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ryujinx-final/Ryujinx.HLE/FileSystem/VirtualFileSystem.cs

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using LibHac;
using LibHac.Common;
using LibHac.Common.Keys;
using LibHac.Fs;
using LibHac.Fs.Fsa;
using LibHac.Fs.Shim;
using LibHac.FsSrv;
using LibHac.FsSystem;
using LibHac.Ncm;
using LibHac.Spl;
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using LibHac.Tools.Es;
using LibHac.Tools.Fs;
using LibHac.Tools.FsSystem;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS;
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using System;
using System.Buffers.Text;
using System.Collections.Generic;
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using System.IO;
using System.Runtime.CompilerServices;
using Path = System.IO.Path;
using RightsId = LibHac.Fs.RightsId;
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namespace Ryujinx.HLE.FileSystem
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{
Added GUI to Ryujinx (#695) * Added GUI to Ryujinx * Updated to use Glade Also added scrollbar and default dark theme * Added support for loading icon from .nro files and cleaned up the code a bit * Added General Settings Menu (read-only for now) and moved some functionality from MainMenu.cs to ApplicationLibrary.cs * Added custom GUI theme support and changed the defualt theme to one I just wrote * Added GTK to process path, fixed a bug and minor edits * some more edits and a bug fix * general settings menu is now fully functional. also fixed the bug where ryujinx crashes when it trys to load an invalid gamedir * big rewrite * aesthetic changes to General Settings menu * Added Control Settings one day done feature :P * minor changes * 1st wave of changes * 2nd wave of changes * 3rd wave of changes * Cleanup settings ui * minor edits * new about window added, still needs styling * added spin button for new option and tooltips to settings * Game icons and names are now shown in the games list * add nuget package which contains gtk dependencies * requested changes have been changed * put CreateGameWindow on a new thread and stopped destroying the main menu when a game loads * fixed bug that allowed a user to attempt to load multiple games at a time which causes a crash * Added LastPlayed and TimePlayed columns to the game list * Did some testing and fixed some bugs Im not happy with one of the fixes so i will do it properly an upcoming commit * did some more bug testing and fixed another 2 bugs * caught an exception when ryujinx tries to load non-homebrew as homebrew * Large changes Rewrote ApplicationLibrary.cs (added comments too) so any devs reading it wont get eye cancer, also its probably more efficient now. Added 2 new columns (Developer name and application version) to the game list and wrote the logic for it. Ryujinx now loads NRO's TitleName and TitleID from the NACP file instead of the default NPDM. I also killed a lot of bugs * Moved Files moved ApplicationLibrary.cs to Ryujinx.HLE as that is a better place for it. Moved contents of GUI folder to Ui folder and changed the namespaces of the gui files from Ryujinx to Ryujinx.Ui * Added 'Open Ryujinx Folder' button to the file menu and did some small fixes * New features * updated nuget package with missing dlls and changed emmauss' requested changes * fixed some minor issues * all requested changes marked as resolved have been changed * gdkchan's requested changes * fixed an issue with settings window getting chopped on small res * fixed 2 problems caused by rebase * changed the default theme * applied Thog's patch to fix issue on linux * fixed issue caused by rebase * added update check button that runs ryujinx-updater * reads version info from installer and displays it in about menu * changes completed * requested changes changed * fixed issue with default theme * fixed a bug and completed requested changes * added more tooltips and changed some text
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public class VirtualFileSystem : IDisposable
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{
public static string SafeNandPath = Path.Combine(AppDataManager.DefaultNandDir, "safe");
public static string SystemNandPath = Path.Combine(AppDataManager.DefaultNandDir, "system");
public static string UserNandPath = Path.Combine(AppDataManager.DefaultNandDir, "user");
public KeySet KeySet { get; private set; }
public EmulatedGameCard GameCard { get; private set; }
public EmulatedSdCard SdCard { get; private set; }
public ModLoader ModLoader { get; private set; }
public Stream RomFs { get; private set; }
private static bool _isInitialized = false;
public static VirtualFileSystem CreateInstance()
{
if (_isInitialized)
{
throw new InvalidOperationException("VirtualFileSystem can only be instantiated once!");
}
_isInitialized = true;
return new VirtualFileSystem();
}
private VirtualFileSystem()
{
ReloadKeySet();
ModLoader = new ModLoader(); // Should only be created once
}
public void LoadRomFs(string fileName)
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{
RomFs = new FileStream(fileName, FileMode.Open, FileAccess.Read);
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}
public void SetRomFs(Stream romfsStream)
{
RomFs?.Close();
RomFs = romfsStream;
}
public string GetFullPath(string basePath, string fileName)
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{
if (fileName.StartsWith("//"))
{
fileName = fileName.Substring(2);
}
else if (fileName.StartsWith('/'))
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{
fileName = fileName.Substring(1);
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}
else
{
return null;
}
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string fullPath = Path.GetFullPath(Path.Combine(basePath, fileName));
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if (!fullPath.StartsWith(AppDataManager.BaseDirPath))
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{
return null;
}
return fullPath;
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}
internal string GetSdCardPath() => MakeFullPath(AppDataManager.DefaultSdcardDir);
public string GetNandPath() => MakeFullPath(AppDataManager.DefaultNandDir);
public string SwitchPathToSystemPath(string switchPath)
{
string[] parts = switchPath.Split(":");
if (parts.Length != 2)
{
return null;
}
return GetFullPath(MakeFullPath(parts[0]), parts[1]);
}
public string SystemPathToSwitchPath(string systemPath)
{
string baseSystemPath = AppDataManager.BaseDirPath + Path.DirectorySeparatorChar;
if (systemPath.StartsWith(baseSystemPath))
{
string rawPath = systemPath.Replace(baseSystemPath, "");
int firstSeparatorOffset = rawPath.IndexOf(Path.DirectorySeparatorChar);
if (firstSeparatorOffset == -1)
{
return $"{rawPath}:/";
}
string basePath = rawPath.Substring(0, firstSeparatorOffset);
string fileName = rawPath.Substring(firstSeparatorOffset + 1);
return $"{basePath}:/{fileName}";
}
return null;
}
private string MakeFullPath(string path, bool isDirectory = true)
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{
// Handles Common Switch Content Paths
switch (path)
{
case ContentPath.SdCard:
path = AppDataManager.DefaultSdcardDir;
break;
case ContentPath.User:
path = UserNandPath;
break;
case ContentPath.System:
path = SystemNandPath;
break;
case ContentPath.SdCardContent:
path = Path.Combine(AppDataManager.DefaultSdcardDir, "Nintendo", "Contents");
break;
case ContentPath.UserContent:
path = Path.Combine(UserNandPath, "Contents");
break;
case ContentPath.SystemContent:
path = Path.Combine(SystemNandPath, "Contents");
break;
}
string fullPath = Path.Combine(AppDataManager.BaseDirPath, path);
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if (isDirectory && !Directory.Exists(fullPath))
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{
Directory.CreateDirectory(fullPath);
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}
return fullPath;
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}
public void InitializeFsServer(LibHac.Horizon horizon, out HorizonClient fsServerClient)
{
LocalFileSystem serverBaseFs = new LocalFileSystem(AppDataManager.BaseDirPath);
Update to LibHac 0.13.1 (#2328) Update the LibHac dependency to version 0.13.1. This brings a ton of improvements and changes such as: - Refactor `FsSrv` to match the official refactoring done in FS. - Change how the `Horizon` and `HorizonClient` classes are handled. Each client created represents a different process with its own process ID and client state. - Add FS access control to handle permissions for FS service method calls. - Add FS program registry to keep track of the program ID, location and permissions of each process. - Add FS program index map info manager to track the program IDs and indexes of multi-application programs. - Add all FS IPC interfaces. - Rewrite `Fs.Fsa` code to be more accurate. - Rewrite a lot of `FsSrv` code to be more accurate. - Extend directory save data to store `SaveDataExtraData` - Extend directory save data to lock the save directory to allow only one accessor at a time. - Improve waiting and retrying when encountering access issues in `LocalFileSystem` and `DirectorySaveDataFileSystem`. - More `IFileSystemProxy` methods should work now. - Probably a bunch more stuff. On the Ryujinx side: - Forward most `IFileSystemProxy` methods to LibHac. - Register programs and program index map info when launching an application. - Remove hacks and workarounds for missing LibHac functionality. - Recreate missing save data extra data found on emulator startup. - Create system save data that wasn't indexed correctly on an older LibHac version. `FsSrv` now enforces access control for each process. When a process tries to open a save data file system, FS reads the save's extra data to determine who the save owner is and if the caller has permission to open the save data. Previously-created save data did not have extra data created when the save was created. With access control checks in place, this means that processes with no permissions (most games) wouldn't be able to access their own save data. The extra data can be partially created from data in the save data indexer, which should be enough for access control purposes.
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fsServerClient = horizon.CreatePrivilegedHorizonClient();
var fsServer = new FileSystemServer(fsServerClient);
DefaultFsServerObjects fsServerObjects = DefaultFsServerObjects.GetDefaultEmulatedCreators(serverBaseFs, KeySet, fsServer);
// Use our own encrypted fs creator that always uses all-zero keys
fsServerObjects.FsCreators.EncryptedFileSystemCreator = new EncryptedFileSystemCreator();
GameCard = fsServerObjects.GameCard;
SdCard = fsServerObjects.SdCard;
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SdCard.SetSdCardInsertionStatus(true);
var fsServerConfig = new FileSystemServerConfig
{
DeviceOperator = fsServerObjects.DeviceOperator,
ExternalKeySet = KeySet.ExternalKeySet,
FsCreators = fsServerObjects.FsCreators
};
FileSystemServerInitializer.InitializeWithConfig(fsServerClient, fsServer, fsServerConfig);
}
public void ReloadKeySet()
{
KeySet ??= KeySet.CreateDefaultKeySet();
string keyFile = null;
string titleKeyFile = null;
string consoleKeyFile = null;
if (AppDataManager.Mode == AppDataManager.LaunchMode.UserProfile)
{
LoadSetAtPath(AppDataManager.KeysDirPathUser);
}
LoadSetAtPath(AppDataManager.KeysDirPath);
void LoadSetAtPath(string basePath)
{
string localKeyFile = Path.Combine(basePath, "prod.keys");
string localTitleKeyFile = Path.Combine(basePath, "title.keys");
string localConsoleKeyFile = Path.Combine(basePath, "console.keys");
if (File.Exists(localKeyFile))
{
keyFile = localKeyFile;
}
if (File.Exists(localTitleKeyFile))
{
titleKeyFile = localTitleKeyFile;
}
if (File.Exists(localConsoleKeyFile))
{
consoleKeyFile = localConsoleKeyFile;
}
}
ExternalKeyReader.ReadKeyFile(KeySet, keyFile, titleKeyFile, consoleKeyFile, null);
}
public void ImportTickets(IFileSystem fs)
{
foreach (DirectoryEntryEx ticketEntry in fs.EnumerateEntries("/", "*.tik"))
{
using var ticketFile = new UniqueRef<IFile>();
Result result = fs.OpenFile(ref ticketFile.Ref(), ticketEntry.FullPath.ToU8Span(), OpenMode.Read);
if (result.IsSuccess())
{
Ticket ticket = new Ticket(ticketFile.Get.AsStream());
if (ticket.TitleKeyType == TitleKeyType.Common)
{
KeySet.ExternalKeySet.Add(new RightsId(ticket.RightsId), new AccessKey(ticket.GetTitleKey(KeySet)));
}
}
}
}
// Save data created before we supported extra data in directory save data will not work properly if
// given empty extra data. Luckily some of that extra data can be created using the data from the
// save data indexer, which should be enough to check access permissions for user saves.
// Every single save data's extra data will be checked and fixed if needed each time the emulator is opened.
// Consider removing this at some point in the future when we don't need to worry about old saves.
public static Result FixExtraData(HorizonClient hos)
{
Result rc = GetSystemSaveList(hos, out List<ulong> systemSaveIds);
if (rc.IsFailure()) return rc;
rc = FixUnindexedSystemSaves(hos, systemSaveIds);
if (rc.IsFailure()) return rc;
rc = FixExtraDataInSpaceId(hos, SaveDataSpaceId.System);
if (rc.IsFailure()) return rc;
rc = FixExtraDataInSpaceId(hos, SaveDataSpaceId.User);
if (rc.IsFailure()) return rc;
return Result.Success;
}
private static Result FixExtraDataInSpaceId(HorizonClient hos, SaveDataSpaceId spaceId)
{
Span<SaveDataInfo> info = stackalloc SaveDataInfo[8];
using var iterator = new UniqueRef<SaveDataIterator>();
Result rc = hos.Fs.OpenSaveDataIterator(ref iterator.Ref(), spaceId);
if (rc.IsFailure()) return rc;
while (true)
{
rc = iterator.Get.ReadSaveDataInfo(out long count, info);
if (rc.IsFailure()) return rc;
if (count == 0)
return Result.Success;
for (int i = 0; i < count; i++)
{
rc = FixExtraData(out bool wasFixNeeded, hos, in info[i]);
if (ResultFs.TargetNotFound.Includes(rc))
{
// If the save wasn't found, try to create the directory for its save data ID
rc = CreateSaveDataDirectory(hos, in info[i]);
if (rc.IsFailure())
{
Logger.Warning?.Print(LogClass.Application, $"Error {rc.ToStringWithName()} when creating save data 0x{info[i].SaveDataId:x} in the {spaceId} save data space");
// Don't bother fixing the extra data if we couldn't create the directory
continue;
}
Logger.Info?.Print(LogClass.Application, $"Recreated directory for save data 0x{info[i].SaveDataId:x} in the {spaceId} save data space");
// Try to fix the extra data in the new directory
rc = FixExtraData(out wasFixNeeded, hos, in info[i]);
}
if (rc.IsFailure())
{
Logger.Warning?.Print(LogClass.Application, $"Error {rc.ToStringWithName()} when fixing extra data for save data 0x{info[i].SaveDataId:x} in the {spaceId} save data space");
}
else if (wasFixNeeded)
{
Logger.Info?.Print(LogClass.Application, $"Fixed extra data for save data 0x{info[i].SaveDataId:x} in the {spaceId} save data space");
}
}
}
}
private static Result CreateSaveDataDirectory(HorizonClient hos, in SaveDataInfo info)
{
if (info.SpaceId != SaveDataSpaceId.User && info.SpaceId != SaveDataSpaceId.System)
return Result.Success;
const string mountName = "SaveDir";
var mountNameU8 = mountName.ToU8Span();
BisPartitionId partitionId = info.SpaceId switch
{
SaveDataSpaceId.System => BisPartitionId.System,
SaveDataSpaceId.User => BisPartitionId.User,
_ => throw new ArgumentOutOfRangeException()
};
Result rc = hos.Fs.MountBis(mountNameU8, partitionId);
if (rc.IsFailure()) return rc;
try
{
var path = $"{mountName}:/save/{info.SaveDataId:x16}".ToU8Span();
rc = hos.Fs.GetEntryType(out _, path);
if (ResultFs.PathNotFound.Includes(rc))
{
rc = hos.Fs.CreateDirectory(path);
}
return rc;
}
finally
{
hos.Fs.Unmount(mountNameU8);
}
}
// Gets a list of all the save data files or directories in the system partition.
private static Result GetSystemSaveList(HorizonClient hos, out List<ulong> list)
{
list = null;
var mountName = "system".ToU8Span();
DirectoryHandle handle = default;
List<ulong> localList = new List<ulong>();
try
{
Result rc = hos.Fs.MountBis(mountName, BisPartitionId.System);
if (rc.IsFailure()) return rc;
rc = hos.Fs.OpenDirectory(out handle, "system:/save".ToU8Span(), OpenDirectoryMode.All);
if (rc.IsFailure()) return rc;
DirectoryEntry entry = new DirectoryEntry();
while (true)
{
rc = hos.Fs.ReadDirectory(out long readCount, SpanHelpers.AsSpan(ref entry), handle);
if (rc.IsFailure()) return rc;
if (readCount == 0)
break;
if (Utf8Parser.TryParse(entry.Name, out ulong saveDataId, out int bytesRead, 'x') &&
bytesRead == 16 && (long)saveDataId < 0)
{
localList.Add(saveDataId);
}
}
list = localList;
return Result.Success;
}
finally
{
if (handle.IsValid)
{
hos.Fs.CloseDirectory(handle);
}
if (hos.Fs.IsMounted(mountName))
{
hos.Fs.Unmount(mountName);
}
}
}
// Adds system save data that isn't in the save data indexer to the indexer and creates extra data for it.
// Only save data IDs added to SystemExtraDataFixInfo will be fixed.
private static Result FixUnindexedSystemSaves(HorizonClient hos, List<ulong> existingSaveIds)
{
foreach (var fixInfo in SystemExtraDataFixInfo)
{
if (!existingSaveIds.Contains(fixInfo.StaticSaveDataId))
{
continue;
}
Result rc = FixSystemExtraData(out bool wasFixNeeded, hos, in fixInfo);
if (rc.IsFailure())
{
Logger.Warning?.Print(LogClass.Application,
$"Error {rc.ToStringWithName()} when fixing extra data for system save data 0x{fixInfo.StaticSaveDataId:x}");
}
else if (wasFixNeeded)
{
Logger.Info?.Print(LogClass.Application,
$"Tried to rebuild extra data for system save data 0x{fixInfo.StaticSaveDataId:x}");
}
}
return Result.Success;
}
private static Result FixSystemExtraData(out bool wasFixNeeded, HorizonClient hos, in ExtraDataFixInfo info)
{
wasFixNeeded = true;
Result rc = hos.Fs.Impl.ReadSaveDataFileSystemExtraData(out SaveDataExtraData extraData, info.StaticSaveDataId);
if (!rc.IsSuccess())
{
if (!ResultFs.TargetNotFound.Includes(rc))
return rc;
// We'll reach this point only if the save data directory exists but it's not in the save data indexer.
// Creating the save will add it to the indexer while leaving its existing contents intact.
return hos.Fs.CreateSystemSaveData(info.StaticSaveDataId, UserId.InvalidId, info.OwnerId, info.DataSize,
info.JournalSize, info.Flags);
}
if (extraData.Attribute.StaticSaveDataId != 0 && extraData.OwnerId != 0)
{
wasFixNeeded = false;
return Result.Success;
}
extraData = new SaveDataExtraData
{
Attribute = { StaticSaveDataId = info.StaticSaveDataId },
OwnerId = info.OwnerId,
Flags = info.Flags,
DataSize = info.DataSize,
JournalSize = info.JournalSize
};
// Make a mask for writing the entire extra data
Unsafe.SkipInit(out SaveDataExtraData extraDataMask);
SpanHelpers.AsByteSpan(ref extraDataMask).Fill(0xFF);
return hos.Fs.Impl.WriteSaveDataFileSystemExtraData(SaveDataSpaceId.System, info.StaticSaveDataId,
in extraData, in extraDataMask);
}
private static Result FixExtraData(out bool wasFixNeeded, HorizonClient hos, in SaveDataInfo info)
{
wasFixNeeded = true;
Result rc = hos.Fs.Impl.ReadSaveDataFileSystemExtraData(out SaveDataExtraData extraData, info.SpaceId,
info.SaveDataId);
if (rc.IsFailure()) return rc;
// The extra data should have program ID or static save data ID set if it's valid.
// We only try to fix the extra data if the info from the save data indexer has a program ID or static save data ID.
bool canFixByProgramId = extraData.Attribute.ProgramId == ProgramId.InvalidId &&
info.ProgramId != ProgramId.InvalidId;
bool canFixBySaveDataId = extraData.Attribute.StaticSaveDataId == 0 && info.StaticSaveDataId != 0;
bool hasEmptyOwnerId = extraData.OwnerId == 0 && info.Type != SaveDataType.System;
if (!canFixByProgramId && !canFixBySaveDataId && !hasEmptyOwnerId)
{
wasFixNeeded = false;
return Result.Success;
}
// The save data attribute struct can be completely created from the save data info.
extraData.Attribute.ProgramId = info.ProgramId;
extraData.Attribute.UserId = info.UserId;
extraData.Attribute.StaticSaveDataId = info.StaticSaveDataId;
extraData.Attribute.Type = info.Type;
extraData.Attribute.Rank = info.Rank;
extraData.Attribute.Index = info.Index;
// The rest of the extra data can't be created from the save data info.
// On user saves the owner ID will almost certainly be the same as the program ID.
if (info.Type != SaveDataType.System)
{
extraData.OwnerId = info.ProgramId.Value;
}
else
{
// Try to match the system save with one of the known saves
foreach (ExtraDataFixInfo fixInfo in SystemExtraDataFixInfo)
{
if (extraData.Attribute.StaticSaveDataId == fixInfo.StaticSaveDataId)
{
extraData.OwnerId = fixInfo.OwnerId;
extraData.Flags = fixInfo.Flags;
extraData.DataSize = fixInfo.DataSize;
extraData.JournalSize = fixInfo.JournalSize;
break;
}
}
}
// Make a mask for writing the entire extra data
Unsafe.SkipInit(out SaveDataExtraData extraDataMask);
SpanHelpers.AsByteSpan(ref extraDataMask).Fill(0xFF);
return hos.Fs.Impl.WriteSaveDataFileSystemExtraData(info.SpaceId, info.SaveDataId, in extraData, in extraDataMask);
}
struct ExtraDataFixInfo
{
public ulong StaticSaveDataId;
public ulong OwnerId;
public SaveDataFlags Flags;
public long DataSize;
public long JournalSize;
}
private static readonly ExtraDataFixInfo[] SystemExtraDataFixInfo =
{
new ExtraDataFixInfo()
{
StaticSaveDataId = 0x8000000000000030,
OwnerId = 0x010000000000001F,
Flags = SaveDataFlags.KeepAfterResettingSystemSaveDataWithoutUserSaveData,
DataSize = 0x10000,
JournalSize = 0x10000
},
new ExtraDataFixInfo()
{
StaticSaveDataId = 0x8000000000001040,
OwnerId = 0x0100000000001009,
Flags = SaveDataFlags.None,
DataSize = 0xC000,
JournalSize = 0xC000
}
};
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public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
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{
RomFs?.Dispose();
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}
}
}
}