209 lines
8.2 KiB
Java
209 lines
8.2 KiB
Java
package eric.Roullette.websocket;
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import com.fasterxml.jackson.databind.JsonNode;
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import eric.Roullette.service.GameService;
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//import eric.Roullette.service.SpotifyAuthService;
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import eric.Roullette.util.JsonUtil;
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import io.javalin.websocket.WsConfig;
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import io.javalin.websocket.WsContext;
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import java.util.*;
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import java.util.concurrent.ConcurrentHashMap;
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/**
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* WebSocket-Handler für Spiel-Sessions. Verwaltet Spieler-Sessions,
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* broadcastet Spieler-Listen, Runden-Starts und Rundenergebnisse.
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*/
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public class GameWebSocketHandler {
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private final GameService service;
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//private final SpotifyAuthService authService;
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// Spiel-ID → (Username → deren Guess)
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private final Map<String, Map<String, String>> currentGuesses = new ConcurrentHashMap<>();
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private final Map<String, List<String>> trackInfoCache = new ConcurrentHashMap<>();
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private final Map<String, List<String>> allTracksCache = new ConcurrentHashMap<>();
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//Map<gameId, Map<player, List<String>>
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private Map<String, Map<String, List<String>>> playerTracksCache = new ConcurrentHashMap<>();
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private Map<String, Map<String, List<String>>> playerTrackInfoCache = new ConcurrentHashMap<>();
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public GameWebSocketHandler(GameService gameService) {
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this.service = gameService;
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//this.authService = authService;
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}
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/**
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* Registriert Connect/Close/Message-Handler für eine WebSocket-Route.
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*/
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public void register(WsConfig ws) {
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// Neue Connection
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ws.onConnect(ctx -> {
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String gameId = ctx.pathParam("gameId");
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String username = ctx.queryParam("username");
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// Spiel- und Session-Registrierung
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service.addPlayer(gameId, username);
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// Alle Clients über neue Spielerliste informieren
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service.registerSession(gameId, ctx);
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service.broadcastPlayers(gameId);
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});
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// Connection geschlossen
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ws.onClose(ctx -> {
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String gameId = ctx.pathParam("gameId");
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service.removeSession(gameId, ctx);
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});
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// Eingehende Nachrichten (Guesses & Player-Requests)
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ws.onMessage(ctx -> {
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String gameId = ctx.pathParam("gameId");
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JsonNode node = JsonUtil.fromJson(ctx.message(), JsonNode.class);
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String type = node.get("type").asText();
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switch (type) {
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case "guess" -> {
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String user = node.get("username").asText();
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String guess = node.get("guess").asText();
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// Guess speichern
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currentGuesses
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.computeIfAbsent(gameId, id -> new ConcurrentHashMap<>())
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.put(user, guess);
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// Wenn alle getippt haben, Ergebnis broadcasten
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int numPlayers = service.getOrCreateGame(gameId).players().size();
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if (currentGuesses.get(gameId).size() == numPlayers) {
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broadcastRoundResult(gameId);
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}
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}
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case "requestPlayers" -> service.broadcastPlayers(gameId);
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case "next-round" -> {
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nextround(gameId);
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}
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case "start-round" -> {
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var currentGame = service.getOrCreateGame(gameId);
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if (currentGame.players().isEmpty()) return;
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// Tracks pro Spieler sammeln
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Map<String, List<String>> allPlayerTracks = currentGame.playerTracks();
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// alle tracks sammeln
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List<String> allTracks = allPlayerTracks.values().stream()
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.flatMap(List::stream)
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.toList();
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System.out.println("AlltracksCache für Spiel " + gameId + " hat " + allTracks.size() + " Songs (rundenstart)");
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if (!allTracks.isEmpty()) {
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service.startRound(gameId, allTracks);
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}
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// Trackinfos für alle Spieler sammeln
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Map<String, List<String>> allTrackInfos = service.getTrackInfos(allPlayerTracks);
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// Cache für Trackinfos pro Spiel-ID
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playerTrackInfoCache.put(gameId, allTrackInfos);
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System.out.println("TrackInfosCache für Spiel " + gameId + " hat " + allTrackInfos.size() + " Spieler (rundenstart)");
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broadcastRoundStart(gameId);
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}
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}
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});
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}
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public void nextround(String gameId) {
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var game = service.getOrCreateGame(gameId);
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if (game.players().isEmpty()) return;
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// Songs von allen Spielern sammeln
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List<String> allTracks = new ArrayList<>();
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for (String player : game.players()) {
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allTracks.addAll(game.playerTracks().getOrDefault(player, List.of()));
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}
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if (allTracks.isEmpty()) {
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// TODO: Fehler an Client senden, dass keine Songs da sind
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return;
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}
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// TODO funktionalität bei neu joinenden Spielern überprüfen
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// Runde im Service starten, um Song und Owner zu setzen
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service.startRound(gameId, allTracks);
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// Jetzt Broadcast mit den aktuellen Daten
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broadcastRoundStart(gameId);
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}
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// ----- Broadcast-Methoden -----
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/** Broadcastet den Runden-Start (Song + Optionen) an alle Clients. */
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public void broadcastRoundStart(String gameId) {
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var game = service.getOrCreateGame(gameId);
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List<String> opts = game.players();
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String songUri = game.currentSong();
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List<String> allTracks = game.allTracks();
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Map<String, List<String>> trackInfos = playerTrackInfoCache.get(gameId);
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// Cache pro Spiel-ID nutzen
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String msg = JsonUtil.toJson(Map.of(
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"type", "round-start",
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"ownerOptions", opts,
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"songUri", songUri,
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"allTracks", allTracks,
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"trackInfos", trackInfos
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));
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broadcastToAll(gameId, msg);
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}
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/** Broadcastet das Rundenergebnis (Scores, wer richtig, wer getippt hat). */
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// Punkte für alle Guess-Teilnehmer anpassen
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private void broadcastRoundResult(String gameId) {
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var game = service.getOrCreateGame(gameId);
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Map<String,Integer> scores = game.scores();
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Map<String,String> guesses = currentGuesses.remove(gameId);
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String owner = game.currentOwner();
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// Für jeden Tippenden Score anpassen
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for (Map.Entry<String, String> entry : guesses.entrySet()) {
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String guesser = entry.getKey();
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boolean correct = owner.equals(entry.getValue());
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scores.merge(guesser, correct ? 3 : -1, Integer::sum);
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}
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String msg = JsonUtil.toJson(Map.of(
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"type", "round-result",
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"scores", scores,
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"guesses", guesses,
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"owner", owner
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));
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broadcastToAll(gameId, msg);
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// Prüfe auf Gewinner
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String winner = scores.entrySet().stream()
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.filter(e -> e.getValue() >= 30)
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.map(Map.Entry::getKey)
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.findFirst()
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.orElse(null);
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if (winner != null) {
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// Broadcast an alle, dass das Spiel vorbei ist
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String winMsg = JsonUtil.toJson(Map.of(
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"type", "game-end",
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"winner", winner,
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"scores", scores
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));
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broadcastToAll(gameId, winMsg);
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game.scores().replaceAll((user , pts) -> 0); // Reset Scores für alle Spieler
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}else{
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// nächste Runde starten
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// ...
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// new Thread(() -> {
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// try { Thread.sleep(2000); } catch (InterruptedException ignored) {}
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// nextround(gameId);
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// }).start();
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}
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}
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/** Hilfsmethode: Sendet eine Nachricht an alle WebSocket-Sessions eines Spiels. */
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private void broadcastToAll(String gameId, String msg) {
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// Holt alle WsContext, die der Service beim Connect registriert hat
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Set<WsContext> sessions = service.getSessions(gameId);
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if (sessions == null) return;
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sessions.stream()
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.filter(s -> s.session.isOpen())
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.forEach(ctx -> {
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try {
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ctx.send(msg);
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} catch (Exception ignore) {}
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});
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}
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} |