stash_all_items() treated any keep item remaining after transfer_items() as "this tab is full", paged through every stash tab, and on the last page called stash_full() -> taskkill D2R + a false Discord "stash full" alert. A transfer can fail for non-fullness reasons (equipped-area click guard, transient UI), so this could kill the game on a stash that has free slots. Fix: before declaring a tab full, check EmptyStashSlot. If a slot is free but the transfer still failed, count it as a transfer failure (cap 2) and bail, leaving items in inventory -- never advance tabs / call stash_full() on a non-full page. Also fix a leftover >3 page bound (-> >5) in the same loop. Add a `stash` scenario to tools/testbed.py (self-bootstraps: main menu -> create game -> walk -> open stash -> run stashing; `all` widens the scan to all 10 columns to exercise the keep-item branch) and extract the conda-env SSL cert workaround into a shared _patch_ssl() helper. Document as Bug 19. Co-Authored-By: Claude Opus 4.8 <[email protected]>
199 lines
7.9 KiB
Python
199 lines
7.9 KiB
Python
"""
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Testbed: named in-game test runs for individual bot subsystems.
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Each scenario assumes D2R is in the required state (noted below), runs ONE
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subsystem in isolation, and reports — so features can be tested and improved
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without farming runs around them.
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<botty-env-python> tools/testbed.py <scenario>
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Scenarios:
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binds Verify + auto-set skill hotkeys from params/profile (in a game).
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capture Capture skill-slot icon templates for the current binds (in a game).
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audit Audit all stash pages against the current pickit; list FREE-able
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items (in a game, stash OPEN).
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gems Force-run the gem transmute routine: cube flawless -> perfect from
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stash, restock per stash_destination (in a game, stash OPEN).
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stash Force-run the stashing routine: deposit gold + stash keep-flagged
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inventory items, with page rotation (in a game, stash OPEN).
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keyo Verify Controls-page key bindings (.keyo) match params (anywhere;
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--fix requires D2R closed).
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loot Unit-check pickup priority order + dive-mode flag (no game needed).
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State tip: to get 'stash OPEN with the bot paused', start the bot, and the
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moment the log prints 'Stashing items', press F11 — or run a watcher like
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log/_stash_pause_watcher.ps1.
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"""
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import os
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import subprocess
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import sys
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TOOLS = os.path.dirname(os.path.abspath(__file__))
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ROOT = os.path.dirname(TOOLS)
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PY = sys.executable
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def _run_tool(script: str, *args) -> int:
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return subprocess.call([PY, os.path.join(TOOLS, script), *args], cwd=ROOT)
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def _patch_ssl():
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# The conda env's python chokes on a malformed cert in the Windows store
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# (ssl.SSLError: ASN1 NOT_ENOUGH_DATA) when aiohttp builds its default
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# context at import time. Fall back to certifi's bundle.
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import ssl
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_orig = ssl.SSLContext.load_default_certs
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def _safe(self, purpose=ssl.Purpose.CLIENT_AUTH):
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try:
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_orig(self, purpose)
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except ssl.SSLError:
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try:
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import certifi
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self.load_verify_locations(certifi.where())
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except Exception:
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pass
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ssl.SSLContext.load_default_certs = _safe
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def _gems() -> int:
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sys.path.insert(0, os.path.join(ROOT, "src"))
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_patch_ssl()
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import ctypes
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ctypes.windll.user32.SetProcessDPIAware()
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import time
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print("Stash must be OPEN in-game. Forcing gem transmute in 5s...")
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time.sleep(5)
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from screen import start_detecting_window, stop_detecting_window
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from game_stats import GameStats
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from transmute import Transmute
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start_detecting_window()
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try:
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Transmute(GameStats()).run_transmutes(force=True)
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finally:
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stop_detecting_window()
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return 0
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def _stash() -> int:
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sys.path.insert(0, os.path.join(ROOT, "src"))
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_patch_ssl()
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import ctypes
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ctypes.windll.user32.SetProcessDPIAware()
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import time
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print("Requires being in a game, in town. Running stash routine in 5s...")
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time.sleep(5)
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from screen import start_detecting_window, stop_detecting_window, grab
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start_detecting_window()
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try:
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from config import Config
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from inventory import personal, common
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from inventory import stash as stash_state
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from ui_manager import is_visible, ScreenObjects
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img = grab()
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stash_open = (is_visible(ScreenObjects.GoldBtnStash, img)
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or is_visible(ScreenObjects.GoldBtnInventory, img))
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if not stash_open:
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print("stash: stash UI not open — walking to the stash chest...")
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import template_finder
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from ui import main_menu
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from pather import Pather
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from item.pickit import PickIt
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from town import TownManager, A1, A2, A3, A4, A5
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pather = Pather()
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if Config().char["type"] in ("hammerdin", "paladin"):
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from char.paladin.hammerdin import Hammerdin
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char = Hammerdin(Config().hammerdin, pather, PickIt())
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else:
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from char.basic import Basic
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char = Basic(Config().basic, pather)
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char.discover_capabilities()
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tm = TownManager(A1(pather, char), A2(pather, char), A3(pather, char),
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A4(pather, char), A5(pather, char))
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if template_finder.search(main_menu.MAIN_MENU_MARKERS, grab(), best_match=True).valid:
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print("stash: on main menu — creating a game first...")
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if not main_menu.start_game():
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print("stash: FAIL — could not create a game from the main menu")
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return 1
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act = tm.wait_for_town_spawn()
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else:
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act = tm.detect_current_act()
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if act is None:
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print("stash: FAIL — no town marker found (is the char in town?)")
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return 1
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if not tm.open_stash(act):
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print("stash: FAIL — could not open the stash chest")
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return 1
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if not common.wait_for_left_inventory():
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print("stash: FAIL — stash UI not detected after opening")
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return 1
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# "all" widens the scan to all 10 inventory columns so existing items
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# (charms etc. in cols 4-9) get inspected — used to exercise the
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# keep-item transfer branch when the loot columns (0-3) are empty.
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if "all" in sys.argv[2:]:
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prev_cols = Config().char["num_loot_columns"]
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Config().char["num_loot_columns"] = 10
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print(f"stash: scanning all 10 columns (was {prev_cols}) to test keep-item path")
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items = personal.inspect_items(grab(), close_window=False, ignore_sell=True) or []
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keep = [i for i in items if i.keep]
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print(f"stash: inventory has {len(items)} item(s), {len(keep)} flagged keep"
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+ (f" ({', '.join(i.name for i in keep)})" if keep else ""))
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pages = stash_state.get_curr_stash()
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print(f"stash: starting pages — items={pages['items']}, gold={pages['gold']}")
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personal.set_inventory_gold_full(True) # force the gold-deposit branch
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left = personal.stash_all_items(items if keep else None)
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leftover = [i for i in (left or []) if i.keep]
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gold_done = is_visible(ScreenObjects.GoldNone)
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print(f"stash: gold deposited: {'yes' if gold_done else 'NO — gold still in inventory'}")
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if leftover:
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print(f"stash: FAIL — {len(leftover)} keep item(s) left in inventory: "
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f"{', '.join(i.name for i in leftover)}")
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return 1
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print("stash: PASS — gold branch ran and no keep items left in inventory")
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return 0
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finally:
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stop_detecting_window()
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def _loot() -> int:
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sys.path.insert(0, os.path.join(ROOT, "src"))
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_patch_ssl()
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import time
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import health_manager as hm
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from item.pickit import PickIt
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class FakeItem:
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def __init__(self, name, dist):
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self.Name, self.Distance = name, dist
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items = [FakeItem("SUPER MANA POTION", 50), FakeItem("JAH RUNE", 400), FakeItem("700 GOLD", 20)]
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ordered = sorted(items, key=lambda i: (0 if PickIt._is_high_value(i) else 1, i.Distance))
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assert ordered[0].Name == "JAH RUNE", [i.Name for i in ordered]
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hm.set_loot_priority(True, duration=0.2)
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assert hm.loot_priority_active()
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time.sleep(0.3)
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assert not hm.loot_priority_active()
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print("loot: PASS (Jah-first ordering, dive flag + expiry)")
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return 0
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def main():
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scenarios = {
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"binds": lambda: _run_tool("set_binds_from_params.py"),
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"capture": lambda: _run_tool("capture_skill_hotkeys.py"),
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"audit": lambda: _run_tool("audit_stash_pickit.py"),
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"keyo": lambda: _run_tool("set_controls_keyo.py", *sys.argv[2:]),
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"gems": _gems,
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"stash": _stash,
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"loot": _loot,
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}
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if len(sys.argv) < 2 or sys.argv[1] not in scenarios:
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print(__doc__)
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raise SystemExit(1)
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raise SystemExit(scenarios[sys.argv[1]]())
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if __name__ == "__main__":
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main()
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