D's live replay caught landmine 1: bench.js read def.wind.venturi off the STORM def where a venturi never lives (it is SITE data, main.js:453), and the probes never attempted it — every site_02 bench number was funnel-off, the third harness to make B's Sprint-11 mistake. Verifying the fix exposed landmine 2: the tools remapped anchors to a static sway:()=>pos, freezing the gum tree whose sway is the dynamic load a tr1 rig eats (ablation on the $80 line's q4: 1.02 funnel-off/static, 1.03 funnel-on/static, 1.24 funnel-on/real anchors). Backyard numbers matched D's UI to the decimal precisely because p1..p4 are posts — both landmines are no-ops there. Fix: windForSite(stormDef, siteDef, anchors) in weather.js is the one shared wind builder (venturi + shelters, exactly main.js's wiring); all garden_bench tools build wind through it, fly world.anchors themselves via a re-pointable wind proxy, print the venturi in their headers, and drop the phantom 12 s settle (commit->attach->storm is one keypress, and the settle skewed storm sampling via SailRig's internal clock). c.test.js pins the helper with B's strictly-raises assert against the real shipped funnel (mutation-checked). Corrected numbers: $80 line wildnight 91.9 with q4 at 1.24-vs-1.2 rating - a knife edge the real game falls off (D UI: q3+q4 break, 39.8 TATTERED; D's UI is canonical there, and a corner over its rating is not a safe line either way). Buster verdict stands (95.2 bench / 97.9 D live). Icenight 9 DEAD 2/4. Bench still under-reads UI peaks ~5-15% on site_02 - residual in the pool, stated in THREADS. Separation-target site_02 example withdrawn to A. Selftest 341/0/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
154 lines
8.1 KiB
HTML
154 lines
8.1 KiB
HTML
<!doctype html>
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<html>
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<head><meta charset="utf-8"><title>probe4 — the $80 line that saves the garden</title>
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<style>body{background:#11161a;color:#dde5ea;font:13px/1.5 ui-monospace,Menlo,monospace;padding:18px}pre{white-space:pre}</style></head>
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<body>
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<pre id="out">running…</pre>
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<script type="importmap">
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{ "imports": {
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"three": "../../web/world/vendor/three.module.js",
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"three/addons/": "../../web/world/vendor/addons/"
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} }
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</script>
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<script type="module">
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import * as THREE from '../../web/world/vendor/three.module.js';
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import { RiggingSession } from '../../web/world/js/rigging.js';
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import { SailRig } from '../../web/world/js/sail.js';
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import { createSkyFx } from '../../web/world/js/skyfx.js';
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import { loadStorm, windForSite } from '../../web/world/js/weather.js';
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import { createWorld, loadSite } from '../../web/world/js/world.js';
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import { FIXED_DT, HARDWARE, START_BUDGET } from '../../web/world/js/contracts.js';
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const [CARABINER, SHACKLE, RATED] = HARDWARE;
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const el = document.getElementById('out');
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const lines = []; const log = (s) => { lines.push(s); el.textContent = lines.join('\n'); };
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el.textContent = '';
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// THE PAYOFF — and the correction (2026-07-18).
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// The first run of this probe read the $80 line tr1+q1+q3+q4 at 91.5 FULL on
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// the wild night and called it the headline. TWO harness landmines, both mine:
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// 1. No venturi — the funnel lives in the SITE def, and this probe never set
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// it (bench.js read it off the STORM def, where it never lives). Third
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// harness to make B's Sprint-11 mistake.
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// 2. Static anchors — the remap `sway: () => pos` stripped tr1's TREE sway,
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// the dynamic load a rig on a gum tree has to eat (DESIGN.md's whole
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// warning about tree anchors). The backyard bench numbers matched D's UI
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// replays to the decimal BECAUSE p1..p4 are all posts; any tr1 line was
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// flown against a tree that never moved.
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// With both fixed the probe agrees with D's live UI replays in direction and
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// closely in number (buster peaks within ~15%); on the wild night the line's
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// cheapest corner rides AT its rating (q4 carabiner ~1.2 kN) — a knife edge
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// the real game falls off (D: q3+q4 break t≈45, 39.8 TATTERED). Where this
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// probe and D's UI disagree on which side of that edge a corner lands, D's
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// UI number is canonical. What survives: the line holds the BUSTER — site_02's
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// actual shipped night — with room (D live: 97.9 FULL, 0/4).
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async function fly(world, plan, stormName, siteDef, use) {
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const def = await loadStorm(stormName);
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const anchors = world.anchors; // REAL anchors — tr1 sways
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const bed = world.gardenBed;
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const wind = windForSite(def, siteDef, anchors);
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use(wind); // point the world's sway closures at the flight wind
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// THE REAL SHOP, at the REAL budget. Every refusal is loud.
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const s = new RiggingSession({ anchors }); // budget = START_BUDGET
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for (const [id] of plan) {
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const r = s.rig(id);
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if (!r.ok) return { err: `rig ${id}: ${r.reason}` };
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}
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for (const [id, hw] of plan) {
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const r = s.setHardware(id, hw);
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if (!r.ok) return { err: `setHardware ${id} ${hw.name}: ${r.reason}` };
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}
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s.setTension(1.0);
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const spent = START_BUDGET - s.budget;
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const rig = s.commit(new SailRig({ anchors, gridN: 10 }));
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// NO calm settle: in the real game the rig does not exist until commit, and
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// commit → attach → advance() → storm land in one keypress (B's clock-reset
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// comment, sail.js attach). The attach transient rides the storm's own calm
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// opening, exactly as it does for a player.
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const camera = new THREE.PerspectiveCamera(60, 1.6, 0.1, 400);
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camera.position.set(0, 2, 8);
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const sky = createSkyFx({ wind, night: true, camera });
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const peak = plan.map(() => 0);
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let hp = 100, hsum = 0, hn = 0;
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const steps = Math.round(def.duration / FIXED_DT);
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for (let i=0;i<steps;i++){
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const t = i * FIXED_DT;
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rig.step(FIXED_DT, wind, t);
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sky.step(FIXED_DT, t, { sail: rig });
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for (let k=0;k<rig.corners.length;k++) if ((rig.corners[k].load||0) > peak[k]) peak[k] = rig.corners[k].load;
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if (sky.hailAmount > 0) { hsum += sky.hailShadowOver(bed); hn++; }
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const ex = 5.0*sky.gardenHailExposure(bed,t) + 0.25*sky.gardenExposure(bed,t);
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if (ex > 0) hp = Math.max(0, hp - 0.9*ex*FIXED_DT);
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}
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const lost = rig.corners.filter((c)=>c.broken).length;
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sky.dispose?.();
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// Peaks are indexed by rig.corners — the RING order commit() reordered the
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// picks into — so label them with corners[k].anchorId, NOT the plan order.
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// (Found at re-verify: the $80 line flies as q1,tr1,q3,q4 — a plan-order
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// label swaps the two RATED corners' loads. q3/q4 were unaffected.)
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return { hp: Math.round(hp*10)/10, lost, spent, peak: peak.map((p)=>p/1000),
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cornerIds: rig.corners.map((c)=>c.anchorId), hailShadow: hn?hsum/hn:0 };
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}
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// main.js's own win rule
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const WIN = (hp, lost) => hp >= 50 && lost < 2;
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const state = (hp) => hp > 66 ? 'FULL' : hp > 33 ? 'tattered' : 'DEAD';
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try {
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const scene = new THREE.Scene();
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// A re-pointable wind, the way main.js's router serves world.js: the world's
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// tree-sway closures capture THIS object, and fly() re-points it per storm.
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// Building the world on a dead stub and remapping anchors to static
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// `sway: () => pos` was landmine #2 — it froze the gum tree.
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let current = { sample:(p,t,o)=>(o||new THREE.Vector3()).set(0,0,0), speedAt:()=>0, rainAt:()=>0,
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rainMmPerHour:()=>0, gustTelegraph:()=>null, eventsBetween:()=>[] };
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const proxy = {
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sample: (p,t,o) => current.sample(p, t, o || new THREE.Vector3()),
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speedAt: (p,t) => current.speedAt(p, t),
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rainAt: (t) => current.rainAt(t),
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rainMmPerHour: (t) => (current.rainMmPerHour ? current.rainMmPerHour(t) : 0),
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gustTelegraph: (t) => current.gustTelegraph(t),
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eventsBetween: (a,b) => current.eventsBetween(a, b),
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setSheltersFromTrees() {},
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get seed() { return current.seed ?? 1; },
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get def() { return current.def ?? {}; },
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};
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const use = (w) => { current = w; };
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const siteDef = await loadSite('site_02_corner_block');
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const world = createWorld(scene, { wind: proxy, site: siteDef });
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await world.dress(); // NOT optional: undressed, the carport trap does not exist
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const bed = world.gardenBed;
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const PLANS = {
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'THE $80 LINE tr1=rated q1=rated q3=shackle q4=carabiner':
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[['tr1',RATED],['q1',RATED],['q3',SHACKLE],['q4',CARABINER]],
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'all-shackle tr1+q1+q3+q4 ($60)':
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[['tr1',SHACKLE],['q1',SHACKLE],['q3',SHACKLE],['q4',SHACKLE]],
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'canonical q1+q2+q3+tr1, best steel $80 can buy':
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[['q1',RATED],['q2',SHACKLE],['q3',CARABINER],['tr1',RATED]],
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};
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const vl = siteDef.wind?.venturi ?? [];
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const vtxt = vl.length
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? vl.map((v)=>`throat (${v.x},${v.z}) gain ${v.gain} r${v.radius}`).join(' · ') : 'none';
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log(`site_02_corner_block budget $${START_BUDGET} bed ${bed.w}x${bed.d} @ (${bed.x}, ${bed.z}) venturi: ${vtxt}`);
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// bare-bed refs are funnel-independent (no sail = exposure is the storm's own
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// rain/hail timeline, wind never enters it); D confirmed 82.6 live on the buster
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log(`bare bed for reference: wildnight 35.7 (DEAD) icenight 0.0 (DEAD) buster 82.6 (FULL)\n`);
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for (const [label, plan] of Object.entries(PLANS)) {
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log(`\n## ${label}`);
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for (const storm of ['storm_02_wildnight','storm_02b_icenight','storm_03b_earlybuster']) {
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const r = await fly(world, plan, storm, siteDef, use);
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if (r.err) { log(` ${storm.padEnd(22)} SHOP REFUSED: ${r.err}`); continue; }
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const bare = { storm_02_wildnight:35.7, storm_02b_icenight:0, storm_03b_earlybuster:82.6 }[storm];
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log(` ${storm.padEnd(22)} spent $${String(r.spent).padStart(3)} hp ${String(r.hp).padStart(5)} ${state(r.hp).padEnd(8)}`
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+ ` (bare ${String(bare).padStart(4)} ${state(bare)}) sep ${(r.hp-bare).toFixed(1).padStart(5)}`
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+ ` lost ${r.lost}/4 hailShadow ${r.hailShadow.toFixed(2)} ${WIN(r.hp,r.lost)?'WIN ':'LOSS'}`
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+ ` peak kN: ${r.peak.map((p,i)=>`${r.cornerIds[i]} ${p.toFixed(2)}`).join(' ')}`);
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}
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}
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} catch (e) { log('THREW: ' + (e && e.stack || e)); }
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document.title = 'probe4 done';
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</script>
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</body></html>
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