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Thirdparty/Pangolin/include/pangolin/log/sync_time.h
vendored
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230
Thirdparty/Pangolin/include/pangolin/log/sync_time.h
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/* This file is part of the Pangolin Project.
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* http://github.com/stevenlovegrove/Pangolin
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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#include <pangolin/platform.h>
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#include <pangolin/utils/signal_slot.h>
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#include <pangolin/utils/timer.h>
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <queue>
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namespace pangolin
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{
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// Lightweight timestamp class to allow synchronized playback from the same (or a different) stream.
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// All playback functions called with the same SyncTime will be time-synchronized, and will remain synchronized on seek() if the SyncTime is passed in when seeking.
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// Playback with multiple SyncTimes (on the same or different streams) should also be synced, even in different processes or systems (underlying clock sync is not required).
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// However, playback with multiple SyncTimes will break on seek().
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class PANGOLIN_EXPORT SyncTime
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{
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public:
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using Clock = baseclock;
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using Duration = Clock::duration;
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using TimePoint = Clock::time_point;
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struct SeekInterruption: std::runtime_error
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{
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SeekInterruption() : std::runtime_error("Time queue invalidated by seek"){}
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};
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SyncTime(Duration virtual_clock_offset = std::chrono::milliseconds(0))
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: seeking(false)
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{
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SetOffset(virtual_clock_offset);
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}
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// No copy constructor
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SyncTime(const SyncTime&) = delete;
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void SetOffset(Duration virtual_clock_offset)
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{
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virtual_offset = virtual_clock_offset;
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}
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void SetClock(TimePoint virtual_now)
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{
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virtual_offset = virtual_now - Clock::now();
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}
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TimePoint TimeNow() const
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{
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return Clock::now() + virtual_offset;
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}
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TimePoint ToVirtual(TimePoint real) const
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{
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return real + virtual_offset;
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}
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TimePoint ToReal(TimePoint virt) const
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{
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return virt - virtual_offset;
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}
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void WaitUntil(TimePoint virtual_time) const
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{
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std::this_thread::sleep_until( ToReal(virtual_time) );
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}
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int64_t QueueEvent(int64_t new_event_time_us)
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{
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return WaitDequeueAndQueueEvent(0, new_event_time_us);
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}
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void DequeueEvent(int64_t event_time_us)
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{
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std::unique_lock<std::mutex> l(time_mutex);
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auto i = std::find(time_queue_us.begin(), time_queue_us.end(), event_time_us);
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PANGO_ENSURE(i != time_queue_us.end());
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time_queue_us.erase(i);
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queue_changed.notify_all();
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}
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int64_t WaitDequeueAndQueueEvent(int64_t event_time_us, int64_t new_event_time_us =0 )
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{
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std::unique_lock<std::mutex> l(time_mutex);
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if(event_time_us) {
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PANGO_ENSURE(time_queue_us.size());
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// Wait until we're top the priority-queue
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queue_changed.wait(l, [&](){
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if(seeking) {
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// Time queue will be invalidated on seek.
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// Unblock without action
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throw SeekInterruption();
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}
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return time_queue_us.back() == event_time_us;
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});
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// Dequeue
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time_queue_us.pop_back();
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}
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if(new_event_time_us) {
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// Add the new event whilst we still hold the lock, so that our
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// event can't be missed
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insert_sorted(time_queue_us, new_event_time_us, std::greater<int64_t>());
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if(time_queue_us.back() == new_event_time_us) {
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// Return to avoid yielding when we're next.
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return new_event_time_us;
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}
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}
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// Only yield if another device is next
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queue_changed.notify_all();
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return new_event_time_us;
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}
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void NotifyAll()
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{
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queue_changed.notify_all();
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}
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std::mutex& TimeMutex()
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{
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return time_mutex;
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}
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void Stop()
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{
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seeking = true;
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OnTimeStop();
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queue_changed.notify_all();
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}
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void Start()
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{
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OnTimeStart();
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seeking=false;
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}
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void Seek(TimePoint t)
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{
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Stop();
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OnSeek(t);
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Start();
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}
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Signal<> OnTimeStart;
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Signal<> OnTimeStop;
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Signal<TimePoint> OnSeek;
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private:
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template< typename T, typename Pred >
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static typename std::vector<T>::iterator
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insert_sorted( std::vector<T> & vec, T const& item, Pred pred )
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{
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return vec.insert (
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std::upper_bound( vec.begin(), vec.end(), item, pred ), item
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);
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}
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std::vector<int64_t> time_queue_us;
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Duration virtual_offset;
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std::mutex time_mutex;
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std::condition_variable queue_changed;
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bool seeking;
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};
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struct SyncTimeEventPromise
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{
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SyncTimeEventPromise(SyncTime& sync, int64_t time_us = 0)
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: sync(sync), time_us(time_us)
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{
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sync.QueueEvent(time_us);
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}
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~SyncTimeEventPromise()
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{
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Cancel();
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}
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void Cancel()
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{
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if(time_us) {
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sync.DequeueEvent(time_us);
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time_us = 0;
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}
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}
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void WaitAndRenew(int64_t new_time_us)
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{
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time_us = sync.WaitDequeueAndQueueEvent(time_us, new_time_us);
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}
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private:
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SyncTime& sync;
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int64_t time_us;
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};
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}
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