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Property worlds now give their property reputation for the time other people spend on it, which fills the property lists and the news screen's Today's Top Properties. Visitors are counted per account; the owner's account, accounts linked to it and staff don't count. A visit earns nothing for the first property_reputation_min_visit seconds (WorldConfig's propertyReputationDelay), then each active minute (the visitor moved) earns reputationPerMinute times a multiplier, for a capped number of minutes per visit. Repeat visitors earn less the more recent days they already gave reputation, and each visitor and each property have a daily cap. Every parameter is a setting; what each account gave each property per day is kept in property_reputation_visits. The rules are pure functions with unit tests. Fixes #636 Fixes #637 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
233 lines
6.4 KiB
C++
233 lines
6.4 KiB
C++
#pragma once
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#include "ePropertyPrivacyOption.h"
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#include <chrono>
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Main component that handles interactions with a property, generally the plaques you see on properties.
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*/
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class PropertyManagementComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_MANAGEMENT;
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PropertyManagementComponent(Entity* parent, const int32_t componentID);
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static PropertyManagementComponent* Instance();
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/**
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* Event handler for when an entity requests information about this property, will send back whether it's owned, etc.
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* @param originator the entity that triggered the event
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* @param sysAddr the address to send game message responses to
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* @param author optional explicit ID for the property, if not set defaults to the originator
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*/
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void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr, LWOOBJID author = LWOOBJID_EMPTY);
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/**
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* Handles an OnUse event, telling the client who owns this property, etc.
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* @param originator the entity that triggered the event
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*/
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void OnUse(Entity* originator) override;
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/**
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* Sets the owner of this property
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* @param value the owner to set
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*/
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void SetOwnerId(LWOOBJID value);
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/**
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* Returns the ID of the owner of this property
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* @return the ID of the owner of this property
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*/
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LWOOBJID GetOwnerId() const;
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/**
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* Returns the owner of this property
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* @return the owner of this property
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*/
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Entity* GetOwner() const;
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/**
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* sets the owner of this property
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* @param value the owner to set
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*/
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void SetOwner(Entity* value);
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/**
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* Returns the paths that this property has
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* @return the paths that this property has
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*/
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std::vector<NiPoint3> GetPaths() const;
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/**
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* Returns the privacy options for this property
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* @return the privacy options for this property
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*/
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PropertyPrivacyOption GetPrivacyOption() const;
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/**
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* Updates the privacy option for this property
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* @param value the privacy option to set
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*/
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void SetPrivacyOption(PropertyPrivacyOption value);
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/**
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* Updates information of this property, saving it to the database
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* @param name the name to set for the property
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* @param description the description to set for the property
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*/
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void UpdatePropertyDetails(std::string name, std::string description);
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/**
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* Makes this property owned by the passed player ID, storing it in the database
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* @param playerId the ID of the entity that claimed the property
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*
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* @return If the claim is successful return true.
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*/
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bool Claim(LWOOBJID playerId);
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/**
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* Event triggered when the owner of the property starts building, will kick other entities out
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*/
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void OnStartBuilding();
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/**
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* Event triggered when the owner of the property finished building, will re-apply this property for moderation
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* request.
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*/
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void OnFinishBuilding();
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/**
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* Updates the position of a model on the property
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* @param id the ID of the model to reposition
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* @param position the position to place the model on
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* @param rotation the rotation to place the model on
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*/
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void UpdateModelPosition(LWOOBJID id, NiPoint3 position, NiQuaternion rotation);
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/**
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* Deletes a model for a property
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* @param id the ID of the model to delete
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* @param deleteReason the reason of the deletion, e.g. picked up or destroyed (in case of UGC)
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*/
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void DeleteModel(LWOOBJID id, int deleteReason);
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/**
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* Updates whether or not this property is approved by a moderator
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* @param value true if the property should be approved, false otherwise
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*/
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void UpdateApprovedStatus(bool value, const std::string& rejectionReason = "");
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// A moderator decided on this property from the dashboard (already saved): keep this world's copy in step
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void ApplyModeration(bool approved, const std::string& reason);
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/**
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* Loads all the models on this property from the database
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*/
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void Load();
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/**
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* Saves all the models from this property to the database
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*/
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void Save();
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/**
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* Adds a model to the cache of models
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* @param modelId the ID of the model
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* @param spawnerId the ID of the object that spawned the model
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*/
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void AddModel(LWOOBJID modelId, LWOOBJID spawnerId);
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/**
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* Returns all the models on this property, indexed by property ID, containing their spawn objects
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* @return all the models on this proeprty
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*/
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const std::map<LWOOBJID, LWOOBJID>& GetModels() const;
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LWOCLONEID GetCloneId() { return clone_Id; };
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LWOOBJID GetId() const noexcept { return propertyId; }
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// Reputation visitors just gave (PropertyReputation.h; the database is updated there), so property data shows it
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void AddReputation(uint32_t points) { reputation += points; }
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uint32_t GetReputation() const noexcept { return reputation; }
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void OnChatMessageReceived(const std::string& sMessage) const;
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private:
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/**
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* This
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*/
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static PropertyManagementComponent* instance;
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/**
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* The ID of the owner of this property
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*/
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LWOOBJID owner = LWOOBJID_EMPTY;
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/**
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* The LOT of this console
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*/
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uint32_t templateId = 0;
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/**
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* The unique ID for this property, if it's owned
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*/
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LWOOBJID propertyId = LWOOBJID_EMPTY;
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/**
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* The time since this property was claimed
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*/
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uint64_t claimedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
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/**
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* The models that are placed on this property
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*/
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std::map<LWOOBJID /* ObjectID */, LWOOBJID /* SpawnerID */> models = {};
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/**
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* The name of this property
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*/
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std::string propertyName = "";
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/**
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* The clone ID of this property
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*/
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LWOCLONEID clone_Id = 0;
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/**
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* Whether a moderator was requested
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*/
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bool moderatorRequested = false;
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/**
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* The rejection reason for the property
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*/
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std::string rejectionReason = "";
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/**
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* The description of this property
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*/
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std::string propertyDescription = "";
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/**
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* The reputation of this property
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*/
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uint32_t reputation = 0;
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/**
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* The last time this property was updated
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*/
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uint32_t LastUpdatedTime = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch()).count();
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/**
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* Determines which players may visit this property
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*/
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PropertyPrivacyOption privacyOption = PropertyPrivacyOption::Private;
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/**
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* The privacy setting before it was changed, saved to set back after a player finishes building
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*/
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PropertyPrivacyOption originalPrivacyOption = PropertyPrivacyOption::Private;
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};
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