung vorhanden ist
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try:
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if self.is_food_nearby(my_head, game_data['board']['food']) or self.disabled_find_near_by_food:
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path_to_food = self.find_path_to_food(game_data)
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if path_to_food:
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# Implementiere Logik, um in Richtung der Nahrungsquelle zu bewegen, falls sicher
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move = self.move_towards(my_head, path_to_food[0], safe_positions)
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self.add_to_history({"my_head": my_head, "path_to_food": path_to_food, "move": move})
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else:
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# Einfache Logik, um eine Bewegungsrichtung zu wählen, wenn keine Nahrung vorhanden ist
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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else:
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# Wenn keine Nahrung in der Nähe ist, bewege dich in eine Richtung, die dich nahe an deinem eigenen Körper hält
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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except ValueError:
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move = self.find_direction(my_head, safe_positions)
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self.add_to_history({"my_head": my_head, "move": move})
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move = self.find_direction(my_head, safe_positions)
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if self.is_food_nearby(my_head, game_data['board']['food']) or self.disabled_find_near_by_food:
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path_to_food = self.find_path_to_food(game_data)
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if path_to_food:
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move = self.move_towards(my_head, path_to_food[0], safe_positions)
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# Finde den größten sicheren Bereich
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max_area_start, max_area = self.flood_fill(my_head, safe_positions)
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@@ -74,7 +65,10 @@ class MasterSnake(TemplateSnake):
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# Überprüfe zukünftige Bewegungen, um Sackgassen zu vermeiden
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move = self.avoid_dead_ends(my_head, move, safe_positions, snakes)
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self.add_to_history({"my_head": my_head, "move": move})
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self.add_to_history({
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"turn": game_board.get_turn(),
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"data": [{"function": "choose_move", "my_head": my_head, "move": move}],
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})
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return move
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@@ -82,18 +76,14 @@ class MasterSnake(TemplateSnake):
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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best_direction = None
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min_distance = float('inf')
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min_distance_to_body = float('inf')
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body_positions = set((pos['x'], pos['y']) for pos in safe_positions[:-1]) # Exclude the head from body positions
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for direction, (dx, dy) in directions.items():
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next_position = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if next_position in safe_positions:
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distance = abs(target[0] - next_position['x']) + abs(target[1] - next_position['y'])
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distance_to_body = sum(abs(part[0] - next_position['x']) + abs(part[1] - next_position['y']) for part in body_positions)
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if distance < min_distance or (distance == min_distance and distance_to_body < min_distance_to_body):
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if distance < min_distance:
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best_direction = direction
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min_distance = distance
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min_distance_to_body = distance_to_body
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return best_direction if best_direction else "up" # Default to moving up if no safe direction found
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@@ -113,12 +103,15 @@ class MasterSnake(TemplateSnake):
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for part in snake['body']:
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obstacles.add((part['x'], part['y']))
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# Choose the closest food source based on the heuristic
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closest_food = min(food_positions, key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']))
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# Use A* to search for a safe path
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path = self.a_star_search(my_head, closest_food, obstacles, board_width, board_height)
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return path
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# Skip blocked or unreachable food instead of giving up on all food.
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for food in sorted(
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food_positions,
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key=lambda food: abs(food['x'] - my_head['x']) + abs(food['y'] - my_head['y']),
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):
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path = self.a_star_search(my_head, food, obstacles, board_width, board_height)
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if path:
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return path
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return None
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def a_star_search(self, start, goal, obstacles, board_width, board_height):
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# Convert snake positions into a set of obstacles
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@@ -182,17 +175,15 @@ class MasterSnake(TemplateSnake):
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def avoid_dead_ends(self, head, move, safe_positions, snakes):
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directions = {'up': (0, 1), 'down': (0, -1), 'left': (-1, 0), 'right': (1, 0)}
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dx, dy = directions[move]
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future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
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body_positions = set((part['x'], part['y']) for part in snakes[0]['body'])
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candidates = [move] + [direction for direction in directions if direction != move]
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for direction in candidates:
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dx, dy = directions[direction]
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future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if self.is_future_move_safe(future_head, safe_positions, snakes):
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return direction
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if not self.is_future_move_safe(future_head, safe_positions, snakes) or not self.avoid_self_collision(future_head, body_positions):
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for alternative_move in directions.keys():
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dx, dy = directions[alternative_move]
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alternative_future_head = {'x': head['x'] + dx, 'y': head['y'] + dy}
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if self.is_future_move_safe(alternative_future_head, safe_positions, snakes) and self.avoid_self_collision(alternative_future_head, body_positions):
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return alternative_move
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return move
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# When every region is too small, still prefer a legal move to a collision.
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return self.find_direction(head, safe_positions)
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def simulate_snake_movement(self, snakes):
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future_body_positions = set()
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@@ -209,41 +200,30 @@ class MasterSnake(TemplateSnake):
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safe_positions_set = set((pos['x'], pos['y']) for pos in safe_positions)
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# Entferne die zukünftigen Körperpositionen aus den sicheren Positionen
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safe_positions_set = safe_positions_set - future_body_positions
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# Füge die zukünftige Kopfposition hinzu, um sie als Startpunkt zu verwenden
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safe_positions_set.add((future_head['x'], future_head['y']))
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# Berechne die Anzahl der erreichbaren sicheren Positionen von der zukünftigen Kopfposition aus
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reachable_positions = self.flood_fill((future_head['x'], future_head['y']), safe_positions_set)
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# Entscheide, ob die Bewegung sicher ist, basierend auf der Anzahl der erreichbaren Positionen
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fill_bool = len(reachable_positions) > len(safe_positions_set) * 0.25
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if fill_bool:
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return fill_bool
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return len(safe_positions_set) >= len(snakes[0]['body'])
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start = (future_head['x'], future_head['y'])
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if start not in safe_positions_set:
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return False
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_, reachable_positions = self.flood_fill(start, safe_positions_set)
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return len(reachable_positions) >= max(
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(len(snake['body']) for snake in snakes), default=1,
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)
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def flood_fill(self, start, safe_positions):
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start = (start['x'], start['y']) if isinstance(start, dict) else tuple(start)
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allowed = {
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(position['x'], position['y']) if isinstance(position, dict) else tuple(position)
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for position in safe_positions
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}
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# The current head may be occupied; it is only a traversal origin.
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stack = [start]
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visited = set()
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max_area = 0
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max_area_start = None
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while stack:
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position = stack.pop()
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if isinstance(position, dict):
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position = tuple(position.values())
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else:
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position = tuple(position)
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if position not in visited:
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visited.add(position)
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for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: # links, rechts, oben, unten
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next_position = tuple([position[0] + dx, position[1] + dy])
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if next_position in safe_positions:
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stack.append(next_position)
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# Überprüfe, ob der aktuelle Bereich größer ist als der bisher größte Bereich
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if len(visited) > max_area:
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max_area = len(visited)
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max_area_start = position
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return max_area_start, visited
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if position in visited:
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continue
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visited.add(position)
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for dx, dy in ((-1, 0), (1, 0), (0, -1), (0, 1)):
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neighbor = (position[0] + dx, position[1] + dy)
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if neighbor in allowed and neighbor not in visited:
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stack.append(neighbor)
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return start, visited
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