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feat: LagCompensator as convenience component that wraps all the Lag Compensation logic
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Assets/Mirror/Components/LagCompensation/LagCompensator.cs
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195
Assets/Mirror/Components/LagCompensation/LagCompensator.cs
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// Add this component to a Player object with collider.
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// Automatically keeps a history for lag compensation.
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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public struct Capture3D : Capture
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{
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public double timestamp { get; set; }
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public Vector3 position;
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public Vector3 size;
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public Capture3D(double timestamp, Vector3 position, Vector3 size)
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{
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this.timestamp = timestamp;
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this.position = position;
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this.size = size;
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}
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public void DrawGizmo()
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{
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Gizmos.DrawWireCube(position, size);
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}
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public static Capture3D Interpolate(Capture3D from, Capture3D to, double t) =>
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new Capture3D(
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0, // interpolated snapshot is applied directly. don't need timestamps.
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Vector3.LerpUnclamped(from.position, to.position, (float)t),
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Vector3.LerpUnclamped(from.size, to.size, (float)t)
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);
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public override string ToString() => $"(time={timestamp} pos={position} size={size})";
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}
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public class LagCompensator : NetworkBehaviour
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{
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[Header("Components")]
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[Tooltip("The collider to keep a history of.")]
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public Collider col; // assign this in inspector
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[Header("Settings")]
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public LagCompensationSettings lagCompensationSettings = new LagCompensationSettings();
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double lastCaptureTime;
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// lag compensation history of <timestamp, capture>
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readonly Queue<KeyValuePair<double, Capture3D>> history = new Queue<KeyValuePair<double, Capture3D>>();
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[Header("Debugging")]
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public Color historyColor = Color.white;
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protected virtual void Update()
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{
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// only capture on server
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if (!NetworkServer.active) return;
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// capture lag compensation snapshots every interval.
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// NetworkTime.localTime because Unity 2019 doesn't have 'double' time yet.
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if (NetworkTime.localTime >= lastCaptureTime + lagCompensationSettings.captureInterval)
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{
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lastCaptureTime = NetworkTime.localTime;
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Capture();
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}
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}
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protected virtual void Capture()
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{
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// capture current state
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Capture3D capture = new Capture3D(
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NetworkTime.localTime,
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col.bounds.center,
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col.bounds.size
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);
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// insert into history
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LagCompensation.Insert(history, lagCompensationSettings.historyLimit, NetworkTime.localTime, capture);
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}
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protected virtual void OnDrawGizmos()
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{
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// draw history
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Gizmos.color = historyColor;
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LagCompensation.DrawGizmos(history);
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}
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// sampling ////////////////////////////////////////////////////////////
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// sample the sub-tick (=interpolated) history of this object for a hit test.
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// 'viewer' needs to be the player who fired!
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// for example, if A fires at B, then call B.Sample(viewer, point, tolerance).
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[Server]
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public virtual bool Sample(NetworkConnectionToClient viewer, out Capture3D sample)
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{
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// never trust the client: estimate client time instead.
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// https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
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// the estimation is very good. the error is as low as ~6ms for the demo.
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// note that passing 'rtt' is fine: EstimateTime halves it to latency.
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double estimatedTime = LagCompensation.EstimateTime(NetworkTime.localTime, viewer.rtt, NetworkClient.bufferTime);
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// sample the history to get the nearest snapshots around 'timestamp'
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if (LagCompensation.Sample(history, estimatedTime, lagCompensationSettings.captureInterval, out Capture3D resultBefore, out Capture3D resultAfter, out double t))
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{
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// interpolate to get a decent estimation at exactly 'timestamp'
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sample = Capture3D.Interpolate(resultBefore, resultAfter, t);
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return true;
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}
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else Debug.Log($"CmdClicked: history doesn't contain {estimatedTime:F3}");
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sample = default;
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return false;
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}
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// convenience tests ///////////////////////////////////////////////////
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// there are multiple different ways to check a hit against the sample:
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// - raycasting
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// - bounds.contains
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// - increasing bounds by tolerance and checking contains
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// - threshold to bounds.closestpoint
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// let's offer a few solutions directly and see which users prefer.
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// bounds check: checks distance to closest point on bounds in history @ -rtt.
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// 'viewer' needs to be the player who fired!
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// for example, if A fires at B, then call B.Sample(viewer, point, tolerance).
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// this is super simple and fast, but not 100% physically accurate since we don't raycast.
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[Server]
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public virtual bool BoundsCheck(
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NetworkConnectionToClient viewer,
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Vector3 hitPoint,
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float toleranceDistance,
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out float distance,
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out Vector3 nearest)
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{
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// first, sample the history at -rtt of the viewer.
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if (Sample(viewer, out Capture3D capture))
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{
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// now that we know where the other player was at that time,
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// we can see if the hit point was within tolerance of it.
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// TODO consider rotations???
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// TODO consider original collider shape??
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Bounds bounds = new Bounds(capture.position, capture.size);
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nearest = bounds.ClosestPoint(hitPoint);
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distance = Vector3.Distance(nearest, hitPoint);
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return distance <= toleranceDistance;
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}
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nearest = hitPoint;
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distance = 0;
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return false;
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}
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// raycast check: creates a collider the sampled position and raycasts to hitPoint.
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// 'viewer' needs to be the player who fired!
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// for example, if A fires at B, then call B.Sample(viewer, point, tolerance).
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// this is physically accurate (checks against walls etc.), with the cost
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// of a runtime instantiation.
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//
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// originPoint: where the player fired the weapon.
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// hitPoint: where the player's local raycast hit.
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// tolerance: scale up the sampled collider by % in order to have a bit of a tolerance.
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// 0 means no extra tolerance, 0.05 means 5% extra tolerance.
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// layerMask: the layer mask to use for the raycast.
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[Server]
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public virtual bool RaycastCheck(
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NetworkConnectionToClient viewer,
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Vector3 originPoint,
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Vector3 hitPoint,
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float tolerancePercent,
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int layerMask,
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out RaycastHit hit)
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{
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// first, sample the history at -rtt of the viewer.
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if (Sample(viewer, out Capture3D capture))
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{
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// instantiate a real physics collider on demand.
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// TODO rotation??
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// TODO different collier types??
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GameObject temp = new GameObject("LagCompensatorTest");
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temp.transform.position = capture.position;
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BoxCollider tempCollider = temp.AddComponent<BoxCollider>();
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tempCollider.size = capture.size * (1 + tolerancePercent);
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// raycast
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Vector3 direction = hitPoint - originPoint;
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float maxDistance = direction.magnitude * 2;
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bool result = Physics.Raycast(originPoint, direction, out hit, maxDistance, layerMask);
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// cleanup
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Destroy(temp);
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return result;
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}
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hit = default;
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return false;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a898831dd60c4cdfbfd9a6ea5702ed01
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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