Improve the build system
- The SCons option system is now used for validation - An help message can now be displayed using `scons -h` - New `use_mingw` option to compile using MinGW on Windows - Removed `arch` in favor of `bits` - Renamed `headers` to `headers_dir` - Built libraries now contain the target in the file namepull/171/head
parent
499300ea6a
commit
46fe7ada03
152
SConstruct
152
SConstruct
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@ -1,6 +1,6 @@
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#!python
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#!python
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import os, subprocess, platform
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import os, subprocess, platform, sys
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def add_sources(sources, dir, extension):
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def add_sources(sources, dir, extension):
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@ -8,80 +8,95 @@ def add_sources(sources, dir, extension):
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if f.endswith('.' + extension):
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if f.endswith('.' + extension):
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sources.append(dir + '/' + f)
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sources.append(dir + '/' + f)
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# Try to detect the host platform automatically
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# This is used if no `platform` argument is passed
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if sys.platform.startswith('linux'):
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host_platform = 'linux'
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elif sys.platform == 'darwin':
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host_platform = 'osx'
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elif sys.platform == 'win32':
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host_platform = 'windows'
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else:
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raise ValueError('Could not detect platform automatically, please specify with platform=<platform>')
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opts = Variables([], ARGUMENTS)
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opts.Add(EnumVariable('platform', 'Target platform', host_platform, ('linux', 'osx', 'windows')))
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opts.Add(EnumVariable('bits', 'Target platform bits', 'default', ('default', '32', '64')))
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opts.Add(BoolVariable('use_llvm', 'Use the LLVM compiler - only effective when targeting Linux', False))
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opts.Add(BoolVariable('use_mingw', 'Use the MinGW compiler - only effective on Windows', False))
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# Must be the same setting as used for cpp_bindings
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opts.Add(EnumVariable('target', 'Compilation target', 'debug', ('debug', 'release')))
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opts.Add(PathVariable('headers_dir', 'Path to the directory containing Godot headers', 'godot_headers'))
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env = Environment()
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env = Environment()
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host_platform = platform.system()
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opts.Update(env)
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target_platform = ARGUMENTS.get('p', ARGUMENTS.get('platform', 'linux'))
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Help(opts.GenerateHelpText(env))
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target_arch = ARGUMENTS.get('a', ARGUMENTS.get('arch', '64'))
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# default to debug build, must be same setting as used for cpp_bindings
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target = ARGUMENTS.get('target', 'debug')
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# Local dependency paths, adapt them to your setup
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godot_headers = ARGUMENTS.get('headers', 'godot_headers')
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result_path = 'bin'
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result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
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is64 = sys.maxsize > 2**32
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if env['bits'] == 'default':
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env['bits'] = '64' if is64 else '32'
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if target_platform == 'linux':
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if env['platform'] == 'linux':
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result_name += '.linux.' + target_arch
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if env['use_llvm']:
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if ARGUMENTS.get('use_llvm', 'no') == 'yes':
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env['CXX'] = 'clang++'
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env['CXX'] = 'clang++'
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env.Append(CCFLAGS = [ '-fPIC', '-g', '-std=c++14', '-Wwrite-strings' ])
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env.Append(CCFLAGS=['-fPIC', '-g', '-std=c++14', '-Wwrite-strings'])
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env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ])
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env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
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if target == 'debug':
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if env['target'] == 'debug':
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env.Append(CCFLAGS = ['-Og'])
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env.Append(CCFLAGS=['-Og'])
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elif env['target'] == 'release':
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env.Append(CCFLAGS=['-O3'])
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if env['bits'] == '64':
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env.Append(CCFLAGS=['-m64'])
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env.Append(LINKFLAGS=['-m64'])
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elif env['bits'] == '32':
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env.Append(CCFLAGS=['-m32'])
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env.Append(LINKFLAGS=['-m32'])
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elif env['platform'] == 'osx':
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if env['bits'] == '32':
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raise ValueError('Only 64-bit builds are supported for the macOS target.')
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env.Append(CCFLAGS=['-g', '-std=c++14', '-arch', 'x86_64'])
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env.Append(LINKFLAGS=['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])
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if env['target'] == 'debug':
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env.Append(CCFLAGS=['-Og'])
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elif env['target'] == 'release':
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env.Append(CCFLAGS=['-O3'])
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elif env['platform'] == 'windows':
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# This makes sure to keep the session environment variables on Windows
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# This way, you can run SCons in a Visual Studio 2017 prompt and it will find all the required tools
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if env['bits'] == '64':
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env.Override(os.environ)
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env.Append(TARGET_ARCH='amd64')
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elif env['bits'] == '32':
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env.Override(os.environ)
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env.Append(TARGET_ARCH='x86')
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if host_platform == 'windows' and not env['use_mingw']:
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# MSVC
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env.Append(LINKFLAGS=['/WX'])
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if env['target'] == 'debug':
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env.Append(CCFLAGS=['/EHsc', '/D_DEBUG', '/MDd'])
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elif env['target'] == 'release':
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env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD'])
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else:
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else:
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env.Append(CCFLAGS = ['-O3'])
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# MinGW
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if env['bits'] == '64':
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env['CXX'] = 'x86_64-w64-mingw32-g++'
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elif env['bits'] == '32':
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env['CXX'] = 'i686-w64-mingw32-g++'
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if target_arch == '32':
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env.Append(CCFLAGS=['-g', '-O3', '-std=c++14', '-Wwrite-strings'])
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env.Append(CCFLAGS = [ '-m32' ])
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env.Append(LINKFLAGS=['--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++'])
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env.Append(LINKFLAGS = [ '-m32' ])
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elif target_arch == '64':
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env.Append(CCFLAGS = [ '-m64' ])
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env.Append(LINKFLAGS = [ '-m64' ])
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elif target_platform == 'windows':
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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if (target_arch == '64'):
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env = Environment(ENV = os.environ, TARGET_ARCH='amd64')
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else:
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env = Environment(ENV = os.environ, TARGET_ARCH='x86')
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result_name += '.windows.' + target_arch
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if host_platform == 'Windows':
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result_name += '.lib'
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env.Append(LINKFLAGS = [ '/WX' ])
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if target == 'debug':
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env.Append(CCFLAGS = ['/EHsc', '/D_DEBUG', '/MDd' ])
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else:
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env.Append(CCFLAGS = ['/O2', '/EHsc', '/DNDEBUG', '/MD' ])
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else:
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if target_arch == '32':
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env['CXX']='i686-w64-mingw32-g++'
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elif target_arch == '64':
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env['CXX']='x86_64-w64-mingw32-g++'
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env.Append(CCFLAGS = [ '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
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env.Append(LINKFLAGS = [ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++' ])
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elif target_platform == 'osx':
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if ARGUMENTS.get('use_llvm', 'no') == 'yes':
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env['CXX'] = 'clang++'
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# Only 64-bits is supported for OS X
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target_arch = '64'
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result_name += '.osx.' + target_arch
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env.Append(CCFLAGS = [ '-g','-O3', '-std=c++14', '-arch', 'x86_64' ])
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env.Append(LINKFLAGS = [ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup' ])
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env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core'])
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env.Append(CPPPATH=['.', env['headers_dir'], 'include', 'include/core'])
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# Generate bindings?
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# Generate bindings?
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json_api_file = ''
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json_api_file = ''
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json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
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json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
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if ARGUMENTS.get('generate_bindings', 'no') == 'yes':
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if ARGUMENTS.get('generate_bindings', 'no') == 'yes':
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# actually create the bindings here
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# Actually create the bindings here
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import binding_generator
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import binding_generator
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binding_generator.generate_bindings(json_api_file)
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binding_generator.generate_bindings(json_api_file)
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add_sources(sources, 'src/core', 'cpp')
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add_sources(sources, 'src/core', 'cpp')
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add_sources(sources, 'src', 'cpp')
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add_sources(sources, 'src', 'cpp')
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library = env.StaticLibrary(
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library = env.StaticLibrary(target=result_path + '/' + result_name, source=sources)
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target='bin/' + 'libgodot-cpp.{}.{}.{}'.format(env['platform'], env['target'], env['bits']), source=sources
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)
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Default(library)
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Default(library)
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