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![Juan Linietsky](/assets/img/avatar_default.png)
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported: * Can take scene files, resource files and subresources in all of them. * Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified. * Uses hashing to differentiate export configuration caches. * Removed the previous conversion code to binary, as this one uses existing stuff. This API is useful in several scenarios: * Needed by the "server" export platform to get rid of textures, meshes, audio, etc. * Needed by text to binary converters. * Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc. This is a draft, feedback is very welcome.
183 lines
8.5 KiB
XML
183 lines
8.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorExportPlugin" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A script that is executed when exporting the project.
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</brief_description>
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<description>
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[EditorExportPlugin]s are automatically invoked whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file.
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To use [EditorExportPlugin], register it using the [method EditorPlugin.add_export_plugin] method first.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_begin_customize_resources" qualifiers="virtual const">
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<return type="bool" />
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<param index="0" name="platform" type="EditorExportPlatform" />
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<param index="1" name="features" type="PackedStringArray" />
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<description>
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Return true if this plugin will customize resources based on the platform and features used.
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</description>
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</method>
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<method name="_begin_customize_scenes" qualifiers="virtual const">
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<return type="bool" />
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<param index="0" name="platform" type="EditorExportPlatform" />
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<param index="1" name="features" type="PackedStringArray" />
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<description>
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Return true if this plugin will customize scenes based on the platform and features used.
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</description>
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</method>
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<method name="_customize_resource" qualifiers="virtual">
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<return type="Resource" />
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<param index="0" name="resource" type="Resource" />
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<param index="1" name="path" type="String" />
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<description>
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Customize a resource. If changes are made to it, return the same or a new resource. Otherwise, return [code]null[/code].
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The [i]path[/i] argument is only used when customizing an actual file, otherwise this means that this resource is part of another one and it will be empty.
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</description>
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</method>
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<method name="_customize_scene" qualifiers="virtual">
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<return type="Node" />
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<param index="0" name="scene" type="Node" />
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<param index="1" name="path" type="String" />
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<description>
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Customize a scene. If changes are made to it, return the same or a new scene. Otherwise, return [code]null[/code]. If a new scene is returned, it is up to you to dispose of the old one.
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</description>
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</method>
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<method name="_end_customize_resources" qualifiers="virtual">
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<return type="void" />
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<description>
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This is called when the customization process for resources ends.
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</description>
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</method>
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<method name="_end_customize_scenes" qualifiers="virtual">
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<return type="void" />
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<description>
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This is called when the customization process for scenes ends.
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</description>
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</method>
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<method name="_export_begin" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="features" type="PackedStringArray" />
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<param index="1" name="is_debug" type="bool" />
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<param index="2" name="path" type="String" />
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<param index="3" name="flags" type="int" />
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<description>
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Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. [param features] is the list of features for the export, [param is_debug] is [code]true[/code] for debug builds, [param path] is the target path for the exported project. [param flags] is only used when running a runnable profile, e.g. when using native run on Android.
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</description>
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</method>
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<method name="_export_end" qualifiers="virtual">
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<return type="void" />
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<description>
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Virtual method to be overridden by the user. Called when the export is finished.
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</description>
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</method>
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<method name="_export_file" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<param index="1" name="type" type="String" />
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<param index="2" name="features" type="PackedStringArray" />
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<description>
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Virtual method to be overridden by the user. Called for each exported file, providing arguments that can be used to identify the file. [param path] is the path of the file, [param type] is the [Resource] represented by the file (e.g. [PackedScene]) and [param features] is the list of features for the export.
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Calling [method skip] inside this callback will make the file not included in the export.
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</description>
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</method>
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<method name="_get_customization_configuration_hash" qualifiers="virtual const">
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<return type="int" />
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<description>
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Return a hash based on the configuration passed (for both scenes and resources). This helps keep separate caches for separate export configurations.
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</description>
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</method>
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<method name="_get_name" qualifiers="virtual const">
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<return type="String" />
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<description>
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Return the name identifier of this plugin (for future identification by the exporter).
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</description>
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</method>
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<method name="add_file">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<param index="1" name="file" type="PackedByteArray" />
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<param index="2" name="remap" type="bool" />
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<description>
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Adds a custom file to be exported. [param path] is the virtual path that can be used to load the file, [param file] is the binary data of the file. If [param remap] is [code]true[/code], file will not be exported, but instead remapped to the given [param path].
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</description>
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</method>
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<method name="add_ios_bundle_file">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<description>
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Adds an iOS bundle file from the given [param path] to the exported project.
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</description>
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</method>
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<method name="add_ios_cpp_code">
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<return type="void" />
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<param index="0" name="code" type="String" />
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<description>
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Adds a C++ code to the iOS export. The final code is created from the code appended by each active export plugin.
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</description>
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</method>
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<method name="add_ios_embedded_framework">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<description>
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Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary.
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[b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code].
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This method should not be used for System libraries as they are already present on the device.
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</description>
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</method>
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<method name="add_ios_framework">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<description>
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Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project.
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</description>
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</method>
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<method name="add_ios_linker_flags">
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<return type="void" />
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<param index="0" name="flags" type="String" />
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<description>
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Adds linker flags for the iOS export.
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</description>
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</method>
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<method name="add_ios_plist_content">
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<return type="void" />
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<param index="0" name="plist_content" type="String" />
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<description>
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Adds content for iOS Property List files.
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</description>
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</method>
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<method name="add_ios_project_static_lib">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<description>
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Adds a static lib from the given [param path] to the iOS project.
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</description>
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</method>
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<method name="add_macos_plugin_file">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<description>
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Adds file or directory matching [param path] to [code]PlugIns[/code] directory of macOS app bundle.
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[b]Note:[/b] This is useful only for macOS exports.
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</description>
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</method>
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<method name="add_shared_object">
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<return type="void" />
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<param index="0" name="path" type="String" />
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<param index="1" name="tags" type="PackedStringArray" />
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<param index="2" name="target" type="String" />
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<description>
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Adds a shared object or a directory containing only shared objects with the given [param tags] and destination [param path].
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[b]Note:[/b] In case of macOS exports, those shared objects will be added to [code]Frameworks[/code] directory of app bundle.
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In case of a directory code-sign will error if you place non code object in directory.
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</description>
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</method>
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<method name="skip">
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<return type="void" />
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<description>
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To be called inside [method _export_file]. Skips the current file, so it's not included in the export.
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</description>
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</method>
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</methods>
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</class>
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