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- move OpenSim/Framework/IUserData.cs to OpenSim/Data/IUserData.cs
- trim trailing whitespace
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OpenSim/Data/IUserData.cs
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193
OpenSim/Data/IUserData.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Data
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{
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/// <summary>
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/// An interface for connecting to user storage servers.
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/// </summary>
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public interface IUserDataPlugin : IPlugin
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{
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/// <summary>
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/// Returns a user profile from a database via their UUID
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/// </summary>
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/// <param name="user">The user's UUID</param>
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/// <returns>The user data profile. Returns null if no user is found</returns>
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UserProfileData GetUserByUUID(UUID user);
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/// <summary>
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/// Returns a users profile by searching their username parts
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/// </summary>
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/// <param name="fname">Account firstname</param>
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/// <param name="lname">Account lastname</param>
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/// <returns>The user data profile</returns>
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UserProfileData GetUserByName(string fname, string lname);
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/// <summary>
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/// Returns a list of UUIDs firstnames and lastnames that match string query entered into the avatar picker.
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/// </summary>
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/// <param name="queryID">ID associated with the user's query. This must match what the client sent</param>
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/// <param name="query">The filtered contents of the search box when the user hit search.</param>
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/// <returns>The user data profile</returns>
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List<AvatarPickerAvatar> GeneratePickerResults(UUID queryID, string query);
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/// <summary>
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/// Returns the current agent for a user searching by it's UUID
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/// </summary>
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/// <param name="user">The users UUID</param>
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/// <returns>The current agent session</returns>
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UserAgentData GetAgentByUUID(UUID user);
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/// <summary>
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/// Returns the current session agent for a user searching by username
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/// </summary>
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/// <param name="name">The users account name</param>
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/// <returns>The current agent session</returns>
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UserAgentData GetAgentByName(string name);
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/// <summary>
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/// Returns the current session agent for a user searching by username parts
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/// </summary>
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/// <param name="fname">The users first account name</param>
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/// <param name="lname">The users account surname</param>
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/// <returns>The current agent session</returns>
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UserAgentData GetAgentByName(string fname, string lname);
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/// <summary>
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/// Stores new web-login key for user during web page login
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/// </summary>
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/// <param name="webLoginKey"></param>
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void StoreWebLoginKey(UUID agentID, UUID webLoginKey);
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/// <summary>
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/// Adds a new User profile to the database
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/// </summary>
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/// <param name="user">UserProfile to add</param>
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void AddNewUserProfile(UserProfileData user);
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/// <summary></summary>
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/// Updates an existing user profile
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/// </summary>
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/// <param name="user">UserProfile to update</param>
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bool UpdateUserProfile(UserProfileData user);
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/// <summary>
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/// Adds a new agent to the database
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/// </summary>
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/// <param name="agent">The agent to add</param>
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void AddNewUserAgent(UserAgentData agent);
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/// <summary>
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/// Adds a new friend to the database for XUser
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/// </summary>
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/// <param name="friendlistowner">The agent that who's friends list is being added to</param>
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/// <param name="friend">The agent that being added to the friends list of the friends list owner</param>
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/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
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void AddNewUserFriend(UUID friendlistowner, UUID friend, uint perms);
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/// <summary>
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/// Delete friend on friendlistowner's friendlist.
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/// </summary>
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/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
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/// <param name="friend">The Ex-friend agent</param>
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void RemoveUserFriend(UUID friendlistowner, UUID friend);
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/// <summary>
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/// Update permissions for friend on friendlistowner's friendlist.
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/// </summary>
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/// <param name="friendlistowner">The agent that who's friends list is being updated</param>
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/// <param name="friend">The agent that is getting or loosing permissions</param>
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/// <param name="perms">A uint bit vector for set perms that the friend being added has; 0 = none, 1=This friend can see when they sign on, 2 = map, 4 edit objects </param>
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void UpdateUserFriendPerms(UUID friendlistowner, UUID friend, uint perms);
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/// <summary>
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/// Returns a list of FriendsListItems that describe the friends and permissions in the friend relationship for UUID friendslistowner
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/// </summary>
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/// <param name="friendlistowner">The agent that we're retreiving the friends Data.</param>
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List<FriendListItem> GetUserFriendList(UUID friendlistowner);
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/// <summary>
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/// Returns a list of <see cref="FriendRegionInfo/>s for the specified UUIDs.
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/// </summary>
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/// <param name="uuids">
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/// A <see cref="List"/> of <see cref="UUID/>s to fetch info for
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/// </param>
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/// <returns>
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/// A <see cref="Dictionary"/>, mapping the <see cref="UUID"/>s to <see cref="FriendRegionInfo"/>s.
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/// </returns>
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Dictionary<UUID, FriendRegionInfo> GetFriendRegionInfos(List<UUID> uuids);
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/// <summary>
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/// Attempts to move currency units between accounts (NOT RELIABLE / TRUSTWORTHY. DONT TRY RUN YOUR OWN CURRENCY EXCHANGE WITH REAL VALUES)
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/// </summary>
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/// <param name="from">The account to transfer from</param>
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/// <param name="to">The account to transfer to</param>
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/// <param name="amount">The amount to transfer</param>
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/// <returns>Successful?</returns>
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bool MoneyTransferRequest(UUID from, UUID to, uint amount);
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/// <summary>
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/// Attempts to move inventory between accounts, if inventory is copyable it will be copied into the target account.
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/// </summary>
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/// <param name="from">User to transfer from</param>
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/// <param name="to">User to transfer to</param>
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/// <param name="inventory">Specified inventory item</param>
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/// <returns>Successful?</returns>
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bool InventoryTransferRequest(UUID from, UUID to, UUID inventory);
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/// <summary>
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/// Initialises the plugin (artificial constructor)
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/// </summary>
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void Initialise(string connect);
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/// <summary>
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/// Gets the user appearance
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/// </summer>
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AvatarAppearance GetUserAppearance(UUID user);
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void UpdateUserAppearance(UUID user, AvatarAppearance appearance);
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void ResetAttachments(UUID userID);
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void LogoutUsers(UUID regionID);
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}
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public class UserDataInitialiser : PluginInitialiserBase
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{
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private string connect;
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public UserDataInitialiser (string s) { connect = s; }
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public override void Initialise (IPlugin plugin)
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{
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IUserDataPlugin p = plugin as IUserDataPlugin;
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p.Initialise (connect);
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}
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}
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}
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