mirror of
https://github.com/got-feedBack/feedBack.git
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* Update GitHub repo references from feedback* to feedBack* * rename: slopsmith -> feedBack, byron -> got-feedBack Renames across the entire codebase: - slopsmith/Slopsmith/SLOPSMITH/SlopSmith -> feedBack/FeedBack/FEEDBACK/FeedBack - byron/Byron/Byrongamatos -> got-feedBack/got-feedBack/got-feedBack - /home/byron/ -> /opt/got-feedBack/ - byron@ougsoft.com -> hi@got-feedBack.org - github.com/byrongamatos/ -> github.com/got-feedback/ - com.byron. -> com.got-feedback. - SLOPSMITH_ env vars -> FEEDBACK_ with backward-compat fallback - Protocol/storage strings migrated with read-old/write-new pattern - window.slopsmith JS API -> window.feedBack (canonical) + backward-compat alias Refs: #rename-slopsmith * rename: complete regen against current main + fix backward-compat alias Regenerated the slopsmith->feedBack / byron->got-feedBack rename on top of current main (3 commits had landed since the branch: #572/#554/#574), resolving the four content conflicts in favour of main's newer content (autoplay/auto-exit, accuracy-badge, Virtuoso re-home, feedpak badge). Completion fixes on top of the mechanical rename: - Re-apply rename to post-branch content the original rename never saw: window.slopsmith(.Tour) consumers in lessons.js / notifications.js / onboarding-tour.js, and the matching JS + python tests (autoplay_exit, progression_*, test_feedpak_extension FEEDBACK_* env vars). The test env vars now match server.py (which reads FEEDBACK_SYNC_STARTUP / FEEDBACK_SKIP_STARTUP_TASKS), so the sync-startup test exercises the real path again. - Restore the window.slopsmith backward-compat alias dropped during conflict resolution, and move the bus aliases to AFTER the _feedBackExisting merge block so they reference the fully-assembled object (also fixes the loop_api.test.js API-surface regex, which the original PR latently broke). - Drop the stray empty data/web_library.db (runtime DB lives in CONFIG_DIR) and gitignore it. - Fix stale tone-source test: feed[dB]ack -> fee[dB]ack to match shipped source labels. Verified locally (org CI billing-blocked): JS 819/819 pass; pytest 1669 passed / 1683 collected with 0 import errors; zero residual slopsmith/byron except the two intentional window.slopsmith aliases. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * rename: implement advertised backward-compat + prune dead community plugins Address gaps where PR #537's "Backward compatibility" section was advertised but not implemented, and clean up the community plugin list. Env vars (FEEDBACK_* canonical, legacy SLOPSMITH_* honoured): - New lib/env_compat.py (getenv_compat / env_flag_compat) + tests. server.py (_env_flag + all FEEDBACK_* reads), diagnostics_hardware, gp2midi and tailwind_rebuild now resolve the legacy alias, so existing SLOPSMITH_UI / SLOPSMITH_PLUGINS_DIR / etc. deployments keep working. - Fix the rename collapsing plugins/__init__.py and minigames/routes.py from `FEEDBACK_PLUGINS_DIR or SLOPSMITH_PLUGINS_DIR` into a redundant `FEEDBACK_ or FEEDBACK_` (the fallback was silently lost). Storage (app.js update-channel): - Read feedBack-update-channel, fall back to legacy slopsmith-update-channel, and clear the legacy key on write — so a user's update-channel preference survives the rename instead of resetting to "stable". Community plugin list (README): the rename rewrote third-party repo URLs we don't own. Probed every one; their owners never renamed, so: - Restore the 13 live community plugins to their real slopsmith-* names. - Prune 6 that are 404 to the public (topkoa splitscreen/stems, OmikronApex tuner, Jafz2001 nam-rig-builder, DeathlySin song-preview, Erikcb91 shuffle). - Fix a pre-existing Guitar Theory clone-command typo (nam-tone -> guitar-theory). Verified: env_compat 7/7, JS 819/819, pytest 1690 collected / 0 import errors, rename-sensitive + startup suites green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: byrongamatos <xasiklas@gmail.com> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
207 lines
5.3 KiB
Markdown
207 lines
5.3 KiB
Markdown
# Debugging Keyboard Shortcuts
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This skill helps you debug keyboard shortcut issues in FeedBack.
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## Quick Start
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1. **Start FeedBack:**
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```bash
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cd ~/path/to/feedBack
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LIBRARY_PATH=/path/to/your/library docker compose up -d
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```
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2. **Open browser:** http://localhost:8000
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3. **Open DevTools:** Press `F12` or `Ctrl+Shift+I`
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## Debugging Commands
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Open the browser console and run these commands:
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### Enable Debug Logging
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```javascript
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_setDebugShortcuts(true)
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```
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This will log every keypress and shortcut match attempt.
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### List All Registered Shortcuts
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```javascript
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_listShortcuts()
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```
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Shows all shortcuts with their keys, scopes, and descriptions.
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### Test a Specific Shortcut
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```javascript
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_testShortcut('Space')
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```
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Shows if a shortcut would be active in the current context.
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## Common Issues
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### 1. Shortcut Not Triggering
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**Check:**
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- Are you on the right screen? (Player shortcuts only work on player screen)
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- Is focus in an input field? (Shortcuts are disabled when typing)
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- Is the key registered? Run `_listShortcuts()` to see all registered shortcuts
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**Debug:**
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```javascript
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_setDebugShortcuts(true)
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// Now press your key and watch the console
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```
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### 2. Scope Issues
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**Check current context:**
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```javascript
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// This shows which screen you're on
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document.querySelector('.screen.active')?.id
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```
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**Common scopes:**
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- `global` - Works on any screen
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- `player` - Only on player screen
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- `library` - On home, favorites, or settings screens
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- `plugin-{id}` - Only on a specific plugin's screen
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### 3. Key Matching Issues
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The system matches on both `e.key` (character produced) and `e.code` (physical key):
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- Use `e.key` for letters/symbols that depend on keyboard layout
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- Use `e.code` for special keys (Space, ArrowLeft, Escape, etc.)
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**Example:**
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```javascript
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// Good for special keys
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registerShortcut({ key: 'Space', ... }) // or 'ArrowLeft', 'Escape'
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// Good for layout-dependent keys
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registerShortcut({ key: '?', ... }) // or '[', ']', 'k'
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```
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### 4. Condition Not Met
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If your shortcut has a condition function, it must return `true`:
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```javascript
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registerShortcut({
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key: 'k',
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description: 'My action',
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scope: 'player',
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condition: () => _isMyViewActive, // Must be true
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handler: () => _myAction()
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})
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```
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**Test it:**
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```javascript
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_testShortcut('k')
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// Check if `conditionMet` is true
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```
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## Testing Your Changes
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1. Make changes to `static/app.js`
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2. Refresh the browser (changes are live-reloaded via Docker volume mount)
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3. Run `_listShortcuts()` to verify your shortcut is registered
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4. Press `?` to open the shortcuts help panel
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5. Test your shortcut
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## Built-in Shortcuts
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Press `?` to see all shortcuts in the UI. Built-in shortcuts:
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| Key | Scope | Description |
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|-----|-------|-------------|
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| `?` | Global | Show keyboard shortcuts |
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| `Space` | Player | Play/Pause |
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| `ArrowLeft` | Player | Seek back 5 seconds |
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| `ArrowRight` | Player | Seek forward 5 seconds |
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| `Escape` | Player | Back to library |
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| `[` | Player | Offset audio back (Shift: 50ms, else 10ms) |
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| `]` | Player | Offset audio forward (Shift: 50ms, else 10ms) |
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## Adding Your Own Shortcuts
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```javascript
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registerShortcut({
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key: 'k', // Key to press
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description: 'Toggle my view', // Shown in help panel
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scope: 'player', // When it's active
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condition: () => _isMyViewActive, // Optional guard
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handler: (e) => _myAction() // What to do
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});
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```
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## Panel-Scoped Shortcuts
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For plugins that create multiple panels (e.g., splitscreen), shortcuts are automatically scoped to the active panel:
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```javascript
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// Create panels (must exist before setActiveShortcutPanel can target them)
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const panel1 = window.createShortcutPanel('panel-1');
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const panel2 = window.createShortcutPanel('panel-2');
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// Set active panel and register shortcuts
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window.setActiveShortcutPanel('panel-1');
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registerShortcut({
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key: 'd',
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description: 'Dock panel',
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scope: 'global',
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handler: () => _dockPanel()
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});
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// Switch to another panel
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window.setActiveShortcutPanel('panel-2');
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registerShortcut({
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key: 'f',
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description: 'Toggle fullscreen',
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scope: 'global',
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handler: () => _toggleFullscreen()
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});
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// Clean up when done — clear every panel you created
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panel1.clearShortcuts();
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panel2.clearShortcuts();
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```
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**Important:** In splitscreen, `scope: 'player'` means "player screen in the current panel". Each panel can have its own player shortcuts without collisions.
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**Truly global shortcuts:** Use `window.getGlobalShortcutContext()` for shortcuts that must work in all panels (exceptional case, logs warning).
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## Network Issues
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If shortcuts aren't working at all:
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1. Check the **Network** tab in DevTools
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2. Look for failed requests to `/api/plugins`
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3. Check the **Console** tab for JavaScript errors
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4. Verify the container is running:
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```bash
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docker compose ps
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docker compose logs -f
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```
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## WebSocket Issues
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Keyboard shortcuts don't require WebSocket, but if other features aren't working:
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1. Check **Network** tab → "WS" filter
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2. Look for WebSocket connections to `/ws/highway/...`
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3. Should show status "101 Switching Protocols"
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## Getting Help
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If you're still stuck:
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1. Enable debug mode: `_setDebugShortcuts(true)`
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2. Reproduce the issue
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3. Copy the console output
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4. Share it along with:
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- Which screen you're on
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- What key you're pressing
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- What you expect to happen
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- What actually happens
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