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2
.github/workflows/RunUnityTests.yml
vendored
2
.github/workflows/RunUnityTests.yml
vendored
@ -16,7 +16,7 @@ jobs:
|
||||
- 2021.3.45f1
|
||||
- 2022.3.51f1
|
||||
- 2023.2.20f1
|
||||
- 6000.0.24f1
|
||||
- 6000.0.25f1
|
||||
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
|
@ -54,8 +54,8 @@ public class NetworkTransformHybrid2022 : NetworkBehaviour
|
||||
|
||||
// save last deserialized baseline to delta decompress against
|
||||
byte lastDeserializedBaselineTick = 0;
|
||||
Vector3 lastDeserializedBaselinePosition = Vector3.zero;
|
||||
Quaternion lastDeserializedBaselineRotation = Quaternion.identity;
|
||||
Vector3 lastDeserializedBaselinePosition = Vector3.zero; // unused, but keep for delta
|
||||
Quaternion lastDeserializedBaselineRotation = Quaternion.identity; // unused, but keep for delta
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||||
|
||||
// only sync when changed hack /////////////////////////////////////////
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||||
[Header("Sync Only If Changed")]
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||||
@ -107,14 +107,6 @@ public class NetworkTransformHybrid2022 : NetworkBehaviour
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||||
public bool showOverlay;
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||||
public Color overlayColor = new Color(0, 0, 0, 0.5f);
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||||
|
||||
// caching /////////////////////////////////////////////////////////////
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||||
// squared values for faster distance checks
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||||
// float positionPrecisionSqr;
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||||
// float scalePrecisionSqr;
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||||
|
||||
// dedicated writer to avoid Pool.Get calls. NT is in hot path.
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||||
readonly NetworkWriter writer = new NetworkWriter();
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||||
|
||||
// initialization //////////////////////////////////////////////////////
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||||
// make sure to call this when inheriting too!
|
||||
protected virtual void Awake() {}
|
||||
@ -130,26 +122,6 @@ protected override void OnValidate()
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||||
syncInterval = 0;
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||||
}
|
||||
|
||||
// snapshot functions //////////////////////////////////////////////////
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||||
// construct a snapshot of the current state
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||||
// => internal for testing
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||||
protected virtual TransformSnapshot ConstructSnapshot()
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||||
{
|
||||
// perf
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||||
target.GetLocalPositionAndRotation(out Vector3 localPosition, out Quaternion localRotation);
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||||
|
||||
// NetworkTime.localTime for double precision until Unity has it too
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||||
return new TransformSnapshot(
|
||||
// our local time is what the other end uses as remote time
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||||
Time.timeAsDouble,
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||||
// the other end fills out local time itself
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0,
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localPosition, // target.localPosition,
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localRotation, // target.localRotation,
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Vector3.zero // target.localScale
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||||
);
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||||
}
|
||||
|
||||
// apply a snapshot to the Transform.
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||||
// -> start, end, interpolated are all passed in caes they are needed
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||||
// -> a regular game would apply the 'interpolated' snapshot
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||||
@ -183,8 +155,6 @@ bool Changed(Vector3 currentPosition, Quaternion currentRotation)//, Vector3 cur
|
||||
{
|
||||
float positionDelta = Vector3.Distance(currentPosition, lastSerializedBaselinePosition);
|
||||
if (positionDelta >= positionSensitivity)
|
||||
// float positionChange = (currentPosition - lastPosition).sqrMagnitude;
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||||
// if (positionChange >= positionPrecisionSqr)
|
||||
{
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||||
return true;
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||||
}
|
||||
@ -276,7 +246,7 @@ void CmdClientToServerDelta_PositionRotation(byte baselineTick, Vector3 position
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||||
}
|
||||
|
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// local authority client sends sync message to server for broadcasting
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||||
protected virtual void OnClientToServerDeltaSync(byte baselineTick, Vector3? position, Quaternion? rotation)//, Vector3? scale)
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||||
protected virtual void OnClientToServerDeltaSync(byte baselineTick, Vector3 position, Quaternion rotation)//, Vector3 scale)
|
||||
{
|
||||
// only apply if in client authority mode
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if (syncDirection != SyncDirection.ClientToServer) return;
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||||
@ -286,10 +256,7 @@ protected virtual void OnClientToServerDeltaSync(byte baselineTick, Vector3? pos
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if (baselineTick != lastDeserializedBaselineTick)
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||||
{
|
||||
// debug draw: drop
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||||
if (debugDraw)
|
||||
{
|
||||
if (position.HasValue) Debug.DrawLine(position.Value, position.Value + Vector3.up, Color.red, 10f);
|
||||
}
|
||||
if (debugDraw) Debug.DrawLine(position, position + Vector3.up, Color.red, 10f);
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||||
|
||||
// this can happen if unreliable arrives before reliable etc.
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// no need to log this except when debugging.
|
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@ -304,19 +271,6 @@ protected virtual void OnClientToServerDeltaSync(byte baselineTick, Vector3? pos
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||||
// server. we can get the timestamp from the connection.
|
||||
double timestamp = connectionToClient.remoteTimeStamp;
|
||||
|
||||
// position, rotation, scale can have no value if same as last time.
|
||||
// saves bandwidth.
|
||||
// but we still need to feed it to snapshot interpolation. we can't
|
||||
// just have gaps in there if nothing has changed. for example, if
|
||||
// client sends snapshot at t=0
|
||||
// client sends nothing for 10s because not moved
|
||||
// client sends snapshot at t=10
|
||||
// then the server would assume that it's one super slow move and
|
||||
// replay it for 10 seconds.
|
||||
if (!position.HasValue) position = serverSnapshots.Count > 0 ? serverSnapshots.Values[serverSnapshots.Count - 1].position : target.localPosition;
|
||||
if (!rotation.HasValue) rotation = serverSnapshots.Count > 0 ? serverSnapshots.Values[serverSnapshots.Count - 1].rotation : target.localRotation;
|
||||
// if (!scale.HasValue) scale = serverSnapshots.Count > 0 ? serverSnapshots.Values[serverSnapshots.Count - 1].scale : target.localScale;
|
||||
|
||||
// insert transform snapshot
|
||||
SnapshotInterpolation.InsertIfNotExists(
|
||||
serverSnapshots,
|
||||
@ -324,8 +278,8 @@ protected virtual void OnClientToServerDeltaSync(byte baselineTick, Vector3? pos
|
||||
new TransformSnapshot(
|
||||
timestamp, // arrival remote timestamp. NOT remote time.
|
||||
Time.timeAsDouble,
|
||||
position.Value,
|
||||
rotation.Value,
|
||||
position,
|
||||
rotation,
|
||||
Vector3.one // scale
|
||||
));
|
||||
}
|
||||
@ -474,10 +428,7 @@ protected virtual void OnServerToClientDeltaSync(byte baselineTick, Vector3 posi
|
||||
if (baselineTick != lastDeserializedBaselineTick)
|
||||
{
|
||||
// debug draw: drop
|
||||
if (debugDraw)
|
||||
{
|
||||
Debug.DrawLine(position, position + Vector3.up, Color.red, 10f);
|
||||
}
|
||||
if (debugDraw) Debug.DrawLine(position, position + Vector3.up, Color.red, 10f);
|
||||
|
||||
// this can happen if unreliable arrives before reliable etc.
|
||||
// no need to log this except when debugging.
|
||||
@ -540,20 +491,17 @@ void UpdateServerBaseline(double localTime)
|
||||
byte frameCount = (byte)Time.frameCount; // perf: only access Time.frameCount once!
|
||||
if (syncPosition && syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// no unreliable redundancy: baseline is reliable
|
||||
RpcServerToClientBaseline_PositionRotation(frameCount, position, rotation);
|
||||
}
|
||||
else if (syncPosition)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// no unreliable redundancy: baseline is reliable
|
||||
RpcServerToClientBaseline_Position(frameCount, position);
|
||||
}
|
||||
else if (syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// no unreliable redundancy: baseline is reliable
|
||||
RpcServerToClientBaseline_Rotation(frameCount, rotation);
|
||||
}
|
||||
|
||||
@ -640,8 +588,6 @@ void UpdateServerDelta(double localTime)
|
||||
// -> Vector3? and Quaternion? nullables takes more bandwidth
|
||||
if (syncPosition && syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// unreliable redundancy to make up for potential message drops
|
||||
RpcServerToClientDelta_PositionRotation(lastSerializedBaselineTick, position, rotation);
|
||||
if (unreliableRedundancy)
|
||||
@ -649,8 +595,6 @@ void UpdateServerDelta(double localTime)
|
||||
}
|
||||
else if (syncPosition)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// unreliable redundancy to make up for potential message drops
|
||||
RpcServerToClientDelta_Position(lastSerializedBaselineTick, position);
|
||||
if (unreliableRedundancy)
|
||||
@ -658,8 +602,6 @@ void UpdateServerDelta(double localTime)
|
||||
}
|
||||
else if (syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// unreliable redundancy to make up for potential message drops
|
||||
RpcServerToClientDelta_Rotation(lastSerializedBaselineTick, rotation);
|
||||
if (unreliableRedundancy)
|
||||
@ -741,20 +683,17 @@ void UpdateClientBaseline(double localTime)
|
||||
byte frameCount = (byte)Time.frameCount; // perf: only access Time.frameCount once!
|
||||
if (syncPosition && syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// no unreliable redundancy: baseline is reliable
|
||||
CmdClientToServerBaseline_PositionRotation(frameCount, position, rotation);
|
||||
}
|
||||
else if (syncPosition)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// no unreliable redundancy: baseline is reliable
|
||||
CmdClientToServerBaseline_Position(frameCount, position);
|
||||
}
|
||||
else if (syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// no unreliable redundancy: baseline is reliable
|
||||
CmdClientToServerBaseline_Rotation(frameCount, rotation);
|
||||
}
|
||||
|
||||
@ -831,8 +770,6 @@ void UpdateClientDelta(double localTime)
|
||||
// -> Vector3? and Quaternion? nullables takes more bandwidth
|
||||
if (syncPosition && syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// unreliable redundancy to make up for potential message drops
|
||||
CmdClientToServerDelta_PositionRotation(lastSerializedBaselineTick, position, rotation);
|
||||
if (unreliableRedundancy)
|
||||
@ -841,8 +778,6 @@ void UpdateClientDelta(double localTime)
|
||||
}
|
||||
else if (syncPosition)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// unreliable redundancy to make up for potential message drops
|
||||
CmdClientToServerDelta_Position(lastSerializedBaselineTick, position);
|
||||
if (unreliableRedundancy)
|
||||
@ -850,8 +785,6 @@ void UpdateClientDelta(double localTime)
|
||||
}
|
||||
else if (syncRotation)
|
||||
{
|
||||
// send snapshot without timestamp.
|
||||
// receiver gets it from batch timestamp to save bandwidth.
|
||||
// unreliable redundancy to make up for potential message drops
|
||||
CmdClientToServerDelta_Rotation(lastSerializedBaselineTick, rotation);
|
||||
if (unreliableRedundancy)
|
||||
@ -1067,14 +1000,16 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
|
||||
if (initialState)
|
||||
{
|
||||
// spawn message is used as first baseline.
|
||||
TransformSnapshot snapshot = ConstructSnapshot();
|
||||
// perf: get position/rotation directly. TransformSnapshot is too expensive.
|
||||
// TransformSnapshot snapshot = ConstructSnapshot();
|
||||
target.GetLocalPositionAndRotation(out Vector3 position, out Quaternion rotation);
|
||||
|
||||
// always include the tick for deltas to compare against.
|
||||
byte frameCount = (byte)Time.frameCount; // perf: only access Time.frameCount once!
|
||||
writer.WriteByte(frameCount);
|
||||
|
||||
if (syncPosition) writer.WriteVector3(snapshot.position);
|
||||
if (syncRotation) writer.WriteQuaternion(snapshot.rotation);
|
||||
if (syncPosition) writer.WriteVector3(position);
|
||||
if (syncRotation) writer.WriteQuaternion(rotation);
|
||||
|
||||
// IMPORTANT
|
||||
// OnSerialize(initial) is called for the spawn payload whenever
|
||||
@ -1088,8 +1023,8 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
|
||||
// => client's baseline is t=2 but receives delta for t=1 _!_
|
||||
lastSerializedBaselineTick = frameCount;
|
||||
lastBaselineTime = NetworkTime.localTime;
|
||||
lastSerializedBaselinePosition = snapshot.position;
|
||||
lastSerializedBaselineRotation = snapshot.rotation;
|
||||
lastSerializedBaselinePosition = position;
|
||||
lastSerializedBaselineRotation = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5,7 +5,7 @@ MonoImporter:
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@ -19,11 +19,6 @@ void Awake()
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mainCam = Camera.main;
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}
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void OnDisable()
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{
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}
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public override void OnStartLocalPlayer()
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{
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if (mainCam != null)
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Debug.LogWarning("PlayerCamera: Could not find a camera in scene with 'MainCamera' tag.");
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}
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void OnApplicationQuit()
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{
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ReleaseCamera();
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}
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public override void OnStopLocalPlayer()
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{
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//Debug.Log("PlayerCamera.OnStopLocalPlayer");
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ReleaseCamera();
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}
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void OnDisable()
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{
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//Debug.Log("PlayerCamera.OnDisable");
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ReleaseCamera();
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}
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void OnDestroy()
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{
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//Debug.Log("PlayerCamera.OnDestroy");
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ReleaseCamera();
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}
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void ReleaseCamera()
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{
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if (mainCam != null && mainCam.transform.parent == transform)
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{
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//Debug.Log("PlayerCamera.ReleaseCamera");
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mainCam.transform.SetParent(null);
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SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
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mainCam.orthographic = true;
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mainCam.orthographicSize = 15f;
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mainCam.transform.localPosition = new Vector3(0f, 70f, 0f);
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mainCam.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
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if (mainCam.gameObject.scene != SceneManager.GetActiveScene())
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SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
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mainCam = null;
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}
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}
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}
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|
Loading…
Reference in New Issue
Block a user