- migration 022 drops utterances.advances_to_utterance_id and .effect, which the parent-only/child-count dialogue model never used; purge their references. - rewrite docs/story-graph.md to match what was built (parent-child utterances, vertical mystery graph, graph runtime, gate stubs). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
192 lines
9.7 KiB
Markdown
192 lines
9.7 KiB
Markdown
# Story flow graph: the mystery editor
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Status: **implemented** (migrations `018`–`021`). A mystery plays as a walk of an
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authored node graph; the slot/chapter model has been retired in a clean cutover.
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Gates are stubbed and the LLM gate is not built (see *Implemented vs deferred*).
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Builds on the NPC/dialogue work in [narrative-todo.md](narrative-todo.md).
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## Concept
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A mystery is a **directed graph of nodes**. Each node has one implicit input and N
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output **terminals**; a terminal carries its single outgoing wire (`to_node_id`) —
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there is no separate edges table. A playthrough walks the graph from the mystery's
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single **entrypoint node** (`mysteries.entry_node_id`).
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- At the **node level** cycles are allowed (a gate can route back to a level). The
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runtime only advances a node when the player acts, so loops never spin on their own.
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- Within a **dialogue node** the utterances form a **tree** (each utterance has one
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parent), so back-edges/loops are not expressible there yet.
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## Node types
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| type | what it does | terminals |
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|---|---|---|
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| `cutscene` | Renders a bespoke React component chosen from a frontend registry (`component_key`), e.g. a title card. Opaque to the graph so set-pieces don't clutter the dialogue tree. | usually 1 (`continue`) |
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| `dialogue` | The standard NPC dialogue box, driven by an utterance tree (NPC lines + player choices). | 1+ (e.g. `continue`, or `proceed`/`retry` for a branch) |
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| `level` | Instantiates a playable board from a level template version and hands over to the investigation. | 1 (`report_back`) |
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| `det_gate` | Deterministic gate. **Currently a stub**: auto-follows its first terminal. Intended to inspect the previous node's output (a level's case report, a dialogue's chosen path) and route accordingly. | 1+ |
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| `llm_gate` | LLM gate — **not implemented**. Intended: read allowlisted player state, return one terminal key (constrained output). | 1+ |
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Gates are resolved server-side during `advance` and never surfaced to the player.
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## Data model
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Two core tables plus `utterances`; type-specific scalars are folded onto the node
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(kept honest by CHECKs) rather than in per-type subtype tables.
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```sql
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CREATE TABLE osint.story_nodes (
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id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
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mystery_id UUID NOT NULL REFERENCES osint.mysteries(id) ON DELETE CASCADE,
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node_type TEXT NOT NULL CHECK (node_type IN ('cutscene','dialogue','level','det_gate','llm_gate')),
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label TEXT NOT NULL DEFAULT '',
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has_utterances BOOLEAN NOT NULL DEFAULT FALSE,
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xpos DOUBLE PRECISION NOT NULL,
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ypos DOUBLE PRECISION NOT NULL,
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-- Folded, type-specific scalars. Nullable during authoring; "required for type"
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-- is a publish-time concern, so only these exclusion CHECKs are enforced.
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level_template_version_id UUID REFERENCES osint.level_template_versions(id),
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component_key TEXT, -- cutscene: frontend component; gate: (future) backend gate fn
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CHECK (level_template_version_id IS NULL OR node_type = 'level'),
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CHECK (component_key IS NULL OR node_type IN ('cutscene','det_gate','llm_gate'))
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);
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-- Output ports. A terminal owns its single outgoing wire; no edges table.
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CREATE TABLE osint.story_node_terminals (
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id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
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parent_node_id UUID NOT NULL REFERENCES osint.story_nodes(id) ON DELETE CASCADE,
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terminal_key TEXT NOT NULL,
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label TEXT NOT NULL DEFAULT '',
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to_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL, -- NULL = unwired/end
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sort_order INTEGER NOT NULL DEFAULT 0,
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UNIQUE (parent_node_id, terminal_key)
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);
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-- Same-mystery integrity for to_node_id is enforced in the repository (not a
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-- DB trigger). entry_node_id is nullable so nodes can be inserted before it is set.
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ALTER TABLE osint.mysteries ADD COLUMN entry_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL;
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```
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### Utterances — a dialogue node's content
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One table for both NPC lines and player choices, distinguished by `utterer`.
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```sql
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CREATE TABLE osint.utterances (
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id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
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node_id UUID NOT NULL REFERENCES osint.story_nodes(id) ON DELETE CASCADE,
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utterer TEXT NOT NULL DEFAULT 'npc' CHECK (utterer IN ('npc','player')),
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npc_id UUID REFERENCES osint.npcs(id), -- speaker for NPC lines; NULL for player choices
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pose_key TEXT, -- resolved with the usual pose fallback
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text TEXT NOT NULL DEFAULT '',
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parent_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE CASCADE, -- the utterance this one follows
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advances_to_utterance_id UUID REFERENCES osint.utterances(id) ON DELETE SET NULL, -- VESTIGIAL / unused (see below)
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terminal_id UUID REFERENCES osint.story_node_terminals(id) ON DELETE SET NULL, -- exit: leave the node via this terminal
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effect TEXT, -- reserved side-effect hook (unused)
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xpos DOUBLE PRECISION NOT NULL DEFAULT 0, -- position in the utterance sub-canvas
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ypos DOUBLE PRECISION NOT NULL DEFAULT 0,
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sort_order INTEGER NOT NULL DEFAULT 0
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);
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```
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**The model is parent-only with count-based meaning.** An utterance's *children*
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(the utterances whose `parent_utterance_id` points to it) are what come after it:
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- **0 children** + `terminal_id` set ⇒ this line **exits** the node via that terminal.
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- **1 child** ⇒ **linear** next line (rendered as a solid wire).
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- **2+ children** ⇒ **player options** (rendered as dotted wires); by convention the
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children are `player` utterances and the parent is an NPC prompt.
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The root of a node's tree is the utterance with no parent. `advances_to_utterance_id`
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is a leftover column from an earlier design and is **not used**; a follow-up
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migration can drop it. Because each utterance has a single parent the graph is a
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tree — no back-edges/loops within a node yet.
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### Cutscene component registry (frontend)
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Mirrors the exhibit registry: `component_key → React component`. Each owns its
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presentation and signals completion with an optional terminal key.
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```ts
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type CutsceneComponent = React.FC<{ onComplete: (terminalKey?: string) => void }>
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// registry: { 'glass-harbour-diversion': GlassHarbourDiversion }
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```
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For a single-terminal cutscene, `onComplete()` follows the only terminal.
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## Editing UX
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The same canvas engine (pan, zoom, drag, curved wires, click-a-wire-to-delete) is
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reused at two levels.
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**Mystery graph** — `story_nodes` as cards, wired by `terminal.to_node_id`. Laid out
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**vertically**: the input port is on **top**, output terminals along the **bottom**,
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and flow runs downward. Double-clicking a dialogue node drills into its utterances.
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**Utterance crafter** — a dialogue node's utterances as draggable cards; the node's
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output terminals appear as **exit sinks** docked to the right. Each card has one
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output port:
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- Drag a card's port to another card ⇒ that card becomes a **child** (1 child = solid
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linear; 2+ = dotted options).
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- Drag to an exit sink ⇒ the card leaves the node via that `terminal_id`.
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- **Tab** on a selected utterance adds a child (a lone child stays a linear NPC line;
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a second flips them to player options). **1** / **2** set the selected card's
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speaker. **Ctrl/Cmd+Z** undoes connection/creation edits. Cards colour by speaker
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and auto-expand to full text.
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## Runtime traversal
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The playthrough tracks position with `current_node_id` (and `current_level_id`,
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set while on a level node); the slot fields were dropped.
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```sql
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ALTER TABLE osint.playthroughs ADD COLUMN current_node_id UUID REFERENCES osint.story_nodes(id) ON DELETE SET NULL;
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```
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- **New Game** creates a playthrough at the entrypoint (bound to the JWT identity,
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with a dev test-user fallback).
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- **`getCurrentPlaythrough`** returns the resolved current node: a cutscene
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(`componentKey`), a level (`levelSlug`), or a **dialogue tree** (all utterances with
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resolved speaker/pose, ordered `childIds`, and each exit's `terminalKey`, plus the
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`rootId`).
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- **`advance(terminalKey?)`** follows a terminal, **auto-skips gates** (the stub
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det_gate takes its first terminal), instantiates the board when entering a level,
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and finishes when a followed terminal has no target.
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- **Dialogue is walked on the client** (`DialoguePlayer`): play NPC lines with the
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typewriter; at a branch (2+ player children) present choice buttons; a chosen child
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leads to its next line or, if it has a `terminalKey`, calls `advance(terminalKey)`
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to leave the node — routing the graph to a different next node.
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## Glass Harbour seed
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Authored in `mysteries/glass-harbor/mystery.json` (`narrative.graph`) and seeded by
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the importer, so it survives re-imports. It is linear:
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```
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[cutscene: glass-harbour-diversion] → [dialogue: Briefing] → [level: glass-harbor] → [dialogue: Debrief] → (end)
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```
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Branching (player options routing to different terminals) is supported and tested,
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just not used in the seed.
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## Implemented vs deferred
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**Implemented:** graph schema, node/terminal/utterance CRUD + admin editors, the
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runtime cutover (cutscene / dialogue-tree / level traversal, branching dialogue),
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the vertical mystery-graph canvas, the utterance crafter, and the seed.
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**Deferred:**
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- **Real gates.** `det_gate` is a hardcoded "first terminal" stub; `llm_gate` is
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unbuilt. Both want the **Case Report / Claims** (Milestone 5) as input, plus a
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gate-function registry keyed like cutscene components.
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- **Within-node loops** (an utterance's single parent makes each dialogue a tree).
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- **Drop `advances_to_utterance_id`** and the reserved `effect` column.
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- **Cutscene params** and real pose art.
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## Validation rules
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- One `entry_node_id` per mystery (soft-recommended to be a `cutscene`).
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- A terminal's `to_node_id` must share its parent node's mystery (repo-enforced).
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- An utterance's `terminal_id` must belong to its node; parent links stay in-node.
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- Unreachable nodes and unwired terminals are allowed (deliberate ends).
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