DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
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package sessioncontract
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import (
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"fmt"
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"strings"
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)
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type PlayerLifecycleState string
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const (
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PlayerStateInvalid PlayerLifecycleState = "invalid"
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PlayerStateLoading PlayerLifecycleState = "loading"
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PlayerStateOnline PlayerLifecycleState = "online"
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PlayerStateValid PlayerLifecycleState = "valid"
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PlayerStateReconnecting PlayerLifecycleState = "reconnecting"
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PlayerStateClosing PlayerLifecycleState = "closing"
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PlayerStateKicked PlayerLifecycleState = "kicked"
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)
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type PlayerLifecycleEvent string
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const (
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PlayerEventLoginStart PlayerLifecycleEvent = "login_start"
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PlayerEventLoginBound PlayerLifecycleEvent = "login_bound"
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PlayerEventActivate PlayerLifecycleEvent = "activate"
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PlayerEventDisconnect PlayerLifecycleEvent = "disconnect"
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PlayerEventKick PlayerLifecycleEvent = "kick"
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PlayerEventCloseStart PlayerLifecycleEvent = "close_start"
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PlayerEventFlushDone PlayerLifecycleEvent = "flush_done"
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PlayerEventReclaim PlayerLifecycleEvent = "reclaim"
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EventRestoreFail PlayerLifecycleEvent = "restore_after_failure"
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)
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type PlayerLifecycleTransition struct {
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Event PlayerLifecycleEvent `json:"event"`
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From []PlayerLifecycleState `json:"from"`
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To PlayerLifecycleState `json:"to"`
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FlushBefore []string `json:"flush_before,omitempty"`
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Notes string `json:"notes,omitempty"`
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}
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var defaultTransitions = []PlayerLifecycleTransition{
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{
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Event: PlayerEventLoginStart,
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From: []PlayerLifecycleState{
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PlayerStateInvalid,
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PlayerStateLoading,
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PlayerStateOnline,
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PlayerStateValid,
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PlayerStateReconnecting,
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PlayerStateClosing,
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PlayerStateKicked,
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},
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To: PlayerStateLoading,
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Notes: "登录或重连开始后先进入 loading,业务 handler 不应在此阶段执行。",
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},
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{
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Event: PlayerEventLoginBound,
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From: []PlayerLifecycleState{PlayerStateLoading},
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To: PlayerStateOnline,
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Notes: "前端 session 绑定完成且 Profile 已加载后进入 online。",
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},
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{
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Event: PlayerEventActivate,
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From: []PlayerLifecycleState{PlayerStateLoading, PlayerStateOnline, PlayerStateValid},
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To: PlayerStateValid,
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Notes: "首个玩家作用域 handler 成功后进入 valid,表示可承载状态变更。",
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},
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{
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Event: PlayerEventDisconnect,
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From: []PlayerLifecycleState{PlayerStateLoading, PlayerStateOnline, PlayerStateValid, PlayerStateReconnecting},
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To: PlayerStateReconnecting,
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Notes: "断线后先保留 Profile 和 actor,等待同账号重连或 idle 回收。",
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},
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{
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Event: PlayerEventKick,
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From: []PlayerLifecycleState{
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PlayerStateLoading,
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PlayerStateOnline,
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PlayerStateValid,
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PlayerStateReconnecting,
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},
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To: PlayerStateKicked,
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FlushBefore: []string{"reject_new_packets", "flush_profile", "publish_kick"},
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Notes: "踢人先阻断新请求,再落盘并发出踢人结果。",
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},
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{
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Event: PlayerEventCloseStart,
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From: []PlayerLifecycleState{
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PlayerStateLoading,
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PlayerStateOnline,
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PlayerStateValid,
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PlayerStateReconnecting,
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PlayerStateKicked,
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},
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To: PlayerStateClosing,
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FlushBefore: []string{"reject_new_packets", "drain_actor_mailbox", "flush_profile", "close_runtime"},
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Notes: "服务停机或主动关闭时先进入 closing,等待 actor drain 和 Profile flush。",
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},
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{
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Event: PlayerEventFlushDone,
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From: []PlayerLifecycleState{PlayerStateClosing, PlayerStateKicked},
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To: PlayerStateInvalid,
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FlushBefore: []string{"remove_runtime"},
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Notes: "Profile 已持久化并卸载后,runtime 才能进入 invalid。",
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},
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{
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Event: PlayerEventReclaim,
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From: []PlayerLifecycleState{PlayerStateReconnecting},
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To: PlayerStateClosing,
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FlushBefore: []string{"reject_new_packets", "flush_profile", "unload_profile", "remove_runtime"},
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Notes: "断线保留超过 TTL 后触发 idle 回收。",
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},
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{
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Event: EventRestoreFail,
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From: []PlayerLifecycleState{PlayerStateClosing, PlayerStateInvalid},
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To: PlayerStateReconnecting,
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Notes: "回收 flush 失败时恢复为 reconnecting,继续等待下一轮回收或重连。",
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},
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}
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func DefaultPlayerLifecycleTransitions() []PlayerLifecycleTransition {
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return cloneTransitions(defaultTransitions)
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}
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func cloneTransitions(in []PlayerLifecycleTransition) []PlayerLifecycleTransition {
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out := make([]PlayerLifecycleTransition, len(in))
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for i := range in {
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out[i] = in[i]
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out[i].From = append([]PlayerLifecycleState(nil), in[i].From...)
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out[i].FlushBefore = append([]string(nil), in[i].FlushBefore...)
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}
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return out
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}
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func NextPlayerLifecycleState(current PlayerLifecycleState, event PlayerLifecycleEvent) (PlayerLifecycleState, error) {
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current = normLifeState(current)
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event = PlayerLifecycleEvent(strings.TrimSpace(string(event)))
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for _, transition := range DefaultPlayerLifecycleTransitions() {
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if transition.Event != event {
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continue
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}
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for _, from := range transition.From {
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if normLifeState(from) == current {
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return transition.To, nil
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}
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}
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return "", fmt.Errorf("player lifecycle event %q cannot move from %q", event, current)
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}
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return "", fmt.Errorf("unknown player lifecycle event %q", event)
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}
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func ValidatePlayerLifecycleTransition(current PlayerLifecycleState, event PlayerLifecycleEvent) error {
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_, err := NextPlayerLifecycleState(current, event)
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return err
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}
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func PlayerLifecycleFlushOrder(event PlayerLifecycleEvent) []string {
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event = PlayerLifecycleEvent(strings.TrimSpace(string(event)))
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for _, transition := range DefaultPlayerLifecycleTransitions() {
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if transition.Event != event {
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continue
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}
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return append([]string(nil), transition.FlushBefore...)
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}
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return nil
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}
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func normLifeState(state PlayerLifecycleState) PlayerLifecycleState {
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trimmed := PlayerLifecycleState(strings.TrimSpace(string(state)))
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switch trimmed {
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case "":
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return PlayerStateInvalid
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case PlayerStateLoading:
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return PlayerStateLoading
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case PlayerStateOnline:
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return PlayerStateOnline
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case PlayerStateValid:
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return PlayerStateValid
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case PlayerStateReconnecting:
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return PlayerStateReconnecting
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case PlayerStateClosing:
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return PlayerStateClosing
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case PlayerStateKicked:
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return PlayerStateKicked
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case PlayerStateInvalid:
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return PlayerStateInvalid
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default:
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return trimmed
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}
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}
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