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Alguém sabe como resolver a geotada do servidor?


Ricardo Marques

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Estava prestes a abrir o mesmo tópico.

( estou utilizando o último pack enviado pelo @Christian-SDM, no dia 21/04/2020 )

Me tira uma dúvida, basta copiar e colar, ou precisa alterar alguma informação do geoengine.properties?

Deixei da seguinte maneira:

image.png.b2a50da7828a6ed6a84a8a187e281965.png

 

Ao iniciar o servidor, não carrega:

image.png.9986a5299f0209ff336c62c2afc85e12.png

 

As configurações do geoengine:

# =================================================================
#                             Geodata
# =================================================================

# 1) GeoData are now !MANDATORY! to start a server due to following reasons:
#     * Future usage for doors and admin fences
#     * Future usage for new npc spawn manager
# 2) Because of real-time performance aCis is using geodata files only in
#    diagonal L2D format now (using filename e.g. 22_16.l2d).
#    Standard geodata formats L2J (22_16.l2j) or L2OFF (22_16_conv.dat) are no
#    longer supported.
# 3) L2D geodata can be obtained by conversion of existing L2J or L2OFF geodata.
#    Launch "GeoDataConverter.bat/sh" and follow instructions to start the conversion.

# Specifies the path to geodata files. For example, when using geodata files located
# at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/

GeoDataPath = ./data/geodata/

# Player coordinates synchronization, default: 2
#   1 - partial synchronization Client --> Server ; don't use it with geodata
#   2 - partial synchronization Server --> Client ; use this setting with geodata
#  -1 - Old system: will synchronize Z only

CoordSynchronize = 2

# =================================================================
#                           Path checking
# =================================================================

# Line of sight start at X percent of the character height, default: 75
PartOfCharacterHeight = 75

# Maximum height of an obstacle, which can exceed the line of sight, default: 32
MaxObstacleHeight = 32

# =================================================================
#                           Path finding
# =================================================================

# When line of movement check fails, the pathfinding algoritm is performed to look for
# an alternative path (e.g. walk around obstacle), default: true

PathFinding = true

# Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2
PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2

# Base path weight, when moving from one node to another on axis direction, default: 10
BaseWeight = 10

# Path weight, when moving from one node to another on diagonal direction, default: BaseWeight * sqrt(2) = 14
DiagonalWeight = 14

# When movement flags of target node is blocked to any direction, multiply movement weight by this multiplier.
# This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 10

ObstacleMultiplier = 10

# Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 20
# For proper function must be higher than BaseWeight and/or DiagonalWeight.

HeuristicWeight = 20

# Maximum number of generated nodes per one path-finding process, default 3500
MaxIterations = 3500

# Path debug function, FOR DEBUG PURPOSES ONLY!
# Adena = Nodes known to path-find algorithm (amount show node cost * 10) 
# Antidote = constructed path (amount show node cost * 10)
# Blue Potion = begining of the path
# Green Potion = node removed by LOS post-filter
# Red Potion = actual waypoints 

DebugPath = False

# Write invalid nodes into geo_bugs.txt, FOR DEBUG PURPOSES ONLY!
DebugGeoNode = False

# =================================================================
#                          Geodata files
# =================================================================

# The world contains 176 regions (11 x 16), each region has own geodata file.
# Geodata files are loaded according to the list below.
#   16_10:    load region (geodata options are enabled)
#            Server will not start, until all enabled regions are loaded properly.
#   #16_10:    skip region (geodata options are disabled)
#            Disabled regions will be considered as in "everything-allowed" mode.
#            Monster aggression/attacks/spellcast/movement will pass though walls and other obstacles, no pathfinding will be used.
# Some regions are not supported by L2 client.

 

Preciso fazer alguma modificação? obg.

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hace 6 minutos, Peixinho dijo:

Estava prestes a abrir o mesmo tópico.

( estou utilizando o último pack enviado pelo @Christian-SDM, no dia 21/04/2020 )

Me tira uma dúvida, basta copiar e colar, ou precisa alterar alguma informação do geoengine.properties?

Deixei da seguinte maneira:

image.png.b2a50da7828a6ed6a84a8a187e281965.png

 

Ao iniciar o servidor, não carrega:

image.png.9986a5299f0209ff336c62c2afc85e12.png

 

As configurações do geoengine:

# =================================================================
#                             Geodata
# =================================================================

# 1) GeoData are now !MANDATORY! to start a server due to following reasons:
#     * Future usage for doors and admin fences
#     * Future usage for new npc spawn manager
# 2) Because of real-time performance aCis is using geodata files only in
#    diagonal L2D format now (using filename e.g. 22_16.l2d).
#    Standard geodata formats L2J (22_16.l2j) or L2OFF (22_16_conv.dat) are no
#    longer supported.
# 3) L2D geodata can be obtained by conversion of existing L2J or L2OFF geodata.
#    Launch "GeoDataConverter.bat/sh" and follow instructions to start the conversion.

# Specifies the path to geodata files. For example, when using geodata files located
# at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/

GeoDataPath = ./data/geodata/

# Player coordinates synchronization, default: 2
#   1 - partial synchronization Client --> Server ; don't use it with geodata
#   2 - partial synchronization Server --> Client ; use this setting with geodata
#  -1 - Old system: will synchronize Z only

CoordSynchronize = 2

# =================================================================
#                           Path checking
# =================================================================

# Line of sight start at X percent of the character height, default: 75
PartOfCharacterHeight = 75

# Maximum height of an obstacle, which can exceed the line of sight, default: 32
MaxObstacleHeight = 32

# =================================================================
#                           Path finding
# =================================================================

# When line of movement check fails, the pathfinding algoritm is performed to look for
# an alternative path (e.g. walk around obstacle), default: true

PathFinding = true

# Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2
PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2

# Base path weight, when moving from one node to another on axis direction, default: 10
BaseWeight = 10

# Path weight, when moving from one node to another on diagonal direction, default: BaseWeight * sqrt(2) = 14
DiagonalWeight = 14

# When movement flags of target node is blocked to any direction, multiply movement weight by this multiplier.
# This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 10

ObstacleMultiplier = 10

# Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 20
# For proper function must be higher than BaseWeight and/or DiagonalWeight.

HeuristicWeight = 20

# Maximum number of generated nodes per one path-finding process, default 3500
MaxIterations = 3500

# Path debug function, FOR DEBUG PURPOSES ONLY!
# Adena = Nodes known to path-find algorithm (amount show node cost * 10) 
# Antidote = constructed path (amount show node cost * 10)
# Blue Potion = begining of the path
# Green Potion = node removed by LOS post-filter
# Red Potion = actual waypoints 

DebugPath = False

# Write invalid nodes into geo_bugs.txt, FOR DEBUG PURPOSES ONLY!
DebugGeoNode = False

# =================================================================
#                          Geodata files
# =================================================================

# The world contains 176 regions (11 x 16), each region has own geodata file.
# Geodata files are loaded according to the list below.
#   16_10:    load region (geodata options are enabled)
#            Server will not start, until all enabled regions are loaded properly.
#   #16_10:    skip region (geodata options are disabled)
#            Disabled regions will be considered as in "everything-allowed" mode.
#            Monster aggression/attacks/spellcast/movement will pass though walls and other obstacles, no pathfinding will be used.
# Some regions are not supported by L2 client.

 

Preciso fazer alguma modificação? obg.

Você só precisa dos arquivos na pasta l2d, Tire-os da pasta e exclua o restante.image.png.916688073ce96f2f247fad480e729299.png

Editado por OwnerAnthonny
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# =================================================================
#                             Geodata
# =================================================================

# 1) GeoData are now !MANDATORY! to start a server due to following reasons:
#     * Future usage for doors and admin fences
#     * Future usage for new npc spawn manager
# 2) Because of real-time performance aCis is using geodata files only in
#    diagonal L2D format now (using filename e.g. 22_16.l2d).
#    Standard geodata formats L2J (22_16.l2j) or L2OFF (22_16_conv.dat) are no
#    longer supported.
# 3) L2D geodata can be obtained by conversion of existing L2J or L2OFF geodata.
#    Launch "GeoDataConverter.bat/sh" and follow instructions to start the conversion.

# Specifies the path to geodata files. For example, when using geodata files located
# at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/
GeoDataPath = ./data/geodata/

# Player coordinates synchronization, default: 2
#   1 - partial synchronization Client --> Server ; don't use it with geodata
#   2 - partial synchronization Server --> Client ; use this setting with geodata
#  -1 - Old system: will synchronize Z only
CoordSynchronize = 2

# =================================================================
#                           Path checking
# =================================================================

# Line of sight start at X percent of the character height, default: 75
PartOfCharacterHeight = 75

# Maximum height of an obstacle, which can exceed the line of sight, default: 32
MaxObstacleHeight = 32

# =================================================================
#                           Path finding
# =================================================================

# When line of movement check fails, the pathfinding algoritm is performed to look for
# an alternative path (e.g. walk around obstacle), default: true
PathFinding = true

# Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2
PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2

# Base path weight, when moving from one node to another on axis direction, default: 10
BaseWeight = 10

# Path weight, when moving from one node to another on diagonal direction, default: BaseWeight * sqrt(2) = 14
DiagonalWeight = 14

# When movement flags of target node is blocked to any direction, multiply movement weight by this multiplier.
# This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 10
ObstacleMultiplier = 10

# Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 20
# For proper function must be higher than BaseWeight and/or DiagonalWeight.
HeuristicWeight = 20

# Maximum number of generated nodes per one path-finding process, default 3500
MaxIterations = 3500

# Path debug function, FOR DEBUG PURPOSES ONLY!
# Adena = Nodes known to path-find algorithm (amount show node cost * 10) 
# Antidote = constructed path (amount show node cost * 10)
# Blue Potion = begining of the path
# Green Potion = node removed by LOS post-filter
# Red Potion = actual waypoints 
DebugPath = False

# Write invalid nodes into geo_bugs.txt, FOR DEBUG PURPOSES ONLY!
DebugGeoNode = False

# =================================================================
#                          Geodata files
# =================================================================

# The world contains 176 regions (11 x 16), each region has own geodata file.
# Geodata files are loaded according to the list below.
#   16_10:    load region (geodata options are enabled)
#            Server will not start, until all enabled regions are loaded properly.
#   #16_10:    skip region (geodata options are disabled)
#            Disabled regions will be considered as in "everything-allowed" mode.
#            Monster aggression/attacks/spellcast/movement will pass though walls and other obstacles, no pathfinding will be used.
# Some regions are not supported by L2 client.
16_10
16_11
16_12
#16_13 - not supported by L2 client
#16_14 - not supported by L2 client
#16_15 - not supported by L2 client
#16_16 - not supported by L2 client
#16_17 - not supported by L2 client
#16_18 - not supported by L2 client
16_19
16_20
16_21
16_22
16_23
16_24
16_25
17_10
17_11
17_12
#17_13 - not supported by L2 client
#17_14 - not supported by L2 client
#17_15 - not supported by L2 client
#17_16 - not supported by L2 client
#17_17 - not supported by L2 client
17_18
17_19
17_20
17_21
17_22
17_23
17_24
17_25
18_10
18_11
18_12
18_13
18_14
#18_15 - not supported by L2 client
#18_16 - not supported by L2 client
18_17
18_18
18_19
18_20
18_21
18_22
18_23
18_24
18_25
19_10
19_11
#19_12 - not supported by L2 client
19_13
19_14
19_15
19_16
19_17
19_18
19_19
19_20
19_21
19_22
19_23
19_24
19_25
20_10
20_11
#20_12 - not supported by L2 client
20_13
20_14
20_15
20_16
20_17
20_18
20_19
20_20
20_21
20_22
20_23
20_24
20_25
#21_10 - not supported by L2 client
#21_11 - not supported by L2 client
#21_12 - not supported by L2 client
21_13
21_14
21_15
21_16
21_17
21_18
21_19
21_20
21_21
21_22
21_23
21_24
21_25
#22_10 - not supported by L2 client
#22_11 - not supported by L2 client
#22_12 - not supported by L2 client
22_13
22_14
22_15
22_16
22_17
22_18
22_19
22_20
22_21
22_22
22_23
22_24
22_25
23_10
23_11
23_12
23_13
23_14
23_15
23_16
23_17
23_18
23_19
23_20
23_21
23_22
23_23
23_24
23_25
24_10
24_11
24_12
24_13
24_14
24_15
24_16
24_17
24_18
24_19
24_20
24_21
24_22
24_23
24_24
24_25
25_10
25_11
25_12
#25_13 - not supported by L2 client
25_14
25_15
25_16
25_17
25_18
25_19
25_20
25_21
#25_22 - not supported by L2 client
#25_23 - not supported by L2 client
#25_24 - not supported by L2 client
#25_25 - not supported by L2 client
#26_10 - not supported by L2 client
26_11
26_12
#26_13 - not supported by L2 client
26_14
26_15
26_16
#26_17 - not supported by L2 client
#26_18 - not supported by L2 client
#26_19 - not supported by L2 client
#26_20 - not supported by L2 client
#26_21 - not supported by L2 client
#26_22 - not supported by L2 client
#26_23 - not supported by L2 client
#26_24 - not supported by L2 client
#26_25 - not supported by L2 client

 

Substitua todo o arquivo geodata.properties

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Em 01/05/2020 at 16:12, HiZZ4RD disse:

@OwnerAnthonny @Kef95 muito obrigado pelas dicas!! 

Decici upar a geodata que deu certo, com as configs certas. Vlw galera!

 

Geodata Acis

voce tem o link ainda amigo 

Ola prazer , estou aqui para formar amizades e aprender tudo sobre lineage 2

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setItemsIds(BERNARD_INTRODUCTION, HAMIL_LETTER_1, HAMIL_LETTER_2, HAMIL_LETTER_3, HUNTER_RUNE_1, HUNTER_RUNE_2, TALISMAN_OF_KADESH, TALISMAN_OF_SNAKE, MITHRIL_CLIP, STAKATO_CHITIN, REINFORCED_BOWSTRING, MANASHEN_HORN, BLOOD_OF_LIZARDMAN, CRESCENT_MOON_BOW); addQuestStart(BERNARD); addTalkId(BERNARD, HAMIL, SIR_ARON_TANFORD, VOKIAN, GAUEN); addMyDying(ANT, ANT_CAPTAIN, ANT_OVERSEER, ANT_RECRUIT, ANT_PATROL, ANT_GUARD, NOBLE_ANT, NOBLE_ANT_LEADER, BREKA_ORC_SHAMAN, BREKA_ORC_OVERLORD, MARSH_STAKATO_WORKER, MARSH_STAKATO_SOLDIER, MARSH_STAKATO_DRONE, MARSH_SPIDER, ROAD_SCAVENGER, MANASHEN_GARGOYLE, LETO_LIZARDMAN, LETO_LIZARDMAN_ARCHER, LETO_LIZARDMAN_SOLDIER, LETO_LIZARDMAN_WARRIOR, LETO_LIZARDMAN_SHAMAN, LETO_LIZARDMAN_OVERLORD, SERPENT_DEMON_KADESH); } @Override public String onAdvEvent(String event, Npc npc, Player player) { String htmltext = event; QuestState st = player.getQuestList().getQuestState(QUEST_NAME); if (st == null) return htmltext; // BERNARD if (event.equalsIgnoreCase("30702-04.htm")) { st.setState(QuestStatus.STARTED); st.setCond(1); playSound(player, SOUND_ACCEPT); giveItems(player, BERNARD_INTRODUCTION, 1); if (giveDimensionalDiamonds39(player)) htmltext = "30702-04a.htm"; } // HAMIL else if (event.equalsIgnoreCase("30626-03.htm")) { st.setCond(2); playSound(player, SOUND_MIDDLE); takeItems(player, BERNARD_INTRODUCTION, 1); giveItems(player, HAMIL_LETTER_1, 1); } else if (event.equalsIgnoreCase("30626-07.htm")) { st.setCond(5); playSound(player, SOUND_MIDDLE); takeItems(player, HUNTER_RUNE_1, 10); giveItems(player, HAMIL_LETTER_2, 1); } // SIR_ARON_TANFORD else if (event.equalsIgnoreCase("30653-02.htm")) { st.setCond(3); playSound(player, SOUND_MIDDLE); takeItems(player, HAMIL_LETTER_1, 1); } // VOKIAN else if (event.equalsIgnoreCase("30514-02.htm")) { st.setCond(6); playSound(player, SOUND_MIDDLE); takeItems(player, HAMIL_LETTER_2, 1); } return htmltext; } @Override public String onTalk(Npc npc, Player player) { String htmltext = getNoQuestMsg(); QuestState st = player.getQuestList().getQuestState(QUEST_NAME); if (st == null) return htmltext; switch (st.getState()) { case CREATED: if (player.getClassId() != ClassId.ROGUE && player.getClassId() != ClassId.ELVEN_SCOUT && player.getClassId() != ClassId.ASSASSIN) htmltext = "30702-02.htm"; else if (player.getStatus().getLevel() < 39) htmltext = "30702-01.htm"; else htmltext = "30702-03.htm"; break; case STARTED: int cond = st.getCond(); switch (npc.getNpcId()) { case BERNARD: htmltext = "30702-05.htm"; break; case HAMIL: if (cond == 1) htmltext = "30626-01.htm"; else if (cond == 2 || cond == 3) htmltext = "30626-04.htm"; else if (cond == 4) htmltext = "30626-05.htm"; else if (cond > 4 && cond < 8) htmltext = "30626-08.htm"; else if (cond == 8) { htmltext = "30626-09.htm"; st.setCond(9); playSound(player, SOUND_MIDDLE); takeItems(player, HUNTER_RUNE_2, 10); giveItems(player, HAMIL_LETTER_3, 1); } else if (cond > 8 && cond < 12) htmltext = "30626-10.htm"; else if (cond == 12) { htmltext = "30626-11.htm"; st.setCond(13); playSound(player, SOUND_MIDDLE); } else if (cond == 13) htmltext = "30626-12.htm"; else if (cond == 14) { htmltext = "30626-13.htm"; takeItems(player, BLOOD_OF_LIZARDMAN, -1); takeItems(player, CRESCENT_MOON_BOW, 1); takeItems(player, TALISMAN_OF_KADESH, 1); giveItems(player, MARK_OF_SAGITTARIUS, 1); rewardExpAndSp(player, 54726, 20250); player.broadcastPacket(new SocialAction(player, 3)); playSound(player, SOUND_FINISH); st.exitQuest(false); } break; case SIR_ARON_TANFORD: if (cond == 2) htmltext = "30653-01.htm"; else if (cond > 2) htmltext = "30653-03.htm"; break; case VOKIAN: if (cond == 5) htmltext = "30514-01.htm"; else if (cond == 6) htmltext = "30514-03.htm"; else if (cond == 7) { htmltext = "30514-04.htm"; st.setCond(8); playSound(player, SOUND_MIDDLE); takeItems(player, TALISMAN_OF_SNAKE, 1); } else if (cond > 7) htmltext = "30514-05.htm"; break; case GAUEN: if (cond == 9) { htmltext = "30717-01.htm"; st.setCond(10); playSound(player, SOUND_MIDDLE); takeItems(player, HAMIL_LETTER_3, 1); } else if (cond == 10) htmltext = "30717-03.htm"; else if (cond == 11) { htmltext = "30717-02.htm"; st.setCond(12); playSound(player, SOUND_MIDDLE); takeItems(player, MANASHEN_HORN, 1); takeItems(player, MITHRIL_CLIP, 1); takeItems(player, REINFORCED_BOWSTRING, 1); takeItems(player, STAKATO_CHITIN, 1); giveItems(player, CRESCENT_MOON_BOW, 1); giveItems(player, WOODEN_ARROW, 10); } else if (cond > 11) htmltext = "30717-04.htm"; break; } break; case COMPLETED: htmltext = getAlreadyCompletedMsg(); break; } return htmltext; } @Override public void onMyDying(Npc npc, Creature killer) { final Player player = killer.getActingPlayer(); final QuestState st = checkPlayerState(player, npc, QuestStatus.STARTED); if (st == null) return; switch (npc.getNpcId()) { case ANT: case ANT_CAPTAIN: case ANT_OVERSEER: case ANT_RECRUIT: case ANT_PATROL: case ANT_GUARD: case NOBLE_ANT: case NOBLE_ANT_LEADER: if (st.getCond() == 3 && dropItems(player, HUNTER_RUNE_1, 1, 10, 500000)) st.setCond(4); break; case BREKA_ORC_SHAMAN: case BREKA_ORC_OVERLORD: if (st.getCond() == 6 && dropItems(player, HUNTER_RUNE_2, 1, 10, 500000)) { st.setCond(7); giveItems(player, TALISMAN_OF_SNAKE, 1); } break; case MARSH_STAKATO_WORKER: case MARSH_STAKATO_SOLDIER: case MARSH_STAKATO_DRONE: if (st.getCond() == 10 && dropItems(player, STAKATO_CHITIN, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, REINFORCED_BOWSTRING)) st.setCond(11); break; case MARSH_SPIDER: if (st.getCond() == 10 && dropItems(player, REINFORCED_BOWSTRING, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case ROAD_SCAVENGER: if (st.getCond() == 10 && dropItems(player, MITHRIL_CLIP, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, REINFORCED_BOWSTRING, STAKATO_CHITIN)) st.setCond(11); break; case MANASHEN_GARGOYLE: if (st.getCond() == 10 && dropItems(player, MANASHEN_HORN, 1, 1, 100000) && player.getInventory().hasItems(REINFORCED_BOWSTRING, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case LETO_LIZARDMAN: case LETO_LIZARDMAN_ARCHER: case LETO_LIZARDMAN_SOLDIER: case LETO_LIZARDMAN_WARRIOR: case LETO_LIZARDMAN_SHAMAN: case LETO_LIZARDMAN_OVERLORD: if (st.getCond() == 13) { if (((player.getInventory().getItemCount(BLOOD_OF_LIZARDMAN) - 120) * 5) > Rnd.get(100)) { playSound(player, SOUND_BEFORE_BATTLE); takeItems(player, BLOOD_OF_LIZARDMAN, -1); addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } else dropItemsAlways(player, BLOOD_OF_LIZARDMAN, 1, 0); } break; case SERPENT_DEMON_KADESH: if (st.getCond() == 13) { if (player.getInventory().getItemIdFrom(Paperdoll.RHAND) == CRESCENT_MOON_BOW) { st.setCond(14); playSound(player, SOUND_MIDDLE); giveItems(player, TALISMAN_OF_KADESH, 1); } else addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } break; } } }  
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