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					@ -14,7 +14,6 @@ import (
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						"os/signal"
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						"os/signal"
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						"syscall"
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						"syscall"
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						"time"
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						"time"
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						rgbmatrix "gitea.wagshome.duckdns.org/publicWagsHome/go-rpi-rgb-led-matrix"
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						rgbmatrix "gitea.wagshome.duckdns.org/publicWagsHome/go-rpi-rgb-led-matrix"
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						"github.com/disintegration/imaging"
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						"github.com/disintegration/imaging"
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						MQTT "github.com/eclipse/paho.mqtt.golang"
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						MQTT "github.com/eclipse/paho.mqtt.golang"
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					@ -23,7 +22,6 @@ import (
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					)
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					)
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					//  contents of struct mostly don't matter for toolkit.
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					//  contents of struct mostly don't matter for toolkit.
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					type incomingImage struct {
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					type incomingImage struct {
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						Image string `json:"image"`
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						Image string `json:"image"`
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					}
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					}
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					@ -36,7 +34,8 @@ type Animation struct {
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						width    int
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						width    int
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						stroke   int
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						stroke   int
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						image    []image.Image
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						image    []image.Image
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						updown   int
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						images   map[string]image.Image
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						updown   string
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						mqmsg    chan mqtt.Message
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						mqmsg    chan mqtt.Message
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						msg      string
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						msg      string
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					@ -112,6 +111,7 @@ func fatal(err error) {
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					//initializes the struct for the an play animation function, this could all be dumped into function that's wrapping go routine if I wanted
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					//initializes the struct for the an play animation function, this could all be dumped into function that's wrapping go routine if I wanted
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					func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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					func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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						imageMap := make(map[string]image.Image)
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						reader, err := os.Open("marioUp.png")
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						reader, err := os.Open("marioUp.png")
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						if err != nil {
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						if err != nil {
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							log.Fatal(err)
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							log.Fatal(err)
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					@ -120,7 +120,7 @@ func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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						//marioUp := imaging.FlipH(imaging.Resize(rawMario, 16, 16, imaging.Lanczos))
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						//marioUp := imaging.FlipH(imaging.Resize(rawMario, 16, 16, imaging.Lanczos))
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						marioUp := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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						marioUp := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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						imageMap["marioUp"] = marioUp
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						reader, err = os.Open("marioDown.png")
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						reader, err = os.Open("marioDown.png")
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						if err != nil {
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						if err != nil {
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							log.Fatal(err)
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							log.Fatal(err)
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					@ -128,15 +128,17 @@ func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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						rawMario, _, err = image.Decode(reader)
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						rawMario, _, err = image.Decode(reader)
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						//marioDown := imaging.FlipH(imaging.Resize(rawMario, 16, 16, imaging.Lanczos))
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						//marioDown := imaging.FlipH(imaging.Resize(rawMario, 16, 16, imaging.Lanczos))
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						marioDown := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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						marioDown := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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						images := []image.Image{marioUp, marioDown}
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						imageMap["marioDown"] = marioDown
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						imageSlice := []image.Image{marioUp, marioDown}
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						return &Animation{
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						return &Animation{
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							ctx:       gg.NewContext(sz.X, sz.Y),
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							ctx:       gg.NewContext(sz.X, sz.Y),
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							dir:       image.Point{1, 1},
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							dir:       image.Point{1, 1},
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							height:    8,
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							height:    8,
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							width:     8,
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							width:     8,
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							stroke:    8,
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							stroke:    8,
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							image:     images,
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							image:     imageSlice,
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							updown:    0,
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							images:    imageMap,
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							updown:    "marioUp",
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							mqmsg:     mqMessages,
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							mqmsg:     mqMessages,
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							countDown: 5000,
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							countDown: 5000,
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						}
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						}
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					@ -145,26 +147,20 @@ func NewAnimation(sz image.Point, mqMessages chan mqtt.Message) *Animation {
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					func appendImage(img string, a *Animation) {
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					func appendImage(img string, a *Animation) {
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						baseImage, _ := b64.StdEncoding.DecodeString(img)
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						baseImage, _ := b64.StdEncoding.DecodeString(img)
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						bigImage, _, _ := image.Decode(bytes.NewReader(baseImage))
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						bigImage, _, _ := image.Decode(bytes.NewReader(baseImage))
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						a.image = append(a.image, imaging.Resize(bigImage, 64, 64, imaging.Lanczos))
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						a.images["doorbell"] = imaging.Resize(bigImage, 64, 64, imaging.Lanczos)
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					}
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					}
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					// what happens each frame, at an interval of 50 milliseconds
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					// what happens each frame, at an interval of 50 milliseconds
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					func (a *Animation) Next() (image.Image, <-chan time.Time, error) {
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					func (a *Animation) Next() (image.Image, <-chan time.Time, error) {
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						incoming := incomingImage{}
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						incoming := incomingImage{}
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						defer a.updatePosition()
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						a.animateMario()
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						a.ctx.SetColor(color.Black)
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						if a.images["doorbell"] != nil {
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						a.ctx.Clear()
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						if a.dir.X == 1 {
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							a.ctx.DrawImageAnchored(a.image[a.updown], a.position.X, a.position.Y, 0.5, 0.5)
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						} else {
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							a.ctx.DrawImageAnchored(imaging.FlipH(a.image[a.updown]), a.position.X, a.position.Y, 0.5, 0.5)
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						}
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						if len(a.image) == 3 {
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							if a.countDown > 0 {
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							if a.countDown > 0 {
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								a.ctx.DrawImageAnchored(a.image[2], 0, 0, 0, 0)
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								a.ctx.DrawImageAnchored(a.image[2], 0, 0, 0, 0)
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								a.countDown -= 50
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								a.countDown -= 50
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							} else {
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							} else {
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								a.image = a.image[:len(a.image)-1]
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								//a.image = a.image[:len(a.image)-1]
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								delete(a.images, "doorbell")
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								a.countDown = 5000
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								a.countDown = 5000
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							}
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							}
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						}
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						}
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					@ -183,16 +179,27 @@ func (a *Animation) Next() (image.Image, <-chan time.Time, error) {
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						return a.ctx.Image(), time.After(time.Millisecond * 50), nil
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						return a.ctx.Image(), time.After(time.Millisecond * 50), nil
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					}
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					}
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					func (a *Animation) animateMario() {
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						defer a.updateMarioPosition()
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						a.ctx.SetColor(color.Black)
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						a.ctx.Clear()
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						if a.dir.X == 1 {
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							a.ctx.DrawImageAnchored(a.images[a.updown], a.position.X, a.position.Y, 0.5, 0.5)
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						} else {
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							a.ctx.DrawImageAnchored(imaging.FlipH(a.images[a.updown]), a.position.X, a.position.Y, 0.5, 0.5)
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						}
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					}
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					//what mario does every frame
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					//what mario does every frame
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					func (a *Animation) updatePosition() {
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					func (a *Animation) updateMarioPosition() {
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						a.position.X += 1 * a.dir.X
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						a.position.X += 1 * a.dir.X
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						a.position.Y += 1 * a.dir.Y
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						a.position.Y += 1 * a.dir.Y
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						if a.position.Y+a.height > a.ctx.Height() {
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						if a.position.Y+a.height > a.ctx.Height() {
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							a.dir.Y = -1
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							a.dir.Y = -1
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							a.updown = 0
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							a.updown = "marioUp"
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						} else if a.position.Y-a.height < 0 {
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						} else if a.position.Y-a.height < 0 {
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							a.updown = 1
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							a.updown = "marioDown"
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							a.dir.Y = 1
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							a.dir.Y = 1
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						}
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						}
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