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C++ 篇 - Utils

本文档介绍 AIChatPlus 提供的工具类,包括 JSON 操作、图片处理和音频处理等功能。

准备工作

在项目的 .Build.cs 文件中添加模块依赖:

PublicDependencyModuleNames.AddRange(new string[]
{
    "AIChatPlusCommon"
});

包含必要的头文件:

#include "Common/AIChatPlus_Util.h"
#include "Common/Json/AIChatPlus_JsonObject.h"
#include "Common/Json/AIChatPlus_JsonArray.h"

JSON 操作

AIChatPlus 提供了 Blueprint 友好的 JSON 操作类,支持链式调用和类型安全操作。

UAIChatPlus_JsonObject - JSON 对象

创建和解析

#include "Common/Json/AIChatPlus_JsonObject.h"

void UMyClass::JsonObjectBasics()
{
    // 创建空 JSON 对象
    UAIChatPlus_JsonObject* JsonObj = UAIChatPlus_JsonObject::Create();

    // 从字符串解析
    FString JsonString = TEXT(R"({"name": "John", "age": 30, "active": true})");
    bool bSuccess;
    FString ErrorMessage;
    UAIChatPlus_JsonObject* ParsedObj = UAIChatPlus_JsonObject::Parse(JsonString, bSuccess, ErrorMessage);

    if (bSuccess)
    {
        UE_LOG(LogTemp, Display, TEXT("Parsed successfully"));
    }
    else
    {
        UE_LOG(LogTemp, Error, TEXT("Parse error: %s"), *ErrorMessage);
    }
}

设置字段(链式调用)

void UMyClass::SetJsonFields()
{
    UAIChatPlus_JsonObject* JsonObj = UAIChatPlus_JsonObject::Create();

    // 链式设置字段
    JsonObj->SetStringField(TEXT("name"), TEXT("John"))
           ->SetIntegerField(TEXT("age"), 30)
           ->SetBooleanField(TEXT("active"), true)
           ->SetNumberField(TEXT("score"), 95.5f)
           ->SetNullField(TEXT("extra"));

    // 设置嵌套对象
    UAIChatPlus_JsonObject* AddressObj = UAIChatPlus_JsonObject::Create();
    AddressObj->SetStringField(TEXT("city"), TEXT("Tokyo"))
              ->SetStringField(TEXT("country"), TEXT("Japan"));

    JsonObj->SetObjectField(TEXT("address"), AddressObj);

    // 输出
    FString Result = JsonObj->ToString(true);  // true = 格式化输出
    UE_LOG(LogTemp, Display, TEXT("%s"), *Result);
}

获取字段

void UMyClass::GetJsonFields()
{
    FString JsonString = TEXT(R"({"name": "John", "age": 30, "scores": [85, 90, 95]})");
    bool bParseSuccess;
    FString ErrorMessage;
    UAIChatPlus_JsonObject* JsonObj = UAIChatPlus_JsonObject::Parse(JsonString, bParseSuccess, ErrorMessage);

    if (!bParseSuccess) return;

    bool bSuccess;

    // 获取字符串字段
    FString Name = JsonObj->GetStringField(TEXT("name"), TEXT("Unknown"), bSuccess);
    if (bSuccess)
    {
        UE_LOG(LogTemp, Display, TEXT("Name: %s"), *Name);
    }

    // 获取整数字段
    int32 Age = JsonObj->GetIntegerField(TEXT("age"), 0, bSuccess);

    // 获取布尔字段
    bool bActive = JsonObj->GetBooleanField(TEXT("active"), false, bSuccess);

    // 获取数组字段
    UAIChatPlus_JsonArray* Scores = JsonObj->GetArrayField(TEXT("scores"), bSuccess);
    if (bSuccess && Scores)
    {
        for (int32 i = 0; i < Scores->Length(); ++i)
        {
            int32 Score = Scores->GetInteger(i, 0, bSuccess);
            UE_LOG(LogTemp, Display, TEXT("Score[%d]: %d"), i, Score);
        }
    }

    // 获取嵌套对象字段
    UAIChatPlus_JsonObject* AddressObj = JsonObj->GetObjectField(TEXT("address"), bSuccess);
    if (bSuccess && AddressObj)
    {
        FString City = AddressObj->GetStringField(TEXT("city"), TEXT(""), bSuccess);
    }
}

字段检查和管理

void UMyClass::ManageJsonFields()
{
    UAIChatPlus_JsonObject* JsonObj = UAIChatPlus_JsonObject::Create();
    JsonObj->SetStringField(TEXT("name"), TEXT("John"))
           ->SetIntegerField(TEXT("age"), 30);

    // 检查字段是否存在
    if (JsonObj->HasField(TEXT("name")))
    {
        UE_LOG(LogTemp, Display, TEXT("Field 'name' exists"));
    }

    // 获取字段类型
    EAIChatPlus_JsonValueType FieldType = JsonObj->GetFieldType(TEXT("age"));
    // FieldType == EAIChatPlus_JsonValueType::Number

    // 获取所有字段名
    TArray<FString> FieldNames = JsonObj->GetFieldNames();
    for (const FString& Name : FieldNames)
    {
        UE_LOG(LogTemp, Display, TEXT("Field: %s"), *Name);
    }

    // 删除字段
    JsonObj->RemoveField(TEXT("age"));

    // 清空所有字段
    JsonObj->Clear();
}

路径查询(嵌套访问)

void UMyClass::PathQuery()
{
    FString JsonString = TEXT(R"({
        "player": {
            "inventory": {
                "gold": 1000,
                "items": ["sword", "shield"]
            }
        }
    })");

    bool bParseSuccess;
    FString ErrorMessage;
    UAIChatPlus_JsonObject* JsonObj = UAIChatPlus_JsonObject::Parse(JsonString, bParseSuccess, ErrorMessage);

    // 通过路径获取值
    FAIChatPlus_JsonQueryResult Result;
    FString Gold = JsonObj->GetStringByPath(TEXT("player.inventory.gold"), TEXT("0"), Result);
    // Gold = "1000"

    // 通过路径设置值
    FAIChatPlus_JsonPathOptions PathOptions;
    JsonObj->SetStringByPath(TEXT("player.inventory.gold"), TEXT("2000"), PathOptions);
}

合并和复制

void UMyClass::MergeAndDuplicate()
{
    UAIChatPlus_JsonObject* Obj1 = UAIChatPlus_JsonObject::Create();
    Obj1->SetStringField(TEXT("name"), TEXT("John"));

    UAIChatPlus_JsonObject* Obj2 = UAIChatPlus_JsonObject::Create();
    Obj2->SetIntegerField(TEXT("age"), 30)
        ->SetStringField(TEXT("name"), TEXT("Jane"));  // 覆盖 name

    // 合并(bOverwrite = true 时覆盖已存在的字段)
    Obj1->Merge(Obj2, true);
    // Obj1 现在包含 {"name": "Jane", "age": 30}

    // 深拷贝
    UAIChatPlus_JsonObject* Copy = Obj1->Duplicate();
}

与 UStruct 互转

USTRUCT(BlueprintType)
struct FMyData
{
    GENERATED_BODY()

    UPROPERTY()
    FString Name;

    UPROPERTY()
    int32 Age;
};

void UMyClass::StructConversion()
{
    // UStruct 转 JsonObject
    FMyData Data;
    Data.Name = TEXT("John");
    Data.Age = 30;

    UAIChatPlus_JsonObject* JsonObj = UAIChatPlus_JsonObject::FromStruct(Data);

    // JsonObject 转 UStruct
    FMyData OutData;
    bool bSuccess = JsonObj->ToStruct(OutData);

    if (bSuccess)
    {
        UE_LOG(LogTemp, Display, TEXT("Name: %s, Age: %d"), *OutData.Name, OutData.Age);
    }
}

UAIChatPlus_JsonArray - JSON 数组

创建和操作

#include "Common/Json/AIChatPlus_JsonArray.h"

void UMyClass::JsonArrayBasics()
{
    // 创建空数组
    UAIChatPlus_JsonArray* JsonArray = UAIChatPlus_JsonArray::Create();

    // 添加元素(链式调用)
    JsonArray->AddString(TEXT("apple"))
             ->AddString(TEXT("banana"))
             ->AddInteger(42)
             ->AddBoolean(true)
             ->AddNull();

    // 添加对象元素
    UAIChatPlus_JsonObject* ItemObj = UAIChatPlus_JsonObject::Create();
    ItemObj->SetStringField(TEXT("name"), TEXT("sword"));
    JsonArray->AddObject(ItemObj);

    // 添加嵌套数组
    UAIChatPlus_JsonArray* NestedArray = UAIChatPlus_JsonArray::Create();
    NestedArray->AddInteger(1)->AddInteger(2)->AddInteger(3);
    JsonArray->AddArray(NestedArray);

    // 输出
    FString Result = JsonArray->ToString(true);
    UE_LOG(LogTemp, Display, TEXT("%s"), *Result);
}

获取元素

void UMyClass::GetArrayElements()
{
    FString JsonString = TEXT(R"(["apple", "banana", 42, true, {"name": "item"}])");
    bool bParseSuccess;
    FString ErrorMessage;
    UAIChatPlus_JsonArray* JsonArray = UAIChatPlus_JsonArray::Parse(JsonString, bParseSuccess, ErrorMessage);

    if (!bParseSuccess) return;

    bool bSuccess;

    // 获取字符串元素
    FString Fruit = JsonArray->GetString(0, TEXT(""), bSuccess);  // "apple"

    // 获取整数元素
    int32 Number = JsonArray->GetInteger(2, 0, bSuccess);  // 42

    // 获取布尔元素
    bool bValue = JsonArray->GetBoolean(3, false, bSuccess);  // true

    // 获取对象元素
    UAIChatPlus_JsonObject* Obj = JsonArray->GetObject(4, bSuccess);
    if (bSuccess && Obj)
    {
        FString Name = Obj->GetStringField(TEXT("name"), TEXT(""), bSuccess);
    }

    // 遍历数组
    for (int32 i = 0; i < JsonArray->Length(); ++i)
    {
        EAIChatPlus_JsonValueType Type = JsonArray->GetElementType(i);
        UE_LOG(LogTemp, Display, TEXT("Element[%d] type: %d"), i, static_cast<int32>(Type));
    }
}

数组操作

void UMyClass::ArrayOperations()
{
    UAIChatPlus_JsonArray* JsonArray = UAIChatPlus_JsonArray::Create();
    JsonArray->AddString(TEXT("a"))
             ->AddString(TEXT("b"))
             ->AddString(TEXT("c"));

    // 获取长度
    int32 Len = JsonArray->Length();  // 3

    // 检查索引是否有效
    bool bValid = JsonArray->IsValidIndex(1);  // true

    // 设置元素
    bool bSuccess;
    JsonArray->SetString(1, TEXT("B"), bSuccess);

    // 删除元素
    JsonArray->RemoveAt(0, bSuccess);

    // 清空数组
    JsonArray->Clear();

    // 深拷贝
    UAIChatPlus_JsonArray* Copy = JsonArray->Duplicate();
}

批量转换

void UMyClass::BatchConversion()
{
    // 从字符串数组创建
    TArray<FString> StringArray = {TEXT("a"), TEXT("b"), TEXT("c")};
    UAIChatPlus_JsonArray* JsonArray = UAIChatPlus_JsonArray::FromStringArray(StringArray);

    // 转回字符串数组
    bool bSuccess;
    TArray<FString> OutArray = JsonArray->ToStringArray(bSuccess);

    // 从整数数组创建
    TArray<int32> IntArray = {1, 2, 3, 4, 5};
    UAIChatPlus_JsonArray* IntJsonArray = UAIChatPlus_JsonArray::FromIntegerArray(IntArray);

    // 转回整数数组
    TArray<int32> OutIntArray = IntJsonArray->ToIntegerArray(bSuccess);
}

UAIChatPlus_Util - JSON 辅助函数

void UMyClass::JsonUtilFunctions()
{
    // 合并两个 JSON 字符串
    FString Json1 = TEXT(R"({"name": "John"})");
    FString Json2 = TEXT(R"({"age": 30, "name": "Jane"})");
    FString Merged = UAIChatPlus_Util::MergeJsonObjects(Json1, Json2);
    // Merged = {"name": "Jane", "age": 30}

    // 加载 JSON 字符串为对象
    TSharedPtr<FJsonObject> JsonObj = UAIChatPlus_Util::LoadJsonString(Json1);

    // 对象转字符串
    FString JsonString = UAIChatPlus_Util::ToJsonString(JsonObj);
}

图片工具

加载和保存图片

#include "Common/AIChatPlus_Util.h"

void UMyClass::ImageLoadSave()
{
    // 从文件加载图片
    FString ImagePath = FPaths::ProjectContentDir() / TEXT("Images/sample.png");
    UTexture2D* Texture = UAIChatPlus_Util::LoadImage(ImagePath, true);  // true = 完成编译

    if (Texture)
    {
        UE_LOG(LogTemp, Display, TEXT("Image loaded: %dx%d"),
            Texture->GetSizeX(), Texture->GetSizeY());
    }

    // 保存图片到文件
    FString SavePath = FPaths::ProjectSavedDir() / TEXT("output.png");
    bool bSaved = UAIChatPlus_Util::SaveImage(Texture, SavePath);

    if (bSaved)
    {
        UE_LOG(LogTemp, Display, TEXT("Image saved to: %s"), *SavePath);
    }
}

图片转 Base64

void UMyClass::ImageToBase64()
{
    UTexture2D* Texture = UAIChatPlus_Util::LoadImage(TEXT("D:/image.png"));

    // 转换为 Base64 字符串
    // InQuality: 0 = PNG, 1-100 = JPEG 质量
    FString B64String = UAIChatPlus_Util::ImageToB64(Texture, 0);  // PNG 格式

    UE_LOG(LogTemp, Display, TEXT("Base64 length: %d"), B64String.Len());
}

复制图片

void UMyClass::CopyTexture()
{
    UTexture2D* Original = UAIChatPlus_Util::LoadImage(TEXT("D:/image.png"));

    // 复制纹理
    UTexture2D* Copy = UAIChatPlus_Util::CopyTexture2D(
        Original,
        nullptr,        // Outer(nullptr = GetTransientPackage())
        NAME_None,      // 名称
        RF_NoFlags      // 标志
    );

    // Blueprint 版本(带默认标志)
    UTexture2D* BPCopy = UAIChatPlus_Util::CopyTexture2DInBlueprint(Original);
}

从 URL 获取图片

void UMyClass::GetImageFromUrl()
{
    FString ImageUrl = TEXT("https://example.com/image.png");

    UAIChatPlus_Util::GetImageFromUrl(ImageUrl,
        UAIChatPlus_Util::OnImageCreated::CreateLambda([](UTexture2D* Texture, const FString& Error)
        {
            if (Texture)
            {
                UE_LOG(LogTemp, Display, TEXT("Image downloaded: %dx%d"),
                    Texture->GetSizeX(), Texture->GetSizeY());
            }
            else
            {
                UE_LOG(LogTemp, Error, TEXT("Download failed: %s"), *Error);
            }
        }));
}

从 Base64 获取图片

void UMyClass::GetImageFromBase64()
{
    FString B64String = TEXT("iVBORw0KGgoAAAANSUhEUg...");  // Base64 数据

    UAIChatPlus_Util::GetImageFromB64(B64String,
        UAIChatPlus_Util::OnImageCreated::CreateLambda([](UTexture2D* Texture, const FString& Error)
        {
            if (Texture)
            {
                UE_LOG(LogTemp, Display, TEXT("Image decoded successfully"));
            }
            else
            {
                UE_LOG(LogTemp, Error, TEXT("Decode failed: %s"), *Error);
            }
        }));
}

复制图片到剪贴板

void UMyClass::CopyToClipboard()
{
    UTexture2D* Texture = UAIChatPlus_Util::LoadImage(TEXT("D:/image.png"));

    // 检查是否支持
    if (UAIChatPlus_Util::IsCanCopyTexture2DToClipboard())
    {
        UAIChatPlus_Util::CopyTexture2DToClipboard(Texture);
        UE_LOG(LogTemp, Display, TEXT("Image copied to clipboard"));
    }
}

音频工具

加载 WAV 文件

void UMyClass::LoadWavFile()
{
    FString WavPath = FPaths::ProjectContentDir() / TEXT("Audio/sample.wav");
    USoundWave* Sound = UAIChatPlus_Util::LoadSoundWav(WavPath);

    if (Sound)
    {
        UE_LOG(LogTemp, Display, TEXT("Sound loaded: Duration=%.2f, Channels=%d, SampleRate=%d"),
            Sound->Duration,
            Sound->NumChannels,
            Sound->GetSampleRateForCurrentPlatform());
    }
}

保存音频为 WAV 文件

void UMyClass::SaveWavFile()
{
    // 假设 Sound 是已有的 USoundWave
    USoundWave* Sound = /* 获取音频 */;

    FString SavePath = FPaths::ProjectSavedDir() / TEXT("output.wav");
    bool bSaved = UAIChatPlus_Util::SaveSoundWav(Sound, SavePath);

    if (bSaved)
    {
        UE_LOG(LogTemp, Display, TEXT("Sound saved to: %s"), *SavePath);
    }
}

音频转 Base64

void UMyClass::SoundToBase64()
{
    USoundWave* Sound = UAIChatPlus_Util::LoadSoundWav(TEXT("D:/audio.wav"));

    // 转换为 Base64 字符串
    FString B64String = UAIChatPlus_Util::SoundToB64(Sound);

    UE_LOG(LogTemp, Display, TEXT("Audio Base64 length: %d"), B64String.Len());
}

WAV 数据转 SoundWave

void UMyClass::WavDataToSound()
{
    // 从文件读取原始数据
    TArray<uint8> RawData;
    FFileHelper::LoadFileToArray(RawData, TEXT("D:/audio.wav"));

    // 转换为 SoundWave
    USoundWave* Sound = UAIChatPlus_Util::WavDataToSoundWave(
        RawData,
        false,  // bIsAmbiX
        false   // bIsFuMa
    );

    if (Sound)
    {
        UE_LOG(LogTemp, Display, TEXT("Sound created from data"));
    }
}

复制 SoundWave

void UMyClass::CopySoundWave()
{
    USoundWave* Original = UAIChatPlus_Util::LoadSoundWav(TEXT("D:/audio.wav"));

    // 复制音频
    USoundWave* Copy = UAIChatPlus_Util::CopySoundWave(
        Original,
        nullptr,    // Outer
        NAME_None   // 名称
    );
}

获取原始 PCM 数据

void UMyClass::GetPCMData()
{
    USoundWave* Sound = UAIChatPlus_Util::LoadSoundWav(TEXT("D:/audio.wav"));

    // 获取原始 PCM 数据
    TArray<uint8> PCMData = UAIChatPlus_Util::GetSoundWavePCMData(Sound);

    UE_LOG(LogTemp, Display, TEXT("PCM data size: %d bytes"), PCMData.Num());
}

从录音数据创建 SoundWave

void UMyClass::RecorderDataToSound()
{
    // 假设从 Audio Capture 获取的录音数据
    TArray<float> RecorderData;  // 音频采样数据
    int32 NumChannels = 1;       // 单声道
    int32 SampleRate = 16000;    // 采样率

    USoundWave* Sound = UAIChatPlus_Util::RecorderDataToSoundWave(
        RecorderData,
        NumChannels,
        SampleRate
    );

    if (Sound)
    {
        UE_LOG(LogTemp, Display, TEXT("Sound created from recorder data"));
    }
}

日志控制

void UMyClass::ControlLogging()
{
    // 设置内部日志级别
    UAIChatPlus_Util::SetInternalLogVerbosity(EAIChatPlus_LogVerbosityType::Verbose);

    // 可用级别:
    // - NoLogging
    // - Fatal
    // - Error
    // - Warning
    // - Display
    // - Log
    // - Verbose
    // - VeryVerbose
}

响应包装器辅助函数

在回调中处理响应时,需要将 FAIChatPlus_PointerWrapper 转换为具体类型:

void UMyClass::HandleCallbackResponse()
{
    // 在 OnFinished 回调中
    Request->OnFinishedListeners.AddLambda([](const FAIChatPlus_PointerWrapper& ResponseWrapper)
    {
        // 获取响应消息
        FString Message = UAIChatPlus_Util::GetResponseWrapperMessage(ResponseWrapper);
        UE_LOG(LogTemp, Display, TEXT("Message: %s"), *Message);

        // 或者转换为基础响应类型
        FAIChatPlus_ChatResponseBodyBase& Response = UAIChatPlus_Util::CastWrapperToResponse(ResponseWrapper);
    });

    // 在 OnFailed 回调中
    Request->OnFailedListeners.AddLambda([](const FAIChatPlus_PointerWrapper& ErrorWrapper)
    {
        // 获取错误描述
        FString ErrorDesc = UAIChatPlus_Util::GetErrorWrapperDescription(ErrorWrapper);
        UE_LOG(LogTemp, Error, TEXT("Error: %s"), *ErrorDesc);

        // 或者转换为错误类型
        FAIChatPlus_ResponseErrorBase& Error = UAIChatPlus_Util::CastWrapperToError(ErrorWrapper);
    });
}

模型信息查询

void UMyClass::QueryModelInfo()
{
    // 获取 OpenAI 默认模型列表
    const TArray<FName>& OpenAIModels = UAIChatPlus_Util::GetOpenAIChatDefaultModels();

    // 获取特定模型信息
    FAIChatPlus_ChatModelInfo ModelInfo = UAIChatPlus_Util::GetOpenAIChatModelInfo(TEXT("gpt-4o"));
    UE_LOG(LogTemp, Display, TEXT("Model: %s, MaxTokens: %d, SupportImage: %s"),
        *ModelInfo.Name.ToString(),
        ModelInfo.MaxTokens,
        ModelInfo.IsSupportSendImage ? TEXT("Yes") : TEXT("No"));

    // Claude 模型
    const TArray<FName>& ClaudeModels = UAIChatPlus_Util::GetClaudeChatDefaultModels();
    FAIChatPlus_ChatModelInfo ClaudeInfo = UAIChatPlus_Util::GetClaudeChatModelInfo(TEXT("claude-3-5-sonnet"));

    // Gemini 模型
    const TArray<FName>& GeminiModels = UAIChatPlus_Util::GetGeminiChatDefaultModels();
    FAIChatPlus_ChatModelInfo GeminiInfo = UAIChatPlus_Util::GetGeminiChatModelInfo(TEXT("gemini-1.5-pro"));
}

Cllama 辅助函数

void UMyClass::CllamaUtilities()
{
    // 检查 Cllama 是否可用
    if (UAIChatPlus_Util::Cllama_IsValid())
    {
        UE_LOG(LogTemp, Display, TEXT("Cllama is available"));
    }

    // 检查 GPU 支持
    if (UAIChatPlus_Util::Cllama_IsSupportGpu())
    {
        UE_LOG(LogTemp, Display, TEXT("GPU acceleration supported"));
    }

    // 获取支持的后端
    TArray<FString> Backends = UAIChatPlus_Util::Cllama_GetSupportBackends();
    for (const FString& Backend : Backends)
    {
        UE_LOG(LogTemp, Display, TEXT("Backend: %s"), *Backend);
    }

    // 准备 Pak 中的模型路径
    FString ModelPath = TEXT("Models/my_model.gguf");
    FString ActualPath = UAIChatPlus_Util::Cllama_PrepareModelPathFromPak(ModelPath);
    // 如果模型在 Pak 中,会解压到临时目录并返回新路径
}

文件辅助函数

void UMyClass::FileUtilities()
{
    // 获取插件基础目录
    FString PluginDir = UAIChatPlus_Util::GetPluginBaseDir(TEXT("AIChatPlus"));
    UE_LOG(LogTemp, Display, TEXT("Plugin dir: %s"), *PluginDir);

    // 复制目录
    FString SourceDir = FPaths::ProjectContentDir() / TEXT("Source");
    FString DestDir = FPaths::ProjectSavedDir() / TEXT("Backup");
    bool bCopied = UAIChatPlus_Util::CopyDirectory(SourceDir, DestDir, true);  // true = 覆盖
}

Prompt 模板

void UMyClass::PromptTemplates()
{
    // 获取 Prompt 模板 JSON 文件列表
    TArray<FDirectoryPath> ExtraDirs;  // 额外搜索目录(可选)
    TArray<FFilePath> TemplateFiles = UAIChatPlus_Util::GetPromptTemplateJsonFiles(ExtraDirs);

    // 加载 Prompt 模板
    TArray<FAIChatPlus_PromptTemplate> Templates = UAIChatPlus_Util::GetPromptTemplates(TemplateFiles);

    for (const FAIChatPlus_PromptTemplate& Template : Templates)
    {
        UE_LOG(LogTemp, Display, TEXT("Template: %s"), *Template.Name);
    }
}

原文地址:https://wiki.disenone.site

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