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Log for #openttd on 27th July 2015:
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05:32:22  <andythenorth> o/
05:32:50  <andythenorth> also bye
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05:55:31  <Alberth> hi bye too, andy
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07:13:41  <Alberth> wb
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08:39:26  <planetmaker> hi hi
08:39:54  <planetmaker> someone should tell Zuu that DevZone can host git repos just fine ;)
08:41:27  <planetmaker> just that building NewGRF projects from git repos is not supported - but only due to lack of support from the build script which someone[TM] could also fix in the form of providing patches
08:46:05  <Alberth> send a PM ?
08:46:44  <planetmaker> :) or wait till I meet him here
08:46:48  <Alberth> at least he replied to the forum, although I haven't seen him here today
08:47:23  <Alberth> I am sure  he'll turn up somewhen :)
08:47:24  <planetmaker> as said in the other channel: I really like the idea of one (or maybe two, one git on hg) repo to build test builds from for us
08:47:45  <planetmaker> and on DevZone it's easy for us to configure it to whatever needs we might have :)
08:47:46  <Alberth> yeah, we don't need it often, but it's nice to have
08:48:11  <Alberth> I should really play a game with his patch
08:48:22  <planetmaker> gs2newgrf talk one, yes?
08:48:37  <planetmaker> it's intriguing me, too :)
08:50:10  <Alberth> hmm, moving both git and hg at the same time is confusing :)
08:50:14  <Alberth> *using
08:50:33  <planetmaker> yes :)
08:50:50  <planetmaker> what's git's equivalent for hg manifest?
08:51:43  <Alberth> oh, nice command :)
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08:52:00  <Alberth> (yeah, I didn't know it :)  )
08:52:07  <planetmaker> seems git ls-files or so
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08:52:38  <blathijs> planetmaker: ls-files lists files in the index / working copy only I think
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08:53:15  <planetmaker> blathijs, so I can't specify a revision? That default it only lists working copy is totally fine
08:53:24  <planetmaker> and that's what hg manifest does, too
08:53:37  <Alberth> http://superuser.com/questions/429693/git-list-all-files-currently-under-source-control     ls-tree, by the looks of it
08:53:39  <blathijs> planetmaker: Yeah, you can't specify a revision AFAICS
08:53:50  <planetmaker> yup, that's where I found it, Alberth ;)
08:53:58  <planetmaker> http://superuser.com/questions/338700/how-to-list-every-file-for-every-revision-in-git-like-mercurials-hg-manifest
08:54:25  <planetmaker> hm, yours is different :)
08:54:47  <Alberth> many websites have more than one page :p
08:55:07  <planetmaker> :)
08:55:19  <planetmaker> now that you tell me... a whole new world opens :)
08:55:28  <Alberth> yw  :)
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10:00:00  <argoneus> TRAAAAAAAAINS
10:06:51  <Alberth> it is?
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10:20:58  <argoneus> is 15 the hardcoded amount of max companies?
10:22:02  <planetmaker> yes. But it's a limit in many parts. Thus changing the constant will not do the trick. It needs many deep code changes
10:22:27  <planetmaker> that includes NewGRF specs, command handling etc
10:23:26  <argoneus> I see
10:23:46  <argoneus> um, forgive my ignorance
10:23:59  <argoneus> but what does the number of companies have to do with specs?
10:24:06  <argoneus> is it that the number is a 4 bit number or something?
10:24:13  <Alberth> it is
10:24:31  <Alberth> 0000   to 1111
10:25:23  <Alberth> so some fields are 4 bit for the company number
10:25:49  <Alberth> more companies means you have to move data, or find room elsewhere, which may not always exist
10:27:37  <argoneus> this game really is on a tight budget huh
10:27:43  <argoneus> as in
10:27:57  <argoneus> you don't want to raise many requirements
10:30:14  <Alberth> it's not simple adding stuff
10:30:47  <Alberth> you have to find all occurrences, see how you can handle the additional data
10:31:09  <Alberth> and that increase works through everywhere
10:31:20  <Alberth> maps get bigger save files get bigger
10:32:14  <Alberth> if you add a byte to each tile, at 4k x 4k, that 16MB
10:33:42  <Alberth> we may need a different map layout to fix, but that means you need a new data structure that is still bloody fast to access
10:34:42  <Alberth> it's not that we don't want it, but such undertakings take loads and loads of time
10:35:12  <Alberth> so you need someone dedicated to the problem enough to do it
10:36:13  <Alberth> and you may find there is no good solution
10:37:26  <Alberth> suggesting it takes 5 minutes, implementing something like this is soon a few years, as nobody works full-time on the project
10:38:12  <Alberth> assuming you don't mind having desync and crash issues lying around for a few years
10:39:44  <Alberth> and all that for a handful of MP players
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10:42:30  * andythenorth wonders how to patch build script for git :P
10:42:39  <andythenorth> maybe not right now, but in 2 weeks, after holidays
10:53:48  <Alberth> what's there to patch?
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11:22:35  <Wolf01> hi hi
11:26:55  <Alberth> o/
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12:15:58  <planetmaker> Alberth, basically it needs patching (or at least checking) the build scripts by the devzone and the (standard) Makefile for NewGRFs:
12:16:17  <planetmaker> https://hg.openttdcoop.org/misc/files/tip/compiler/jenkins_build.sh
12:16:27  <planetmaker> https://hg.openttdcoop.org/misc/files/tip/compiler/jenkins_postbuild.sh
12:17:09  <planetmaker> https://hg.openttdcoop.org/make-nml/files/tip/Makefile
12:17:18  <planetmaker> https://hg.openttdcoop.org/make-nml/files/tip/Makefile.config
12:17:28  <planetmaker> https://hg.openttdcoop.org/make-nml/files/tip/findversion.sh
12:17:54  <planetmaker> that should be it, I think. Most of the work is actually already done. Mostly it's untested, though
12:20:48  <planetmaker> also @ andythenorth ^
12:21:49  <planetmaker> I structured it basically in a similar way to openttd's configure script which checks for the VCS and gets the needed information accordingly. But leaves the rest untouched
12:25:06  <Alberth> ah right
12:25:50  <Alberth> a little more generic than I expected :)
12:27:29  <planetmaker> the first two are fairly generic, yes; but it's simple stuff
12:27:46  <planetmaker> and the latter three are taylored towards newgrfs, of course and it's basically the same thing again :)
12:28:04  <argoneus> uh
12:28:15  <argoneus> has anyone here had successful passenger only games?
12:28:38  <planetmaker> does mail count as passenger? :D
12:28:43  <argoneus> I guess
12:28:50  <argoneus> I'm not sure how I want to connect the cities
12:28:57  <argoneus> like if I want one line that goes through all of them in a loop
12:29:03  <argoneus> or just between pairs
12:29:42  <Alberth> try both? :)
12:29:59  <Alberth> with cdist, a big loop is going to be a mess
12:30:10  <argoneus> yeah I use assymetric cdist
12:30:17  <argoneus> I thought like having a train+bus in each city
12:30:21  <argoneus> then a bunch of buses in the cities
12:31:04  <argoneus> thats what im gonna do I guess
12:32:01  <Eddi|zuHause> with cdist you want a mesh, not a loop
12:32:05  <argoneus> mesh?
12:32:10  <Alberth> the problem is that pax want to travel to neighbouring towns
12:32:30  <Alberth> to ALL neighbouring towns
12:32:30  <argoneus> ill just do it like real life
12:32:31  <Eddi|zuHause> argoneus: as many direct connections as possible
12:32:37  <argoneus> have a bus network in every city
12:32:43  <argoneus> and pair cities together with trains
12:32:51  <argoneus> that works, right
12:33:07  <Eddi|zuHause> argoneus: straight lines with many cities may help reduce loading/unloading times
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12:34:14  <Eddi|zuHause> if you have A<->B and B<->C, people going A<->C have to unload and load again at B, if instead you have A<->B<->C, they can stay in the train
12:35:03  <Eddi|zuHause> that is especially helpful with train sets that have long distance trains with low loading speed
12:35:14  <argoneus> hmm, im using NUTS
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13:21:53  <argoneus> Eddi|zuHause: but doesn't that mean I have one big loop?
13:22:03  <Eddi|zuHause> argoneus: no
13:22:06  <argoneus> or by stay in the train you mean stay in the station
13:22:24  <Eddi|zuHause> argoneus: you have a network of straight lines
13:23:08  <argoneus> Eddi|zuHause: so train from city A goes to city B, unloads passengers and goes back
13:23:18  <argoneus> another train comes from city C to city B to the same station, and loads the people?
13:23:19  <Eddi|zuHause> argoneus: you only combine A<->B and B<->C if there is no shorter direct route A<->C
13:25:28  <Eddi|zuHause> argoneus: this is the ideal network: https://en.wikipedia.org/wiki/Delaunay_triangulation
13:26:01  <argoneus> oh like that
13:26:49  <Eddi|zuHause> (except that the map is not euclidean, so this "ideal" method doesn't quite work)
13:34:33  <argoneus> note to self
13:34:37  <argoneus> don't make PAX in 1930
13:34:41  <argoneus> the cities are too small to make profit
13:36:11  <Eddi|zuHause> that is totally the opposite of my experience...
13:36:51  <SpComb> you gotta build those railway stations and claim your right-of-ways near the center of the towns before they grow too big :)
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13:37:05  <Eddi|zuHause> go through the largest cities, find two that are close (there pretty much always are), build a tram in each of them, and connect them by train
13:37:33  <Eddi|zuHause> you don't have to be too close to the town center with cdist
13:38:01  <Eddi|zuHause> just make sure the tram line between station and town center has excess capacity
13:38:25  <Eddi|zuHause> because usage will skyrocket
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14:08:30  <argoneus> huh
14:08:35  <argoneus> cargodist broke for one of my friends
14:08:50  <argoneus> it says 2200 crates of goods to reykjavik valley
14:09:03  <argoneus> he has a train refitted for goods to load them and unload at reykjavik valley, but it's stuck loading
14:09:13  <argoneus> it doesn't want to load the goods
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14:11:02  <Alberth> cdist needs a little time to adapt to new routes
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14:12:15  <Eddi|zuHause> argoneus: try sending the train empty one roundtrip
14:12:24  <argoneus> yup he fixed it
14:12:34  <argoneus> he sent it to depot and back
14:12:37  <argoneus> and now it loads
14:12:37  <argoneus> odd
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14:13:23  <Eddi|zuHause> sometimes cdist has weird effects when things take too long
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14:19:21  <Terkhen> hello
14:22:14  <Alberth> moin
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14:36:07  <argoneus> hm
14:36:23  <argoneus> is there a proper use for entry/exit signals? I figured that most of my use cases can be replaced by a single path signal
14:36:44  <argoneus> specifically in station design
14:36:50  <argoneus> I know there is but I don't remember
14:39:28  <planetmaker> there mostly is no use for bock signals when you use path signals
14:39:45  <planetmaker> for none of the block signals, including entry-, combo- and exit-signals
14:40:16  <argoneus> so block signals are only good for the tricks like throttling traffic?
14:41:46  <Alberth> the only time I went back to block signals is when I found that path signals wait for moving trains
14:41:47  <planetmaker> dunno what you mean with 'throtteling traffic'. But yes, you can use them for funky effects like building a calculator with them
14:42:16  <argoneus> Alberth: wait for moving trains?
14:42:25  <Alberth> which at high rates of incoming traffic is quite nasty :p
14:42:56  <Alberth> when a train is leaving, it waits
14:43:07  <Alberth> instead of picking another platform or so
14:43:08  <argoneus> I thought trains reserve a path before they leave
14:43:23  <Alberth> they do
14:43:39  <Alberth> I mean the next train waits for the train already there
14:43:55  <argoneus> doesn't it pick a free platform?
14:44:01  <argoneus> I thought that was the selling point
14:44:07  <Alberth> normally not a problem, except when you really cannot afford to block the entry at all
14:44:26  <Alberth> it does, but after a very short while
14:44:57  <Alberth> like I said, it's only important when you're dealing with very high rates of traffic
14:45:08  <argoneus> so um
14:45:57  <argoneus> is something like this bad? http://puu.sh/jeMIs/21a62a14f2.png
14:45:57  <Alberth> really don't worry about it
14:46:43  <Alberth> should be fine, except I'd remove the block signals directly after the junction
14:47:04  <Alberth> you want sufficient space after the junction for a train to stop
14:47:12  <argoneus> oh right
14:47:15  <argoneus> it could stop at the crossroad
14:47:18  <argoneus> and that's bad
14:47:19  <argoneus> junction*
14:47:41  <Alberth> for performance it doesn't matter, as path signals don't care about multiple trains in the block
14:48:38  <argoneus> but idk
14:48:46  <argoneus> is it bad I'm sad path signals were added? :D
14:48:54  <argoneus> block signals just take so much more thought and they look cool
14:48:55  <Alberth> why?
14:48:55  <argoneus> :(
14:49:02  <argoneus> but they're inferior
14:49:11  <Alberth> nobody forces you to use path signals
14:49:19  <argoneus> well I want to have optimized everything
14:49:42  <Alberth> premature optimization is the root of much evil :p
14:50:09  <Alberth> you're likely to waste loads of time at non-relevant parts
14:50:19  <argoneus> that's the fun part though
14:51:14  <Alberth> hmm, if you make the split after the first path signal longer, you could add a signal just before the junction
14:51:51  <Alberth> and I'd remove the connection between the 2nd and 3rd platform
14:52:21  <Alberth> let me find an example
14:52:21  <argoneus> hmm
14:57:37  <Alberth> https://devs.openttd.org/~alberth/in_out2.png
14:57:54  <Alberth> https://devs.openttd.org/~alberth/in_out.png   with less clutter
14:58:33  <Alberth> each platform has a an entry and exit shared with another platform
14:59:40  <argoneus> hmm
14:59:43  <argoneus> that looks cool
15:01:28  <Alberth> http://devs.openttd.org/~alberth/crosses.png    this is a bit closer to what you are doing, a cross before each pair of platforms
15:02:31  <Alberth> obviously, the 2nd train of a pair cannot move while the 1st is moving and vice-versa
15:02:46  <Alberth> if your loading times are long enough, that's not a problem
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15:06:09  <argoneus> thanks :3
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15:08:19  <Alberth>   http://devs.openttd.org/~alberth/messy_inout.png   don't be too sure, it may get messy :p
15:08:50  <Alberth> partly also because of other tracks nearby, and industries and other stations that are in the way :p
15:09:19  <argoneus> ._.
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18:37:03  <DanMacK> Hey all
18:37:09  <DanMacK> @seen andythenorth
18:37:09  <DorpsGek> DanMacK: andythenorth was last seen in #openttd 7 hours, 54 minutes, and 29 seconds ago: <andythenorth> maybe not right now, but in 2 weeks, after holidays
18:39:27  *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has quit []
18:39:39  <argoneus> is there a quick way to show current amount of players on a website?
18:39:48  <argoneus> without implementing the whole admin port thing
18:43:00  <Eddi|zuHause> anyone find it amazing that dan comes here, does his usual thing, and gets the reply "i'm back in 2 weeks"? :p
18:44:11  <Eddi|zuHause> argoneus: sure, just use the interface the game uses to get server info
18:44:26  <Eddi|zuHause> which is one single UDP package
18:44:58  <argoneus> oki, thanks
18:45:09  <argoneus> one more thing
18:45:25  <argoneus> do you think it's a bad idea to poll for this every time someone loads the website? like maybe have it on a cron and store it in redis or whatver?
18:45:35  <argoneus> I'm not an experienced webdev (._.)
18:45:48  <Eddi|zuHause> UDP packages are very lightweight
18:46:12  <Eddi|zuHause> the game sends hundreds of them out every time you open the server page
18:46:30  <argoneus> yeah but if I put it on a website
18:46:38  <argoneus> then people could use that to ddos the server kinda
18:46:39  <argoneus> no?
18:46:54  <argoneus> then again
18:47:00  <argoneus> they might as well start the game, find it in the server list and ddos that
18:47:41  <Eddi|zuHause> you'll have quite a hard time DDOS-ing anything through UDP
18:47:58  <argoneus> you can still flood the line
18:48:07  <argoneus> and make requests take longer
18:48:12  <argoneus> or throw them away
18:48:24  <Eddi|zuHause> UDP packages are thrown away all the time
18:48:47  <Eddi|zuHause> which is why the game sends out like 3 equvalent ones in the hope at least one gets through
18:49:24  <argoneus> hmm
18:49:33  <argoneus> is there any doc for this basic server info pack(et|age?)
18:49:40  <argoneus> or do I need to dig in source
18:49:58  <argoneus> I can't seem to find it on the wiki
18:50:00  <Eddi|zuHause> i'm fairly sure there is an explanation for this somewhere
18:50:37  <argoneus> on wiki or in doxygen?
18:50:58  <Eddi|zuHause> i'd try doxygen
18:52:25  <Alberth> sure that'd be more efficient than just doing the admin port thingie?
18:53:21  <argoneus> Alberth: isn't it a bad idea to query the admin port every time someone loads the website?
18:53:58  <argoneus> then again I always worry about how to make things properly and in the end I don't even have a working prototype because I get bored
18:54:02  <argoneus> argh
18:57:14  <frosch123> argoneus: https://dev.openttdcoop.org/projects/openttdlib <- i think you are looking for that
19:02:44  <Alberth> argoneus: I am just very amazed about "admin port is too much work, let's do custom source code checking and hacking to get an inferior partial solution instead"
19:03:24  <argoneus> well, but
19:03:27  <argoneus> well, you're right
19:03:27  <argoneus> ._.
19:03:36  <Alberth> argoneus: given that there exist servers today that use the admin port, I'd say it can't be that bad :)
19:03:45  <argoneus> but do I want to cache the information
19:03:50  <argoneus> or query for it evertime someone loads the website
19:03:54  <argoneus> I'm not sure how heavy it is
19:04:12  <argoneus> it won't matter in my case but exercise is exercise
19:04:21  <Alberth> I said something about premature optimization already didn't I?  :)
19:04:32  <argoneus> yeah but
19:04:48  <Alberth> no way to know in advance, just try it, and optimize when needed
19:04:54  <Alberth> imho
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19:05:47  <Eddi|zuHause> how many million views per minute do you think your website gets?
19:06:06  <Rubidium> O(nano)?
19:06:30  <argoneus> like 0.000005 million
19:06:38  <Eddi|zuHause> that is about the order of magnitude i think that "performance" should even enter the consideration
19:06:49  <argoneus> it's just that
19:06:58  <argoneus> you hear these nightmare stories
19:07:03  <argoneus> how people made some random shit project, and it blew up
19:07:08  <argoneus> and then they couldn't handle the traffic and it fucked up
19:07:34  <argoneus> then again if you get a facebook esque that blows up I assume fixing your infrastructure is the least of your problems with all the money you have
19:07:35  <Rubidium> it's not like the OpenTTD website is optimised, but it survived slashdot fairly easily
19:07:36  <__ln__> http://www.n-tv.de/ticker/Fremdes-U-Boot-vor-der-schwedischen-Kueste-gefunden-article15603086.html
19:07:36  <Eddi|zuHause> sure. but for every such project that blew up, a million projects didn't blow up.
19:07:42  <frosch123> just redirect people to pikkas fundraiser, if the load is too big
19:07:43  <Eddi|zuHause> it's just how it works...
19:07:58  <argoneus> so basically
19:08:03  <argoneus> for random projects, functionality > scalability?
19:08:24  <Eddi|zuHause> __ln__: didn't we go through this last year already?
19:08:26  <argoneus> I just keep underestimating today's computers
19:09:19  <__ln__> Eddi|zuHause: there was no physical evidence of a submarine back then; now they've found one.
19:09:34  <Eddi|zuHause> __ln__: i'm sure it's totally unrelated
19:10:12  <Rubidium> argoneus: good practice is to write simple to understand code and optimize the hot spots. Arguably you can get more performance gain from tuning the web server / php / python than querying the server
19:10:37  <Rubidium> if you're that concerned about performance for a connecting client, then just generate static HTML every X seconds
19:10:59  <glx> and your wrapper around admin port can do all the necessary caching
19:11:06  <Alberth> argoneus: scalability is a non-issue until you actually have functionality
19:11:59  <glx> (if caching is really needed)
19:12:14  <argoneus> I don't even know how to cache :<
19:12:42  <Eddi|zuHause> argoneus: the point is, you don't have to know. just prepare your code to have a cache added later, when the need arises
19:13:28  <argoneus> yeah I don't even know how to do that, I don't do webdev
19:13:35  <Eddi|zuHause> argoneus: there are definitely standard solutions for caching
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19:44:12  <NGC3982> So
19:44:20  <NGC3982> I started this EVE thing
19:44:35  <NGC3982> And i haven't used the rest of the internet for the last year.
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19:57:18  <Supercheese> that is precisely why I checked out EVE and said, "Nope."
19:57:27  <Supercheese> would be far too consuming
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20:36:35  <Terkhen> good night
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21:39:56  <Wolf01>  A train cannot turn it's direction on the rail by itself or magic game mechanic. This is different to games like OpenTTD!
21:39:59  <Wolf01> f**k
21:40:01  <Wolf01> :D
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21:40:41  <Wolf01> need to build a double headed train
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22:13:11  <peter1138> what game?
22:16:26  <Wolf01> factorio
22:16:49  <Wolf01> http://www.factorioforums.com/wiki/index.php?title=Vehicle/Train/Reverse_driving
22:20:41  <Wolf01> the manual driving, shunting and rolling stock connection is wonderful *_*
22:21:17  <Wolf01> too bad I have other things to do, like killing those zerg
22:39:58  <Nemoder> the factorio trains are pretty cool except by the time you've built enough stations for them to be useful you already have all the resources you need to finish the game
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23:24:54  <Wolf01> 'night
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