Rework the PA junction to match the reference drawing: yellow = PA -> highway (entry), red = highway -> PA (exit). Entry and exit swap sides (entry now EAST, exit WEST) and both trunks hug the PA perimeter instead of running concentric spirals. The simplification: both carriageways sit at the same deck level, adjacent, so the median opening IS the far-side access path. The under-deck crossing and merge runs are deleted outright -- 8 runs collapse to 4, and the girder-soffit ceiling logic that constrained the crossing goes with them. Part count 24,210 -> 21,691. The median opening is now load-bearing rather than cosmetic (it is the only route from the far carriageway to the ramps), so it widens from 6 to 9 samples per junction. Orientation is a single flip-able constant (ORIENT) so a mirrored result is a one-line correction, not a rewrite. Measured on the built map (not asserted): - 600 entry + 600 exit ramp parts - max grade 8.00% / 8.27%, under the 9% limit - 0 collisions with piers/masts/girders (558 structural parts) - segment continuity <= 2.5 studs; trunk->merge handoff <= 1.7 studs - merge lands at dY 0.0 (exact deck level), 33 studs lateral - median open at junctions: 0 parts vs. control ~7 on plain mainline Two traps worth recording, both caught by controls: 1. Studio's require() cache silently rebuilt STALE code. The first "passing" build reported 17,575 parts and zero ramps, and the map contained PAOffRamp/PAOnRamp parts whose names exist nowhere in the current source. Every measurement taken before this was describing an old map. Added tools/rebuild_fresh.luau, which clones the module to bust the cache; use it rather than requiring MapBuilder directly. 2. A reported "median never opens" bug was a bad probe, not a defect. It counted `Barrier` (the outer edge parapet, which must NEVER open) instead of `Median_<i>`. Re-run against the right name: control 7, junctions 0. Both were only visible because the probes carry controls -- a 0-hit result with no control is vacuous. The verification harnesses are kept in tools/ with their controls built in.
188 lines
5.1 KiB
Luau
188 lines
5.1 KiB
Luau
-- Headless verification of the four C1 fidelity fixes.
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-- Asserts NUMBERS the build produced, not "the build ran".
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local sss = game:GetService("ServerScriptService")
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local orig = sss:FindFirstChild("MapBuilder", true)
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if not orig then
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return "FAIL: MapBuilder not found"
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end
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-- Freshness gate: prove we are measuring the NEW source before trusting anything.
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local fresh = {}
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for _, tok in ipairs({ "WIDE_ROAD_WIDTH", "BridgeGirder", "GinzaOverpass", "isJctSample", "GIRDER_H" }) do
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fresh[#fresh + 1] = tok .. "=" .. tostring(orig.Source:find(tok, 1, true) ~= nil)
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end
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-- Fresh-require so Studio's module cache cannot serve a stale copy.
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local clone = orig:Clone()
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clone.Name = "MapBuilder_Verify"
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clone.Parent = orig.Parent
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local okM, MB = pcall(require, clone)
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if not okM then
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clone:Destroy()
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return "FAIL require: " .. tostring(MB)
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end
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local okB, map = pcall(MB.build)
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if not okB then
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clone:Destroy()
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return "FAIL build: " .. tostring(map)
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end
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local Circuit = require(game:GetService("ReplicatedStorage"):FindFirstChild("Circuit", true))
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local counts = {}
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local decks = {}
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for _, d in ipairs(map:GetDescendants()) do
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if d:IsA("BasePart") then
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counts[d.Name] = (counts[d.Name] or 0) + 1
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local idx = d.Name:match("^Road_(%d+)$")
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if idx then
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decks[tonumber(idx)] = d
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end
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end
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end
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local out = {}
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local function line(s)
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out[#out + 1] = s
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end
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line("FRESHNESS: " .. table.concat(fresh, " "))
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-- FIX 1: bridge flag wired up ------------------------------------------------
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local nBridgeSamples = 0
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for _, s in ipairs(Circuit.samples) do
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if s.bridge then
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nBridgeSamples += 1
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end
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end
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local girders = counts["BridgeGirder"] or 0
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line(
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("FIX1 bridge flag: samples=%d girders=%d piercaps=%d piercols=%d -> %s"):format(
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nBridgeSamples,
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girders,
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counts["PierCap"] or 0,
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counts["PierColumn"] or 0,
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(girders >= nBridgeSamples * 0.5 and girders > 0) and "PASS" or "FAIL"
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)
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)
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-- FIX 2: Ginza overpasses with piers between the carriageways ----------------
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local ov, pier = counts["GinzaOverpass"] or 0, counts["OverpassPier"] or 0
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line(
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("FIX2 Ginza 跨道橋: overpass=%d pier=%d parapet=%d -> %s"):format(
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ov,
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pier,
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counts["OverpassParapet"] or 0,
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(ov > 0 and pier == ov) and "PASS" or "FAIL"
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)
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)
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-- Piers must actually sit BETWEEN the carriageways (near the centreline),
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-- not off to one side -- that is the whole point of the fix.
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local worstPier = 0
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for _, d in ipairs(map:GetDescendants()) do
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if d.Name == "OverpassPier" then
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local best = math.huge
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for i, s in ipairs(Circuit.samples) do
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if s.piece == "Ginza" then
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local dd = (Vector3.new(s.pos.X, 0, s.pos.Z) - Vector3.new(d.Position.X, 0, d.Position.Z)).Magnitude
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best = math.min(best, dd)
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local _ = i
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end
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end
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worstPier = math.max(worstPier, best)
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end
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end
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line(("FIX2 pier centreline offset: worst=%.2f studs -> %s"):format(worstPier, worstPier < 6 and "PASS" or "FAIL"))
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-- FIX 3: 40 km/h plates in junctions ----------------------------------------
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local n40, n50 = 0, 0
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for _, d in ipairs(map:GetDescendants()) do
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if d.Name == "SpeedLimitSign" then
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for _, g in ipairs(d:GetDescendants()) do
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if g:IsA("TextLabel") then
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if g.Text == "40" then
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n40 += 1
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elseif g.Text == "50" then
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n50 += 1
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end
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break
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end
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end
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end
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end
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line(("FIX3 speed plates: 40kmh=%d 50kmh=%d -> %s"):format(n40, n50, (n40 > 0 and n50 > 0) and "PASS" or "FAIL"))
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-- FIX 4: Shiodome 3+3 widening ----------------------------------------------
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local shioW, baseW, shioN, baseN = 0, 0, 0, 0
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for i, s in ipairs(Circuit.samples) do
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local d = decks[i]
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if d then
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if s.piece == "Shiodome" then
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shioW += d.Size.X
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shioN += 1
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elseif s.piece == "Kasumigaseki" then
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baseW += d.Size.X
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baseN += 1
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end
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end
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end
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shioW = shioN > 0 and shioW / shioN or 0
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baseW = baseN > 0 and baseW / baseN or 0
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line(
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("FIX4 deck width: Shiodome avg=%.1f Kasumigaseki avg=%.1f -> %s"):format(
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shioW,
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baseW,
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(shioW > baseW + 8) and "PASS" or "FAIL"
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)
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)
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-- Lane boundary count: 3 lanes per side needs 2 boundary lines per side.
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local function boundariesNear(zone)
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local best, bestI = math.huge, nil
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for i, s in ipairs(Circuit.samples) do
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if s.piece == zone then
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bestI = bestI or i
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best = 0
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end
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end
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local _ = best
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return bestI
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end
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local si = boundariesNear("Shiodome")
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local nLines = 0
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if si and decks[si] then
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local c = decks[si].Position
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for _, d in ipairs(map:GetDescendants()) do
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if (d.Name == "LaneLine" or d.Name == "Dash") and (d.Position - c).Magnitude < 40 then
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nLines += 1
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end
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end
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end
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line(("FIX4 lane boundaries near Shiodome sample %s: %d markings"):format(tostring(si), nLines))
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-- REGRESSION: no holes in the deck, seam lips still within tolerance --------
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local holes, maxLip = 0, 0
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local n = #Circuit.samples
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for i = 1, n do
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local a, b = decks[i], decks[(i % n) + 1]
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if a and b then
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local lip = math.abs((a.Position.Y + a.Size.Y / 2) - (b.Position.Y + b.Size.Y / 2))
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maxLip = math.max(maxLip, lip)
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elseif not a then
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holes += 1
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end
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end
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line(
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("REGRESSION decks=%d holes=%d maxSeamLip=%.3f -> %s"):format(
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n,
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holes,
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maxLip,
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(holes == 0 and maxLip <= 0.30) and "PASS" or "FAIL"
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)
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)
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map:Destroy()
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clone:Destroy()
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return table.concat(out, "\n")
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