This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2024-10-17 03:20:22 +08:00
parent dd2e0e8a46
commit 0d600a2786
1490 changed files with 12905 additions and 7825 deletions

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fileFormatVersion: 2
guid: a35faa1bd10344b8bbd360443c77d455
timeCreated: 1721722812

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namespace JNGame.Sync.System.Data
{
/// <summary>
/// 帧同步的数据系统 (不支持网络数据)
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class SFrameDataSystem<T> : SDataSystem<T> where T : ISData,new()
{
public override void OnSyncUpdate(int dt)
{
Data = GetLatest();
}
}
}

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fileFormatVersion: 2
guid: 6607845a00924069953887b35ecfa68a
timeCreated: 1721722862

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using System.Collections.Generic;
using UnityEngine;
namespace JNGame.Sync.System.Data
{
public static class SDByteOperate
{
public static readonly byte[] Delete = { 0 }; //删除
public static bool IsDelete(byte[] value)
{
return value.Length == 1 && value[0] == Delete[0];
}
}
public enum SStateDataEnum
{
Server,
Client,
ServerClient,
}
public abstract class ISStateData : ISData
{
/// <summary>
/// 返回Byte数组
/// </summary>
/// <returns></returns>
public abstract byte[] GetByte();
/// <summary>
/// 返回差值Byte
/// </summary>
/// <param name="diffValue"></param>
/// <returns></returns>
public abstract byte[] GetByteDifference(ISData diffValue = null);
/// <summary>
/// 更新字节
/// </summary>
/// <param name="bytes"></param>
public abstract void UByte(byte[] bytes);
}
public interface ISStateDataSystem
{
//网络Id (用于确定网络通讯时找到这个数据系统)
public int NetID { get; }
/// <summary>
/// 插入字节
/// </summary>
public void OnInsertUBytes(Dictionary<ulong, byte[]> bytes,bool isUpdate = false);
/// <summary>
/// 获取全部字节
/// </summary>
public Dictionary<ulong, byte[]> GetDataBytes();
}
/// <summary>
/// 状态同步的数据系统 (支持网络数据)
/// 注意:帧同步也可以使用不过不建议 因为会有额外开销 除非你的游戏 经常在帧同步或者状态同步之间切换 如果你要在帧同步系统中使用 则使用 ServerClient类型
/// </summary>
public abstract class SStateDataSystem<T> : SDataSystem<T>,ISStateDataSystem where T : ISStateData,new()
{
public abstract int NetID { get; }
//网络通讯的更新字节数据
protected Dictionary<ulong, byte[]> UBytes = new();
public SStateDataEnum Type;
public bool isServer => Type is SStateDataEnum.ServerClient or SStateDataEnum.Server;
public bool isClient => Type is SStateDataEnum.ServerClient or SStateDataEnum.Client;
//待插入的数据
protected Queue<Dictionary<ulong, byte[]>> WaitUBytes = new ();
protected SStateDataSystem(SStateDataEnum type)
{
Type = type;
}
public override void OnSyncUpdate(int dt)
{
while (WaitUBytes.Count > 0)
{
OnUByteUpdate(WaitUBytes.Dequeue());
}
//服务器: 发送最近数据
if (isServer)
{
var latest = GetLatest();
foreach (var key in latest.Keys)
{
if (Data.ContainsKey(key))
{
//更新数据
Update(latest[key]);
}
else
{
//如果之前没有则添加
Add(latest[key]);
}
}
foreach (var child in Data)
{
//没有则删除
if (!(latest.ContainsKey(child.Key))) Delete(child.Key);
}
if (UBytes.Count > 0)
{
OnUByteUpdate(UBytes);
OnSendUBytes(UBytes);
UBytes.Clear();
}
}
}
/// <summary>
/// 发送字节数据
/// </summary>
/// <param name="bytes"></param>
/// <returns>是否清空UBytes</returns>
public abstract void OnSendUBytes(Dictionary<ulong, byte[]> bytes);
/// <summary>
/// 插入字节
/// </summary>
/// <returns></returns>
public void OnInsertUBytes(Dictionary<ulong, byte[]> bytes,bool isUpdate = false)
{
if (bytes is not null)
{
if (isUpdate)
{
OnUByteUpdate(bytes);
}
else
{
WaitUBytes.Enqueue(bytes);
}
}
else
{
Debug.Log("有数据是空");
}
}
/// <summary>
/// 获取全部字节
/// </summary>
public Dictionary<ulong, byte[]> GetDataBytes()
{
var data = new Dictionary<ulong, byte[]>();
foreach (var child in Data)
{
data[child.Key] = child.Value.GetByte();
}
return data;
}
/// <summary>
/// 将UByte提交更新
/// </summary>
public virtual void OnUByteUpdate(Dictionary<ulong, byte[]> bytes)
{
if (bytes is null) return;
foreach (var info in bytes)
{
if (SDByteOperate.IsDelete(info.Value))
{
Data.Remove(info.Key,out var remove);
}
else
{
if (Data.TryGetValue(info.Key, out var value))
{
value.UByte(info.Value);
}
else
{
Data[info.Key] = NewObject(info.Key,info.Value);
}
}
}
}
/// <summary>
/// Byte解析新对象
/// </summary>
/// <param name="id"></param>
/// <param name="bytes"></param>
/// <returns></returns>
public T NewObject(ulong id,byte[] bytes)
{
var data = new T();
data.Id = id;
data.UByte(bytes);
return data;
}
/// <summary>
/// 刷新数据
/// </summary>
public virtual void Update(T data)
{
if (Data.TryGetValue(data.Id, out var value))
{
var diff = value.GetByteDifference(data);
if (diff.Length > 0)
{
UBytes[data.Id] = diff;
}
}
else
{
UBytes[data.Id] = data.GetByte();
}
}
/// <summary>
/// 添加数据
/// </summary>
public virtual void Add(T data)
{
UBytes[data.Id] = data.GetByte();
}
/// <summary>
/// 删除数据
/// </summary>
public virtual void Delete(ulong id)
{
UBytes[id] = SDByteOperate.Delete;
}
}
}

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fileFormatVersion: 2
guid: f86e0dbea9824eceb7de44e113c3f29b
timeCreated: 1721722979

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using JNGame.Math;
using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity;
namespace JNGame.Sync.System.Data
{
public interface ISTileDataSystem
{
/// <summary>
/// 清除指定区域数据
/// </summary>
public void ClearTileData(int index);
/// <summary>
/// 获取有权限的全部字节
/// </summary>
public Dictionary<ulong, byte[]> GetHostDataBytes(Func<JNTileEntity,bool> filter = null);
/// <summary>
/// 获取有权限的全部字节 (过滤条件 : 需同步从服务器)
/// </summary>
public Dictionary<ulong, byte[]> GetHostDataBytesFilterSlave(Func<JNTileEntity,bool> filter = null);
/// <summary>
/// 获取指定区块的全部字节
/// </summary>
public Dictionary<ulong, byte[]> GetTileDataBytes(int index,Func<JNTileEntity,bool> filter = null);
}
public abstract class ISTileData : ISStateData
{
public JNTileEntity Entity;
//是否需要主动推送一次[一般用在从服务器获得主服务器消息后主动给客户端推送] 为什么不会自动推送因为这个实体自己没有权限
public bool IsActiveSyncOnce = false;
/// <summary>
/// 绑定实体到数据
/// </summary>
/// <param name="entity"></param>
public virtual void BindEntity(JNTileEntity entity)
{
Entity = entity;
Id = entity.Id;
}
/// <summary>
/// 获取数据位置(用于区块清除)
/// </summary>
public abstract LVector3 GetDataPosition();
}
/// <summary>
/// 支持区块的数据类
/// </summary>
public abstract class STileDataSystem<T,E> : SStateDataSystem<T>,ISTileDataSystem where T : ISTileData,new() where E : JNTileEntity, new()
{
public abstract JNTileContext<E> NodeContext { get; }
public JNSSTileServerService TileSync => Sync as JNSSTileServerService;
public bool IsMaster => TileSync is not null && TileSync.IsMaster;
public bool IsSlave => TileSync is not null && TileSync.IsSlave;
protected STileDataSystem(SStateDataEnum type) : base(type)
{
}
public override ConcurrentDictionary<ulong, T> GetLatest()
{
var nodes = new ConcurrentDictionary<ulong, T>();
E[] entities = null;
if (IsMaster)
{
entities = NodeContext.GetHostEntities();
}else if (IsSlave)
{
entities = NodeContext.GetEntities();
}
foreach (var child in entities)
{
var entity = new T();
entity.BindEntity(child);
nodes[child.Id] = entity;
}
return nodes;
}
public override void OnUByteUpdate(Dictionary<ulong, byte[]> bytes)
{
base.OnUByteUpdate(bytes);
if (isServer)
{
OnDataSyncContext(bytes);
}
}
public override void OnSyncUpdate(int dt)
{
//如果不是Tile系统直接调用base
if (Sync is not JNSSTileServerService)
{
base.OnSyncUpdate(dt);
return;
}
while (WaitUBytes.Count > 0)
{
OnUByteUpdate(WaitUBytes.Dequeue());
}
//服务器: 发送最近数据
if (isServer)
{
var latest = GetLatest();
foreach (var key in latest.Keys)
{
if (Data.ContainsKey(key))
{
//更新数据
Update(latest[key]);
}
else
{
//如果之前没有则添加
Add(latest[key]);
}
}
foreach (var child in Data)
{
//没有则删除
if (NodeContext.Query(child.Key) is null)
{
Delete(child.Key);
}
//主动更新
if (child.Value.IsActiveSyncOnce)
{
child.Value.IsActiveSyncOnce = false;
UBytes[child.Key] = child.Value.GetByte();
}
}
if (UBytes.Count > 0)
{
OnUByteUpdate(UBytes);
OnSendUBytes(UBytes);
UBytes.Clear();
}
}
}
public override void OnSendUBytes(Dictionary<ulong, byte[]> bytes)
{
Dictionary<ulong, byte[]> all = bytes;
Dictionary<ulong, byte[]> master = new Dictionary<ulong, byte[]>();
Dictionary<ulong, byte[]> slave = new Dictionary<ulong, byte[]>();
foreach (var keyValue in all)
{
var entity = NodeContext.Query(keyValue.Key);
//给从服务器发送数据
if (IsMaster && ((entity is not null && entity.IsSyncSlave) || keyValue.Value == SDByteOperate.Delete))
{
slave[keyValue.Key] = keyValue.Value;
}
}
OnSendAllData(all);
OnSendMasterData(master);
OnSendSlaveData(slave);
}
/// <summary>
/// 发送玩家数据
/// </summary>
public abstract void OnSendAllData(Dictionary<ulong, byte[]> bytes);
/// <summary>
/// 发送主服务器数据
/// </summary>
public virtual void OnSendMasterData(Dictionary<ulong, byte[]> bytes){}
/// <summary>
/// 发送从服务器数据
/// </summary>
public virtual void OnSendSlaveData(Dictionary<ulong, byte[]> bytes){}
/// <summary>
/// 将数据Data同步到Context
/// </summary>
protected virtual void OnDataSyncContext(Dictionary<ulong, byte[]> bytes = null)
{
Dictionary<ulong, T> lIsTileData = new Dictionary<ulong, T>(Data);
//同步删除
if (bytes is not null)
{
foreach (var keyValue in bytes)
{
E entity;
if (SDByteOperate.IsDelete(keyValue.Value) && (entity = NodeContext.Query(keyValue.Key)) is not null)
{
entity.Destroy();
}
}
}
foreach (var child in NodeContext.GetEntities())
{
//如果有则删除
if (lIsTileData.Remove(child.Id,out var data))
{
//同步不属于自己的实体
if (!child.IsHost)
{
//并且同步属性到实体中
child.TileSyncData(data);
//如果是从服务器则主动推送数据
if (IsSlave) data.IsActiveSyncOnce = true;
}
}
}
//将数据同步到实体中
foreach (var keyValue in lIsTileData)
{
var entity = NodeContext.TileSyncCreate(keyValue.Key);
if (entity is null) continue;
if (IsSlave)
{
//如果当前是从服务器则同步的实体都是 从 主服务器 同步给 从服务器
entity.IsSyncSlave = true;
//如果是从服务器则主动推送数据
if (IsSlave) keyValue.Value.IsActiveSyncOnce = true;
}
entity?.TileSyncData(keyValue.Value);
entity?.HostUpdate();
//将实体绑定到数据中
keyValue.Value.BindEntity(entity);
}
}
//只更新有权限的实体
public override void Update(T data)
{
var entity = NodeContext.Query(data.Id);
if (IsMaster)
{
if (entity is null || !entity.IsHost) return;
}
base.Update(data);
}
public override void Add(T data)
{
var entity = NodeContext.Query(data.Id);
if (IsMaster)
{
if (entity is null || !entity.IsHost) return;
}
base.Add(data);
}
/// <summary>
/// 判断数据是否在区块内
/// </summary>
public bool IsTileInside(int tileId,T data)
{
var index = -1;
if (Sync is JNSSTileClientService clientService)
{
index = clientService.GetTileIndex(data.GetDataPosition());
}
if (Sync is JNSSTileServerService serverService)
{
index = serverService.GetTileIndex(data.GetDataPosition());
}
return index == tileId;
}
public void ClearTileData(int index)
{
lock (Data)
{
//需要删除的数据Id
var ids = new List<ulong>();
foreach (var child in Data)
{
if (IsTileInside(index,child.Value)) ids.Add(child.Key);
}
//删除数据和实体
ids.ForEach(child =>
{
//销毁实体
Data[child].Entity?.Destroy();
//销毁数据
Data.Remove(child,out var remove);
});
}
}
public Dictionary<ulong, byte[]> GetHostDataBytesFilterSlave(Func<JNTileEntity,bool> filter = null)
{
if (filter is null) filter = entity => true;
return GetHostDataBytes(entity => entity.IsSyncSlave && filter(entity) );
}
public Dictionary<ulong, byte[]> GetHostDataBytes(Func<JNTileEntity,bool> filter = null)
{
if (filter is null) filter = entity => true;
var data = new Dictionary<ulong, byte[]>();
lock (Data)
{
foreach (var child in Data)
{
var entity = NodeContext.Query(child.Key);
if (entity is not null && entity.IsHost && filter(entity))
{
data[child.Key] = child.Value.GetByte();
}
}
}
return data;
}
public Dictionary<ulong, byte[]> GetTileDataBytes(int index,Func<JNTileEntity,bool> filter = null)
{
if (filter is null) filter = entity => true;
var data = new Dictionary<ulong, byte[]>();
lock (Data)
{
foreach (var child in Data)
{
var entity = NodeContext.Query(child.Key);
if (IsTileInside(index,child.Value) && filter(entity))
{
data[child.Key] = child.Value.GetByte();
}
}
}
return data;
}
}
}

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fileFormatVersion: 2
guid: 64294f09974c48ca82724ebb3e1a3338
timeCreated: 1722477295

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Google.Protobuf;
using JNGame.Runtime.Util.Types;
using Newtonsoft.Json;
namespace JNGame.Sync.System.View
{
/// <summary>
/// Json的输入类
/// </summary>
public class JNInputJson : JNInputBase
{
public byte[] Encoder()
{
return Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(this));
}
public virtual object Decoder(byte[] bytes)
{
return JsonConvert.DeserializeObject(Encoding.UTF8.GetString(bytes),this.GetType());
}
}
public interface JNInputBase
{
/// <summary>
/// 编码
/// </summary>
/// <returns></returns>
public byte[] Encoder();
/// <summary>
/// 解码
/// </summary>
public object Decoder(byte[] bytes);
}
public abstract class JNInputSystem : SLogicSystem
{
protected abstract KeyValue<Type, int> TClass { get; }
protected Dictionary<Type, JNInputBase> TNewClass = new ();
protected readonly Dictionary<int, JNInputBase> UIInputs = new ();
protected readonly Dictionary<int, Dictionary<int,JNInputBase>> SInputs = new ();
protected Dictionary<int,List<JNFrameInput>> frame = new();
/// <summary>
/// 移入数据
/// </summary>
public void Enqueue(JNFrameInput input)
{
if (!frame.ContainsKey(input.NId))
{
frame[input.NId] = new List<JNFrameInput>();
}
frame[input.NId].Add(input);
}
protected JNInputSystem()
{
OnInit();
OnApply();
}
protected virtual void OnInit(){}
/// <summary>
/// 应用
/// </summary>
protected virtual void OnApply()
{
TNewClass.Clear();
foreach (var key in TClass.Keys)
{
TNewClass.Add(key,Activator.CreateInstance(key) as JNInputBase);
}
}
public override void OnSyncUpdate(int dt)
{
base.OnSyncUpdate(dt);
UpdateSInputs();
}
/// <summary>
/// 获取同步输入(逻辑中获取 不可修改)
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public JNInputBase SInput<T>(int clientId) where T : JNInputBase, new()
{
var key = TClass.Key2Value(typeof(T));
if (SInputs.TryGetValue(key, out var inputs))
{
inputs.TryGetValue(clientId,out var input);
return input;
}
return null;
}
public Dictionary<int,JNInputBase> SInput<T>() where T : JNInputBase, new()
{
var key = TClass.Key2Value(typeof(T));
if (SInputs.TryGetValue(key, out var inputs))
{
return inputs;
}
return new();
}
public JNInputBase SInputOne<T>() where T : JNInputBase, new()
{
var key = TClass.Key2Value(typeof(T));
if (SInputs.TryGetValue(key, out var inputs))
{
if (inputs.Count > 0)
{
return inputs.Values.First();
}
return null;
}
return null;
}
/// <summary>
/// 获取输入 (禁止在逻辑中获取 只允许在UI层调用)
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
public T Input<T>() where T : JNInputBase,new()
{
lock (UIInputs)
{
if (!(UIInputs.TryGetValue(TClass.Key2Value(typeof(T)),out var input)))
{
UIInputs[TClass.Key2Value(typeof(T))] = input = new T();
}
return (T)input;
}
}
/// <summary>
/// 移出输入
/// </summary>
/// <returns></returns>
public JNFrameInputs Dequeue()
{
lock (UIInputs)
{
JNFrameInputs inputs = new JNFrameInputs();
foreach (var key in UIInputs.Keys)
{
var input = new JNFrameInput();
var info = UIInputs[key];
input.NId = key;
input.Input = ByteString.CopyFrom(info.Encoder());
inputs.Inputs.Add(input);
}
UIInputs.Clear();
return inputs;
}
}
/// <summary>
/// 移入输入
/// </summary>
public void UpdateSInputs()
{
SInputs.Clear();
//解析输入
foreach (var kInput in frame)
{
foreach (var input in kInput.Value)
{
var tClass = TClass.Value2Key(input.NId);
if (!(SInputs.TryGetValue(input.NId,out var inputs)))
{
SInputs.Add(input.NId, inputs = new Dictionary<int, JNInputBase>());
}
inputs[input.ClientId] = TNewClass[tClass].Decoder(input.Input.ToByteArray()) as JNInputBase;
}
kInput.Value.Clear();
}
}
}
}

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fileFormatVersion: 2
guid: a6c14ce606094eecbc415faab78bb5ad
timeCreated: 1721635056

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using System;
using JNGame.Runtime.Util;
using JNGame.Math;
using JNGame.Sync.System;
namespace JNGame.Sync.Frame.Service
{
/// <summary>
/// 随机数
/// </summary>
public class JNRandomSystem : SLogicSystem
{
//随机数
private Func<LFloat,LFloat,LFloat> nRandomFloat;
private Func<int,int,int> nRandomInt;
//Id
private ulong _id = 0;
private ulong _idMin = ulong.MinValue;
private ulong _idMax = ulong.MaxValue;
public JNRandomSystem(int seed)
{
nRandomFloat = RandomUtil.SyncRandomFloat(seed);
nRandomInt = RandomUtil.SyncRandomInt(seed);
}
public LFloat Float()
{
return Float(0,1);
}
public LFloat Float(LFloat min,LFloat max)
{
return nRandomFloat(min,max);
}
public int Int(int max,int min)
{
return nRandomInt(max,min);
}
public ulong NextId()
{
return ++_id;
}
public void SetIdValue(ulong min,ulong max)
{
if (_id < min)
{
_id = min;
}
_idMin = min;
_idMax = max;
}
}
}

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fileFormatVersion: 2
guid: 30a8e21f1e344fb59f39047129fce186
timeCreated: 1721187856

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using JNGame.Runtime.Sync;
using JNGame.Sync.Entity;
namespace JNGame.Sync.System
{
/// <summary>
/// 同步 - 基础系统
/// </summary>
public class SBaseSystem : JNBaseSystem
{
public JNContexts Contexts;
}
}

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fileFormatVersion: 2
guid: 12633ea43bb44b6ba2e88bafd0a6bb6e
timeCreated: 1721009209

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using System.Collections.Concurrent;
using System.Linq;
using JNGame.Sync.Frame.Service;
namespace JNGame.Sync.System
{
/// <summary>
/// 数据接口
/// </summary>
public abstract class ISData : IJNSyncId
{
/// <summary>
/// 数据唯一Id
/// </summary>
public ulong Id { get; set; }
/// <summary>
/// 判断是否一样
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
public abstract bool IsEquals(ISData data);
}
public abstract class SDataSystemBase : SBaseSystem,IJNSyncCycle
{
public abstract void OnSyncStart();
public abstract void OnSyncUpdate(int dt);
public virtual void OnSyncDestroy()
{ }
}
/// <summary>
/// 状态系统 - 数据层
/// </summary>
public abstract class SDataSystem<T> : SDataSystemBase where T : ISData,new()
{
//数据Id
public ulong Id { get; private set; }
public JNRandomSystem Random => GetSystem<JNRandomSystem>();
//数据集
public ConcurrentDictionary<ulong, T> Data = new();
public virtual T[] Datas {
get
{
return Data.Values.ToArray();
}
}
public override void OnSyncStart()
{
//设置数据唯一Id
Id = Random.NextId();
}
/// <summary>
/// 返回最新数据 (收集最新的ISData数据)
/// </summary>
public virtual ConcurrentDictionary<ulong, T> GetLatest()
{
return new ();
}
}
}

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fileFormatVersion: 2
guid: 4cc5c86befd84d0a98fbfe2c3ccf1073
timeCreated: 1721039079

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using JNGame.Sync.Frame.Service;
namespace JNGame.Sync.System
{
/// <summary>
/// 帧同步 - 逻辑系统
/// </summary>
public class SLogicSystem : SBaseSystem,IJNSyncCycle,IJNSyncId
{
private ulong _id;
public ulong Id => _id;
public virtual void OnSyncStart()
{
JNRandomSystem random;
if (this is JNRandomSystem) random = (JNRandomSystem)this;
else random = GetSystem<JNRandomSystem>();
_id = random.NextId();
}
public virtual void OnSyncUpdate(int dt)
{
}
public virtual void OnSyncDestroy(){}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 479b71cc642641aeb965e980ee3580e5
timeCreated: 1721187888

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@@ -1,21 +0,0 @@
using Entitas;
namespace JNGame.Sync.System
{
/// <summary>
/// 帧同步 - 视图系统
/// </summary>
public class SViewSystem : SBaseSystem,IJNSyncCycle,IExecuteSystem
{
public virtual void Execute(){}
public virtual void OnSyncStart()
{
}
public virtual void OnSyncUpdate(int dt)
{
}
public virtual void OnSyncDestroy()
{
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7c655f765f124661b81d5be2c7555206
timeCreated: 1721008791