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using System.Text;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using Unity.Collections;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
////TODO: allow stuff like "/gamepad/**/<button>"
////TODO: add support for | (e.g. "<Gamepad>|<Joystick>/{PrimaryMotion}"
////TODO: handle arrays
////TODO: add method to extract control path
////REVIEW: change "*/{PrimaryAction}" to "*/**/{PrimaryAction}" so that the hierarchy crawling becomes explicit?
////REVIEW: rename to `InputPath`?
namespace UnityEngine.InputSystem
{
/// <summary>
/// Functions for working with control path specs (like "/gamepad/*stick").
/// </summary>
/// <remarks>
/// Control paths are a mini-language similar to regular expressions. They are used throughout
/// the input system as string "addresses" of input controls. At runtime, they can be matched
/// against the devices and controls present in the system to retrieve the actual endpoints to
/// receive input from.
///
/// Like on a file system, a path is made up of components that are each separated by a
/// forward slash (<c>/</c>). Each such component in turn is made up of a set of fields that are
/// individually optional. However, one of the fields must be present (e.g. at least a name or
/// a wildcard).
///
/// <example>
/// Field structure of each path component
/// <code>
/// <Layout>{Usage}#(DisplayName)Name
/// </code>
/// </example>
///
/// * <c>Layout</c>: The name of the layout that the control must be based on (either directly or indirectly).
/// * <c>Usage</c>: The usage that the control or device has to have, i.e. must be found in <see
/// cref="InputControl.usages"/> This field can be repeated several times to require
/// multiple usages (e.g. <c>"{LeftHand}{Vertical}"</c>).
/// * <c>DisplayName</c>: The name that <see cref="InputControl.displayName"/> of the control or device
/// must match.
/// * <c>Name</c>: The name that <see cref="InputControl.name"/> or one of the entries in
/// <see cref="InputControl.aliases"/> must match. Alternatively, this can be a
/// wildcard (<c>*</c>) to match any name.
///
/// Note that all matching is case-insensitive.
///
/// <example>
/// Various examples of control paths
/// <code>
/// // Matches all gamepads (also gamepads *based* on the Gamepad layout):
/// "<Gamepad>"
///
/// // Matches the "Submit" control on all devices:
/// "*/{Submit}"
///
/// // Matches the key that prints the "a" character on the current keyboard layout:
/// "<Keyboard>/#(a)"
///
/// // Matches the X axis of the left stick on a gamepad.
/// "<Gamepad>/leftStick/x"
///
/// // Matches the orientation control of the right-hand XR controller:
/// "<XRController>{RightHand}/orientation"
///
/// // Matches all buttons on a gamepad.
/// "<Gamepad>/<Button>"
/// </code>
/// </example>
///
/// The structure of the API of this class is similar in spirit to <c>System.IO.Path</c>, i.e. it offers
/// a range of static methods that perform various operations on path strings.
///
/// To query controls on devices present in the system using control paths, use
/// <see cref="InputSystem.FindControls"/>. Also, control paths can be used with
/// <see cref="InputControl.this[string]"/> on every control. This makes it possible
/// to do things like:
///
/// <example>
/// Find key that prints "t" on current keyboard:
/// <code>
/// Keyboard.current["#(t)"]
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputControl.path"/>
/// <seealso cref="InputSystem.FindControls"/>
public static class InputControlPath
{
public const string Wildcard = "*";
public const string DoubleWildcard = "**";
public const char Separator = '/';
// We consider / a reserved character in control names. So, when this character does creep
// in there (e.g. from a device product name), we need to do something about it. We replace
// it with this character here.
// NOTE: Display names have no such restriction.
// NOTE: There are some Unicode characters that look sufficiently like a slash (e.g. FULLWIDTH SOLIDUS)
// but that only makes for rather confusing output. So we just replace with a blank.
internal const char SeparatorReplacement = ' ';
internal static string CleanSlashes(this String pathComponent)
{
return pathComponent.Replace(Separator, SeparatorReplacement);
}
public static string Combine(InputControl parent, string path)
{
if (parent == null)
{
if (string.IsNullOrEmpty(path))
return string.Empty;
if (path[0] != Separator)
return Separator + path;
return path;
}
if (string.IsNullOrEmpty(path))
return parent.path;
return $"{parent.path}/{path}";
}
/// <summary>
/// Options for customizing the behavior of <see cref="ToHumanReadableString(string,HumanReadableStringOptions,InputControl)"/>.
/// </summary>
[Flags]
public enum HumanReadableStringOptions
{
/// <summary>
/// The default behavior.
/// </summary>
None = 0,
/// <summary>
/// Do not mention the device of the control. For example, instead of "A [Gamepad]",
/// return just "A".
/// </summary>
OmitDevice = 1 << 1,
/// <summary>
/// When available, use short display names instead of long ones. For example, instead of "Left Button",
/// return "LMB".
/// </summary>
UseShortNames = 1 << 2,
}
////TODO: factor out the part that looks up an InputControlLayout.ControlItem from a given path
//// and make that available as a stand-alone API
////TODO: add option to customize path separation character
/// <summary>
/// Create a human readable string from the given control path.
/// </summary>
/// <param name="path">A control path such as "<XRController>{LeftHand}/position".</param>
/// <param name="options">Customize the resulting string.</param>
/// <param name="control">An optional control. If supplied and the control or one of its children
/// matches the given <paramref name="path"/>, display names will be based on the matching control
/// rather than on static information available from <see cref="InputControlLayout"/>s.</param>
/// <returns>A string such as "Left Stick/X [Gamepad]".</returns>
/// <remarks>
/// This function is most useful for turning binding paths (see <see cref="InputBinding.path"/>)
/// into strings that can be displayed in UIs (such as rebinding screens). It is used by
/// the Unity editor itself to display binding paths in the UI.
///
/// The method uses display names (see <see cref="InputControlAttribute.displayName"/>,
/// <see cref="InputControlLayoutAttribute.displayName"/>, and <see cref="InputControlLayout.ControlItem.displayName"/>)
/// where possible. For example, "<XInputController>/buttonSouth" will be returned as
/// "A [Xbox Controller]" as the display name of <see cref="XInput.XInputController"/> is "XBox Controller"
/// and the display name of its "buttonSouth" control is "A".
///
/// Note that these lookups depend on the currently registered control layouts (see <see
/// cref="InputControlLayout"/>) and different strings may thus be returned for the same control
/// path depending on the layouts registered with the system.
///
/// <example>
/// <code>
/// InputControlPath.ToHumanReadableString("*/{PrimaryAction"); // -> "PrimaryAction [Any]"
/// InputControlPath.ToHumanReadableString("<Gamepad>/buttonSouth"); // -> "Button South [Gamepad]"
/// InputControlPath.ToHumanReadableString("<XInputController>/buttonSouth"); // -> "A [Xbox Controller]"
/// InputControlPath.ToHumanReadableString("<Gamepad>/leftStick/x"); // -> "Left Stick/X [Gamepad]"
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.path"/>
/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
public static string ToHumanReadableString(string path,
HumanReadableStringOptions options = HumanReadableStringOptions.None,
InputControl control = null)
{
return ToHumanReadableString(path, out _, out _, options, control);
}
/// <summary>
/// Create a human readable string from the given control path.
/// </summary>
/// <param name="path">A control path such as "<XRController>{LeftHand}/position".</param>
/// <param name="deviceLayoutName">Receives the name of the device layout that the control path was resolved to.
/// This is useful </param>
/// <param name="controlPath">Receives the path to the referenced control on the device or <c>null</c> if not applicable.
/// For example, with a <paramref name="path"/> of <c>"<Gamepad>/dpad/up"</c>, the resulting control path
/// will be <c>"dpad/up"</c>. This is useful when trying to look up additional resources (such as images) based on the
/// control that is being referenced.</param>
/// <param name="options">Customize the resulting string.</param>
/// <param name="control">An optional control. If supplied and the control or one of its children
/// matches the given <paramref name="path"/>, display names will be based on the matching control
/// rather than on static information available from <see cref="InputControlLayout"/>s.</param>
/// <returns>A string such as "Left Stick/X [Gamepad]".</returns>
/// <remarks>
/// This function is most useful for turning binding paths (see <see cref="InputBinding.path"/>)
/// into strings that can be displayed in UIs (such as rebinding screens). It is used by
/// the Unity editor itself to display binding paths in the UI.
///
/// The method uses display names (see <see cref="InputControlAttribute.displayName"/>,
/// <see cref="InputControlLayoutAttribute.displayName"/>, and <see cref="InputControlLayout.ControlItem.displayName"/>)
/// where possible. For example, "<XInputController>/buttonSouth" will be returned as
/// "A [Xbox Controller]" as the display name of <see cref="XInput.XInputController"/> is "XBox Controller"
/// and the display name of its "buttonSouth" control is "A".
///
/// Note that these lookups depend on the currently registered control layouts (see <see
/// cref="InputControlLayout"/>) and different strings may thus be returned for the same control
/// path depending on the layouts registered with the system.
///
/// <example>
/// <code>
/// InputControlPath.ToHumanReadableString("*/{PrimaryAction"); // -> "PrimaryAction [Any]"
/// InputControlPath.ToHumanReadableString("<Gamepad>/buttonSouth"); // -> "Button South [Gamepad]"
/// InputControlPath.ToHumanReadableString("<XInputController>/buttonSouth"); // -> "A [Xbox Controller]"
/// InputControlPath.ToHumanReadableString("<Gamepad>/leftStick/x"); // -> "Left Stick/X [Gamepad]"
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.path"/>
/// <seealso cref="InputBinding.ToDisplayString(InputBinding.DisplayStringOptions,InputControl)"/>
/// <seealso cref="InputActionRebindingExtensions.GetBindingDisplayString(InputAction,int,InputBinding.DisplayStringOptions)"/>
public static string ToHumanReadableString(string path,
out string deviceLayoutName,
out string controlPath,
HumanReadableStringOptions options = HumanReadableStringOptions.None,
InputControl control = null)
{
deviceLayoutName = null;
controlPath = null;
if (string.IsNullOrEmpty(path))
return string.Empty;
// If we have a control, see if the path matches something in its hierarchy. If so,
// don't both parsing the path and just use the matched control for creating a display
// string.
if (control != null)
{
var childControl = TryFindControl(control, path);
var matchedControl = childControl ?? (Matches(path, control) ? control : null);
if (matchedControl != null)
{
var text = (options & HumanReadableStringOptions.UseShortNames) != 0 &&
!string.IsNullOrEmpty(matchedControl.shortDisplayName)
? matchedControl.shortDisplayName
: matchedControl.displayName;
if ((options & HumanReadableStringOptions.OmitDevice) == 0)
text = $"{text} [{matchedControl.device.displayName}]";
deviceLayoutName = matchedControl.device.layout;
if (!(matchedControl is InputDevice))
controlPath = matchedControl.path.Substring(matchedControl.device.path.Length + 1);
return text;
}
}
var buffer = new StringBuilder();
var parser = new PathParser(path);
// For display names of controls and devices, we need to look at InputControlLayouts.
// If none is in place here, we establish a temporary layout cache while we go through
// the path. If one is in place already, we reuse what's already there.
using (InputControlLayout.CacheRef())
{
// First level is taken to be device.
if (parser.MoveToNextComponent())
{
// Keep track of which control layout we're on (if any) as we're crawling
// down the path.
var device = parser.current.ToHumanReadableString(null, null, out var currentLayoutName, out var _, options);
deviceLayoutName = currentLayoutName;
// Any additional levels (if present) are taken to form a control path on the device.
var isFirstControlLevel = true;
while (parser.MoveToNextComponent())
{
if (!isFirstControlLevel)
buffer.Append('/');
buffer.Append(parser.current.ToHumanReadableString(
currentLayoutName, controlPath, out currentLayoutName, out controlPath, options));
isFirstControlLevel = false;
}
if ((options & HumanReadableStringOptions.OmitDevice) == 0 && !string.IsNullOrEmpty(device))
{
buffer.Append(" [");
buffer.Append(device);
buffer.Append(']');
}
}
// If we didn't manage to figure out a display name, default to displaying
// the path as is.
if (buffer.Length == 0)
return path;
return buffer.ToString();
}
}
public static string[] TryGetDeviceUsages(string path)
{
if (path == null)
throw new ArgumentNullException(nameof(path));
var parser = new PathParser(path);
if (!parser.MoveToNextComponent())
return null;
if (parser.current.m_Usages.length > 0)
return parser.current.m_Usages.ToArray(x => x.ToString());
return null;
}
/// <summary>
/// From the given control path, try to determine the device layout being used.
/// </summary>
/// <remarks>
/// This function will only use information available in the path itself or
/// in layouts referenced by the path. It will not look at actual devices
/// in the system. This is to make the behavior predictable and not dependent
/// on whether you currently have the right device connected or not.
/// </remarks>
/// <param name="path">A control path (like "/<gamepad>/leftStick")</param>
/// <returns>The name of the device layout used by the given control path or null
/// if the path does not specify a device layout or does so in a way that is not
/// supported by the function.</returns>
/// <exception cref="ArgumentNullException"><paramref name="path"/> is null</exception>
/// <example>
/// <code>
/// InputControlPath.TryGetDeviceLayout("/<gamepad>/leftStick"); // Returns "gamepad".
/// InputControlPath.TryGetDeviceLayout("/*/leftStick"); // Returns "*".
/// InputControlPath.TryGetDeviceLayout("/gamepad/leftStick"); // Returns null. "gamepad" is a device name here.
/// </code>
/// </example>
public static string TryGetDeviceLayout(string path)
{
if (path == null)
throw new ArgumentNullException(nameof(path));
var parser = new PathParser(path);
if (!parser.MoveToNextComponent())
return null;
if (parser.current.m_Layout.length > 0)
return parser.current.m_Layout.ToString().Unescape();
if (parser.current.isWildcard)
return Wildcard;
return null;
}
////TODO: return Substring and use path parser; should get rid of allocations
// From the given control path, try to determine the control layout being used.
// NOTE: Allocates!
public static string TryGetControlLayout(string path)
{
if (path == null)
throw new ArgumentNullException(nameof(path));
var pathLength = path.Length;
var indexOfLastSlash = path.LastIndexOf('/');
if (indexOfLastSlash == -1 || indexOfLastSlash == 0)
{
// If there's no '/' at all in the path, it surely does not mention
// a control. Same if the '/' is the first thing in the path.
return null;
}
// Simplest case where control layout is mentioned explicitly with '<..>'.
// Note this will only catch if the control is *only* referenced by layout and not by anything else
// in addition (like usage or name).
if (pathLength > indexOfLastSlash + 2 && path[indexOfLastSlash + 1] == '<' && path[pathLength - 1] == '>')
{
var layoutNameStart = indexOfLastSlash + 2;
var layoutNameLength = pathLength - layoutNameStart - 1;
return path.Substring(layoutNameStart, layoutNameLength);
}
// Have to actually look at the path in detail.
var parser = new PathParser(path);
if (!parser.MoveToNextComponent())
return null;
if (parser.current.isWildcard)
throw new NotImplementedException();
if (parser.current.m_Layout.length == 0)
return null;
var deviceLayoutName = parser.current.m_Layout.ToString();
if (!parser.MoveToNextComponent())
return null; // No control component.
if (parser.current.isWildcard)
return Wildcard;
return FindControlLayoutRecursive(ref parser, deviceLayoutName.Unescape());
}
private static string FindControlLayoutRecursive(ref PathParser parser, string layoutName)
{
using (InputControlLayout.CacheRef())
{
// Load layout.
var layout = InputControlLayout.cache.FindOrLoadLayout(new InternedString(layoutName), throwIfNotFound: false);
if (layout == null)
return null;
// Search for control layout. May have to jump to other layouts
// and search in them.
return FindControlLayoutRecursive(ref parser, layout);
}
}
private static string FindControlLayoutRecursive(ref PathParser parser, InputControlLayout layout)
{
string currentResult = null;
var controlCount = layout.controls.Count;
for (var i = 0; i < controlCount; ++i)
{
////TODO: shortcut the search if we have a match and there's no wildcards to consider
// Skip control layout if it doesn't match.
if (!ControlLayoutMatchesPathComponent(ref layout.m_Controls[i], ref parser))
continue;
var controlLayoutName = layout.m_Controls[i].layout;
// If there's more in the path, try to dive into children by jumping to the
// control's layout.
if (!parser.isAtEnd)
{
var childPathParser = parser;
if (childPathParser.MoveToNextComponent())
{
var childControlLayoutName = FindControlLayoutRecursive(ref childPathParser, controlLayoutName);
if (childControlLayoutName != null)
{
if (currentResult != null && childControlLayoutName != currentResult)
return null;
currentResult = childControlLayoutName;
}
}
}
else if (currentResult != null && controlLayoutName != currentResult)
return null;
else
currentResult = controlLayoutName.ToString();
}
return currentResult;
}
private static bool ControlLayoutMatchesPathComponent(ref InputControlLayout.ControlItem controlItem, ref PathParser parser)
{
// Match layout.
var layout = parser.current.m_Layout;
if (layout.length > 0)
{
if (!StringMatches(layout, controlItem.layout))
return false;
}
// Match usage.
if (parser.current.m_Usages.length > 0)
{
// All of usages should match to the one of usage in the control
for (int usageIndex = 0; usageIndex < parser.current.m_Usages.length; ++usageIndex)
{
var usage = parser.current.m_Usages[usageIndex];
if (usage.length > 0)
{
var usageCount = controlItem.usages.Count;
var anyUsageMatches = false;
for (var i = 0; i < usageCount; ++i)
{
if (StringMatches(usage, controlItem.usages[i]))
{
anyUsageMatches = true;
break;
}
}
if (!anyUsageMatches)
return false;
}
}
}
// Match name.
var name = parser.current.m_Name;
if (name.length > 0)
{
if (!StringMatches(name, controlItem.name))
return false;
}
return true;
}
// Match two name strings allowing for wildcards.
// 'str' may contain wildcards. 'matchTo' may not.
private static bool StringMatches(Substring str, InternedString matchTo)
{
var strLength = str.length;
var matchToLength = matchTo.length;
// Can't compare lengths here because str may contain wildcards and
// thus be shorter than matchTo and still match.
var matchToLowerCase = matchTo.ToLower();
// We manually walk the string here so that we can deal with "normal"
// comparisons as well as with wildcards.
var posInMatchTo = 0;
var posInStr = 0;
while (posInStr < strLength && posInMatchTo < matchToLength)
{
var nextChar = str[posInStr];
if (nextChar == '\\' && posInStr + 1 < strLength)
nextChar = str[++posInStr];
if (nextChar == '*')
{
////TODO: make sure we don't end up with ** here
if (posInStr == strLength - 1)
return true; // Wildcard at end of string so rest is matched.
++posInStr;
nextChar = char.ToLower(str[posInStr], CultureInfo.InvariantCulture);
while (posInMatchTo < matchToLength && matchToLowerCase[posInMatchTo] != nextChar)
++posInMatchTo;
if (posInMatchTo == matchToLength)
return false; // Matched all the way to end of matchTo but there's more in str after the wildcard.
}
else if (char.ToLower(nextChar, CultureInfo.InvariantCulture) != matchToLowerCase[posInMatchTo])
{
return false;
}
++posInMatchTo;
++posInStr;
}
return posInMatchTo == matchToLength && posInStr == strLength; // Check if we have consumed all input. Prevent prefix-only match.
}
public static InputControl TryFindControl(InputControl control, string path, int indexInPath = 0)
{
return TryFindControl<InputControl>(control, path, indexInPath);
}
public static InputControl[] TryFindControls(InputControl control, string path, int indexInPath = 0)
{
var matches = new InputControlList<InputControl>(Allocator.Temp);
try
{
TryFindControls(control, path, indexInPath, ref matches);
return matches.ToArray();
}
finally
{
matches.Dispose();
}
}
public static int TryFindControls(InputControl control, string path, ref InputControlList<InputControl> matches, int indexInPath = 0)
{
return TryFindControls(control, path, indexInPath, ref matches);
}
/// <summary>
/// Return the first child control that matches the given path.
/// </summary>
/// <param name="control">Control root at which to start the search.</param>
/// <param name="path">Path of the control to find. Can be <c>null</c> or empty, in which case <c>null</c>
/// is returned.</param>
/// <param name="indexInPath">Index in <paramref name="path"/> at which to start parsing. Defaults to
/// 0, i.e. parsing starts at the first character in the path.</param>
/// <returns>The first (direct or indirect) child control of <paramref name="control"/> that matches
/// <paramref name="path"/>.</returns>
/// <exception cref="ArgumentNullException"><paramref name="control"/> is <c>null</c>.</exception>
/// <remarks>
/// Does not allocate.
///
/// Note that if multiple child controls match the given path, which one is returned depends on the
/// ordering of controls. The result should be considered indeterministic in this case.
///
/// <example>
/// <code>
/// // Find X control of left stick on current gamepad.
/// InputControlPath.TryFindControl(Gamepad.current, "leftStick/x");
///
/// // Find control with PrimaryAction usage on current mouse.
/// InputControlPath.TryFindControl(Mouse.current, "{PrimaryAction}");
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputControl.this[string]"/>
public static TControl TryFindControl<TControl>(InputControl control, string path, int indexInPath = 0)
where TControl : InputControl
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (string.IsNullOrEmpty(path))
return null;
if (indexInPath == 0 && path[0] == '/')
++indexInPath;
var none = new InputControlList<TControl>();
return MatchControlsRecursive(control, path, indexInPath, ref none, matchMultiple: false);
}
/// <summary>
/// Perform a search for controls starting with the given control as root and matching
/// the given path from the given position. Puts all matching controls on the list and
/// returns the number of controls that have been matched.
/// </summary>
/// <param name="control">Control at which the given path is rooted.</param>
/// <param name="path"></param>
/// <param name="indexInPath"></param>
/// <param name="matches"></param>
/// <typeparam name="TControl"></typeparam>
/// <returns></returns>
/// <exception cref="ArgumentNullException"></exception>
/// <remarks>
/// Matching is case-insensitive.
///
/// Does not allocate managed memory.
/// </remarks>
public static int TryFindControls<TControl>(InputControl control, string path, int indexInPath,
ref InputControlList<TControl> matches)
where TControl : InputControl
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (path == null)
throw new ArgumentNullException(nameof(path));
if (indexInPath == 0 && path[0] == '/')
++indexInPath;
var countBefore = matches.Count;
MatchControlsRecursive(control, path, indexInPath, ref matches, matchMultiple: true);
return matches.Count - countBefore;
}
////REVIEW: what's the difference between TryFindChild and TryFindControl??
public static InputControl TryFindChild(InputControl control, string path, int indexInPath = 0)
{
return TryFindChild<InputControl>(control, path, indexInPath);
}
public static TControl TryFindChild<TControl>(InputControl control, string path, int indexInPath = 0)
where TControl : InputControl
{
if (control == null)
throw new ArgumentNullException(nameof(control));
if (path == null)
throw new ArgumentNullException(nameof(path));
var children = control.children;
var childCount = children.Count;
for (var i = 0; i < childCount; ++i)
{
var child = children[i];
var match = TryFindControl<TControl>(child, path, indexInPath);
if (match != null)
return match;
}
return null;
}
////REVIEW: probably would be good to have a Matches(string,string) version
public static bool Matches(string expected, InputControl control)
{
if (string.IsNullOrEmpty(expected))
throw new ArgumentNullException(nameof(expected));
if (control == null)
throw new ArgumentNullException(nameof(control));
var parser = new PathParser(expected);
return MatchesRecursive(ref parser, control);
}
/// <summary>
/// Check whether the given path matches <paramref name="control"/> or any of its parents.
/// </summary>
/// <param name="expected">A control path.</param>
/// <param name="control">An input control.</param>
/// <returns>True if the given path matches at least a partial path to <paramref name="control"/>.</returns>
/// <exception cref="ArgumentNullException"><paramref name="expected"/> is <c>null</c> or empty -or-
/// <paramref name="control"/> is <c>null</c>.</exception>
/// <remarks>
/// <example>
/// <code>
/// // True as the path matches the Keyboard device itself, i.e. the parent of
/// // Keyboard.aKey.
/// InputControlPath.MatchesPrefix("<Keyboard>", Keyboard.current.aKey);
///
/// // False as the path matches none of the controls leading to Keyboard.aKey.
/// InputControlPath.MatchesPrefix("<Gamepad>", Keyboard.current.aKey);
///
/// // True as the path matches Keyboard.aKey itself.
/// InputControlPath.MatchesPrefix("<Keyboard>/a", Keyboard.current.aKey);
/// </code>
/// </example>
/// </remarks>
public static bool MatchesPrefix(string expected, InputControl control)
{
if (string.IsNullOrEmpty(expected))
throw new ArgumentNullException(nameof(expected));
if (control == null)
throw new ArgumentNullException(nameof(control));
var parser = new PathParser(expected);
if (MatchesRecursive(ref parser, control, prefixOnly: true) && parser.isAtEnd)
return true;
return false;
}
private static bool MatchesRecursive(ref PathParser parser, InputControl currentControl, bool prefixOnly = false)
{
// Recurse into parent before looking at the current control. This
// will advance the parser to where our control is in the path.
var parent = currentControl.parent;
if (parent != null && !MatchesRecursive(ref parser, parent, prefixOnly))
return false;
// Stop if there's no more path left.
if (!parser.MoveToNextComponent())
return prefixOnly; // Failure if we match full path, success if we match prefix only.
// Match current path component against current control.
return parser.current.Matches(currentControl);
}
////TODO: refactor this to use the new PathParser
/// <summary>
/// Recursively match path elements in <paramref name="path"/>.
/// </summary>
/// <param name="control">Current control we're at.</param>
/// <param name="path">Control path we are matching against.</param>
/// <param name="indexInPath">Index of current component in <paramref name="path"/>.</param>
/// <param name="matches"></param>
/// <param name="matchMultiple"></param>
/// <typeparam name="TControl"></typeparam>
/// <returns></returns>
private static TControl MatchControlsRecursive<TControl>(InputControl control, string path, int indexInPath,
ref InputControlList<TControl> matches, bool matchMultiple)
where TControl : InputControl
{
var pathLength = path.Length;
// Try to get a match. A path spec has three components:
// "<layout>{usage}name"
// All are optional but at least one component must be present.
// Names can be aliases, too.
// We don't tap InputControl.path strings of controls so as to not create a
// bunch of string objects while feeling our way down the hierarchy.
var controlIsMatch = true;
// Match by layout.
if (path[indexInPath] == '<')
{
++indexInPath;
controlIsMatch =
MatchPathComponent(control.layout, path, ref indexInPath, PathComponentType.Layout);
// If the layout isn't a match, walk up the base layout
// chain and match each base layout.
if (!controlIsMatch)
{
var baseLayout = control.m_Layout;
while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(baseLayout, out baseLayout))
{
controlIsMatch = MatchPathComponent(baseLayout, path, ref indexInPath,
PathComponentType.Layout);
if (controlIsMatch)
break;
}
}
}
// Match by usage.
while (indexInPath < pathLength && path[indexInPath] == '{' && controlIsMatch)
{
++indexInPath;
for (var i = 0; i < control.usages.Count; ++i)
{
controlIsMatch = MatchPathComponent(control.usages[i], path, ref indexInPath, PathComponentType.Usage);
if (controlIsMatch)
break;
}
}
// Match by display name.
if (indexInPath < pathLength - 1 && controlIsMatch && path[indexInPath] == '#' &&
path[indexInPath + 1] == '(')
{
indexInPath += 2;
controlIsMatch = MatchPathComponent(control.displayName, path, ref indexInPath,
PathComponentType.DisplayName);
}
// Match by name.
if (indexInPath < pathLength && controlIsMatch && path[indexInPath] != '/')
{
// Normal name match.
controlIsMatch = MatchPathComponent(control.name, path, ref indexInPath, PathComponentType.Name);
// Alternative match by alias.
if (!controlIsMatch)
{
for (var i = 0; i < control.aliases.Count && !controlIsMatch; ++i)
{
controlIsMatch = MatchPathComponent(control.aliases[i], path, ref indexInPath,
PathComponentType.Name);
}
}
}
// If we have a match, return it or, if there's children, recurse into them.
if (controlIsMatch)
{
// If we ended up on a wildcard, we've successfully matched it.
if (indexInPath < pathLength && path[indexInPath] == '*')
++indexInPath;
// If we've reached the end of the path, we have a match.
if (indexInPath == pathLength)
{
// Check type.
if (!(control is TControl match))
return null;
if (matchMultiple)
matches.Add(match);
return match;
}
// If we've reached a separator, dive into our children.
if (path[indexInPath] == '/')
{
++indexInPath;
// Silently accept trailing slashes.
if (indexInPath == pathLength)
{
// Check type.
if (!(control is TControl match))
return null;
if (matchMultiple)
matches.Add(match);
return match;
}
// See if we want to match children by usage or by name.
TControl lastMatch;
if (path[indexInPath] == '{')
{
// Usages are kind of like entry points that can route to anywhere else
// on a device's control hierarchy and then we keep going from that re-routed
// point.
lastMatch = MatchByUsageAtDeviceRootRecursive(control.device, path, indexInPath, ref matches, matchMultiple);
}
else
{
// Go through children and see what we can match.
lastMatch = MatchChildrenRecursive(control, path, indexInPath, ref matches, matchMultiple);
}
return lastMatch;
}
}
return null;
}
private static TControl MatchByUsageAtDeviceRootRecursive<TControl>(InputDevice device, string path, int indexInPath,
ref InputControlList<TControl> matches, bool matchMultiple)
where TControl : InputControl
{
// NOTE: m_UsagesForEachControl includes usages for the device. m_UsageToControl does not.
var usages = device.m_UsagesForEachControl;
if (usages == null)
return null;
var usageCount = device.m_UsageToControl.LengthSafe();
var startIndex = indexInPath + 1;
var pathCanMatchMultiple = PathComponentCanYieldMultipleMatches(path, indexInPath);
var pathLength = path.Length;
Debug.Assert(path[indexInPath] == '{');
++indexInPath;
if (indexInPath == pathLength)
throw new ArgumentException($"Invalid path spec '{path}'; trailing '{{'", nameof(path));
TControl lastMatch = null;
for (var i = 0; i < usageCount; ++i)
{
var usage = usages[i];
Debug.Assert(!string.IsNullOrEmpty(usage), "Usage entry is empty");
// Match usage against path.
var usageIsMatch = MatchPathComponent(usage, path, ref indexInPath, PathComponentType.Usage);
// If it isn't a match, go to next usage.
if (!usageIsMatch)
{
indexInPath = startIndex;
continue;
}
var controlMatchedByUsage = device.m_UsageToControl[i];
// If there's more to go in the path, dive into the children of the control.
if (indexInPath < pathLength && path[indexInPath] == '/')
{
lastMatch = MatchChildrenRecursive(controlMatchedByUsage, path, indexInPath + 1,
ref matches, matchMultiple);
// We can stop going through usages if we matched something and the
// path component covering usage does not contain wildcards.
if (lastMatch != null && !pathCanMatchMultiple)
break;
// We can stop going through usages if we have a match and are only
// looking for a single one.
if (lastMatch != null && !matchMultiple)
break;
}
else
{
lastMatch = controlMatchedByUsage as TControl;
if (lastMatch != null)
{
if (matchMultiple)
matches.Add(lastMatch);
else
{
// Only looking for single match and we have one.
break;
}
}
}
}
return lastMatch;
}
private static TControl MatchChildrenRecursive<TControl>(InputControl control, string path, int indexInPath,
ref InputControlList<TControl> matches, bool matchMultiple)
where TControl : InputControl
{
var children = control.children;
var childCount = children.Count;
TControl lastMatch = null;
var pathCanMatchMultiple = PathComponentCanYieldMultipleMatches(path, indexInPath);
for (var i = 0; i < childCount; ++i)
{
var child = children[i];
var childMatch = MatchControlsRecursive(child, path, indexInPath, ref matches, matchMultiple);
if (childMatch == null)
continue;
// If the child matched something an there's no wildcards in the child
// portion of the path, we can stop searching.
if (!pathCanMatchMultiple)
return childMatch;
// If we are only looking for the first match and a child matched,
// we can also stop.
if (!matchMultiple)
return childMatch;
// Otherwise we have to go hunting through the hierarchy in case there are
// more matches.
lastMatch = childMatch;
}
return lastMatch;
}
private enum PathComponentType
{
Name,
DisplayName,
Usage,
Layout
}
private static bool MatchPathComponent(string component, string path, ref int indexInPath, PathComponentType componentType, int startIndexInComponent = 0)
{
Debug.Assert(component != null, "Component string is null");
Debug.Assert(path != null, "Path is null");
var componentLength = component.Length;
var pathLength = path.Length;
var startIndex = indexInPath;
// Try to walk the name as far as we can.
var indexInComponent = startIndexInComponent;
while (indexInPath < pathLength)
{
// Check if we've reached a terminator in the path.
var nextCharInPath = path[indexInPath];
if (nextCharInPath == '\\' && indexInPath + 1 < pathLength)
{
// Escaped character. Bypass treatment of special characters below.
++indexInPath;
nextCharInPath = path[indexInPath];
}
else
{
if (nextCharInPath == '/' && componentType == PathComponentType.Name)
break;
if ((nextCharInPath == '>' && componentType == PathComponentType.Layout)
|| (nextCharInPath == '}' && componentType == PathComponentType.Usage)
|| (nextCharInPath == ')' && componentType == PathComponentType.DisplayName))
{
++indexInPath;
break;
}
////TODO: allow only single '*' and recognize '**'
// If we've reached a '*' in the path, skip character in name.
if (nextCharInPath == '*')
{
// But first let's see if we have something after the wildcard that matches the rest of the component.
// This could be when, for example, we hit "T" on matching "leftTrigger" against "*Trigger". We have to stop
// gobbling up characters for the wildcard when reaching "Trigger" in the component name.
//
// NOTE: Just looking at the very next character only is *NOT* enough. We need to match the entire rest of
// the path. Otherwise, in the example above, we would stop on seeing the lowercase 't' and then be left
// trying to match "tTrigger" against "Trigger".
var indexAfterWildcard = indexInPath + 1;
if (indexInPath < (pathLength - 1) &&
indexInComponent < componentLength &&
MatchPathComponent(component, path, ref indexAfterWildcard, componentType, indexInComponent))
{
indexInPath = indexAfterWildcard;
return true;
}
if (indexInComponent < componentLength)
++indexInComponent;
else
return true;
continue;
}
}
// If we've reached the end of the component name, we did so before
// we've reached a terminator
if (indexInComponent == componentLength)
{
indexInPath = startIndex;
return false;
}
var charInComponent = component[indexInComponent];
if (charInComponent == nextCharInPath || char.ToLower(charInComponent, CultureInfo.InvariantCulture) == char.ToLower(nextCharInPath, CultureInfo.InvariantCulture))
{
++indexInComponent;
++indexInPath;
}
else
{
// Name isn't a match.
indexInPath = startIndex;
return false;
}
}
if (indexInComponent == componentLength)
return true;
indexInPath = startIndex;
return false;
}
private static bool PathComponentCanYieldMultipleMatches(string path, int indexInPath)
{
var indexOfNextSlash = path.IndexOf('/', indexInPath);
if (indexOfNextSlash == -1)
return path.IndexOf('*', indexInPath) != -1 || path.IndexOf('<', indexInPath) != -1;
var length = indexOfNextSlash - indexInPath;
return path.IndexOf('*', indexInPath, length) != -1 || path.IndexOf('<', indexInPath, length) != -1;
}
/// <summary>
/// A single component of a parsed control path as returned by <see cref="Parse"/>. For example, in the
/// control path <c>"<Gamepad>/buttonSouth"</c>, there are two parts: <c>"<Gamepad>"</c>
/// and <c>"buttonSouth"</c>.
/// </summary>
/// <seealso cref="Parse"/>
public struct ParsedPathComponent
{
// Accessing these means no allocations (except when there are multiple usages).
internal Substring m_Layout;
internal InlinedArray<Substring> m_Usages;
internal Substring m_Name;
internal Substring m_DisplayName;
/// <summary>
/// Name of the layout (the part between '<' and '>') referenced in the component or <c>null</c> if no layout
/// is specified. In <c>"<Gamepad>/buttonSouth"</c> the first component will return
/// <c>"Gamepad"</c> from this property and the second component will return <c>null</c>.
/// </summary>
/// <seealso cref="InputControlLayout"/>
/// <seealso cref="InputSystem.LoadLayout"/>
/// <seealso cref="InputControl.layout"/>
public string layout => m_Layout.ToString();
/// <summary>
/// List of device or control usages (the part between '{' and '}') referenced in the component or an empty
/// enumeration. In <c>"<XRController>{RightHand}/trigger"</c>, for example, the
/// first component will have a single element <c>"RightHand"</c> in the enumeration
/// and the second component will have an empty enumeration.
/// </summary>
/// <seealso cref="InputControl.usages"/>
/// <seealso cref="InputSystem.AddDeviceUsage(InputDevice,string)"/>
public IEnumerable<string> usages => m_Usages.Select(x => x.ToString());
/// <summary>
/// Name of the device or control referenced in the component or <c>null</c> In
/// <c>"<Gamepad>/buttonSouth"</c>, for example, the first component will
/// have a <c>null</c> name and the second component will have <c>"buttonSouth"</c>
/// in the name.
/// </summary>
/// <seealso cref="InputControl.name"/>
public string name => m_Name.ToString();
/// <summary>
/// Display name of the device or control (the part inside of '#(...)') referenced in the component
/// or <c>null</c>. In <c>"<Keyboard>/#(*)"</c>, for example, the first component will
/// have a null displayName and the second component will have a displayName of <c>"*"</c>.
/// </summary>
/// <seealso cref="InputControl.displayName"/>
public string displayName => m_DisplayName.ToString();
////REVIEW: This one isn't well-designed enough yet to be exposed. And double-wildcards are not yet supported.
internal bool isWildcard => m_Name == Wildcard;
internal bool isDoubleWildcard => m_Name == DoubleWildcard;
internal string ToHumanReadableString(string parentLayoutName, string parentControlPath, out string referencedLayoutName,
out string controlPath, HumanReadableStringOptions options)
{
referencedLayoutName = null;
controlPath = null;
var result = string.Empty;
if (isWildcard)
result += "Any";
if (m_Usages.length > 0)
{
var combinedUsages = string.Empty;
for (var i = 0; i < m_Usages.length; ++i)
{
if (m_Usages[i].isEmpty)
continue;
if (combinedUsages != string.Empty)
combinedUsages += " & " + ToHumanReadableString(m_Usages[i]);
else
combinedUsages = ToHumanReadableString(m_Usages[i]);
}
if (combinedUsages != string.Empty)
{
if (result != string.Empty)
result += ' ' + combinedUsages;
else
result += combinedUsages;
}
}
if (!m_Layout.isEmpty)
{
referencedLayoutName = m_Layout.ToString();
// Where possible, use the displayName of the given layout rather than
// just the internal layout name.
string layoutString;
var referencedLayout = InputControlLayout.cache.FindOrLoadLayout(referencedLayoutName, throwIfNotFound: false);
if (referencedLayout != null && !string.IsNullOrEmpty(referencedLayout.m_DisplayName))
layoutString = referencedLayout.m_DisplayName;
else
layoutString = ToHumanReadableString(m_Layout);
if (!string.IsNullOrEmpty(result))
result += ' ' + layoutString;
else
result += layoutString;
}
if (!m_Name.isEmpty && !isWildcard)
{
// If we have a layout from a preceding path component, try to find
// the control by name on the layout. If we find it, use its display
// name rather than the name referenced in the binding.
string nameString = null;
if (!string.IsNullOrEmpty(parentLayoutName))
{
// NOTE: This produces a fully merged layout. We should thus pick up display names
// from base layouts automatically wherever applicable.
var parentLayout =
InputControlLayout.cache.FindOrLoadLayout(new InternedString(parentLayoutName), throwIfNotFound: false);
if (parentLayout != null)
{
var controlName = new InternedString(m_Name.ToString());
var control = parentLayout.FindControlIncludingArrayElements(controlName, out var arrayIndex);
if (control != null)
{
// Synthesize path of control.
if (string.IsNullOrEmpty(parentControlPath))
{
if (arrayIndex != -1)
controlPath = $"{control.Value.name}{arrayIndex}";
else
controlPath = control.Value.name;
}
else
{
if (arrayIndex != -1)
controlPath = $"{parentControlPath}/{control.Value.name}{arrayIndex}";
else
controlPath = $"{parentControlPath}/{control.Value.name}";
}
var shortDisplayName = (options & HumanReadableStringOptions.UseShortNames) != 0
? control.Value.shortDisplayName
: null;
var displayName = !string.IsNullOrEmpty(shortDisplayName)
? shortDisplayName
: control.Value.displayName;
if (!string.IsNullOrEmpty(displayName))
{
if (arrayIndex != -1)
nameString = $"{displayName} #{arrayIndex}";
else
nameString = displayName;
}
// If we don't have an explicit <layout> part in the component,
// remember the name of the layout referenced by the control name so
// that path components further down the line can keep looking up their
// display names.
if (string.IsNullOrEmpty(referencedLayoutName))
referencedLayoutName = control.Value.layout;
}
}
}
if (nameString == null)
nameString = ToHumanReadableString(m_Name);
if (!string.IsNullOrEmpty(result))
result += ' ' + nameString;
else
result += nameString;
}
if (!m_DisplayName.isEmpty)
{
var str = $"\"{ToHumanReadableString(m_DisplayName)}\"";
if (!string.IsNullOrEmpty(result))
result += ' ' + str;
else
result += str;
}
return result;
}
private static string ToHumanReadableString(Substring substring)
{
return substring.ToString().Unescape("/*{<", "/*{<");
}
/// <summary>
/// Whether the given control matches the constraints of this path component.
/// </summary>
/// <param name="control">Control to match against the path spec.</param>
/// <returns>True if <paramref name="control"/> matches the constraints.</returns>
public bool Matches(InputControl control)
{
// Match layout.
if (!m_Layout.isEmpty)
{
// Check for direct match.
var layoutMatches = ComparePathElementToString(m_Layout, control.layout);
if (!layoutMatches)
{
// No direct match but base layout may match.
var baseLayout = control.m_Layout;
while (InputControlLayout.s_Layouts.baseLayoutTable.TryGetValue(baseLayout, out baseLayout) && !layoutMatches)
layoutMatches = ComparePathElementToString(m_Layout, baseLayout.ToString());
}
if (!layoutMatches)
return false;
}
// Match usage.
if (m_Usages.length > 0)
{
for (var i = 0; i < m_Usages.length; ++i)
{
if (!m_Usages[i].isEmpty)
{
var controlUsages = control.usages;
var haveUsageMatch = false;
for (var ci = 0; ci < controlUsages.Count; ++ci)
if (ComparePathElementToString(m_Usages[i], controlUsages[ci]))
{
haveUsageMatch = true;
break;
}
if (!haveUsageMatch)
return false;
}
}
}
// Match name.
if (!m_Name.isEmpty && !isWildcard)
{
////FIXME: unlike the matching path we have in MatchControlsRecursive, this does not take aliases into account
if (!ComparePathElementToString(m_Name, control.name))
return false;
}
// Match display name.
if (!m_DisplayName.isEmpty)
{
if (!ComparePathElementToString(m_DisplayName, control.displayName))
return false;
}
return true;
}
// In a path, characters may be escaped so in those cases, we can't just compare
// character-by-character.
private static bool ComparePathElementToString(Substring pathElement, string element)
{
var pathElementLength = pathElement.length;
var elementLength = element.Length;
for (int i = 0, j = 0;; i++, j++)
{
var pathElementDone = i == pathElementLength;
var elementDone = j == elementLength;
if (pathElementDone || elementDone)
return pathElementDone == elementDone;
var ch = pathElement[i];
if (ch == '\\' && i + 1 < pathElementLength)
ch = pathElement[++i];
if (char.ToLowerInvariant(ch) != char.ToLowerInvariant(element[j]))
return false;
}
}
}
/// <summary>
/// Splits a control path into its separate components.
/// </summary>
/// <param name="path">A control path such as <c>"<Gamepad>/buttonSouth"</c>.</param>
/// <returns>An enumeration of the parsed components. The enumeration is empty if the given
/// <paramref name="path"/> is empty.</returns>
/// <exception cref="ArgumentNullException"><paramref name="path"/> is <c>null</c> or empty.</exception>
/// <remarks>
/// You can use this method, for example, to separate out the components in a binding's <see cref="InputBinding.path"/>.
///
/// <example>
/// <code>
/// var parsed = InputControlPath.Parse("<XRController>{LeftHand}/trigger").ToArray();
///
/// Debug.Log(parsed.Length); // Prints 2.
/// Debug.Log(parsed[0].layout); // Prints "XRController".
/// Debug.Log(parsed[0].name); // Prints an empty string.
/// Debug.Log(parsed[0].usages.First()); // Prints "LeftHand".
/// Debug.Log(parsed[1].layout); // Prints null.
/// Debug.Log(parsed[1].name); // Prints "trigger".
///
/// // Find out if the given device layout is based on "TrackedDevice".
/// Debug.Log(InputSystem.IsFirstLayoutBasedOnSecond(parsed[0].layout, "TrackedDevice")); // Prints true.
///
/// // Load the device layout referenced by the path.
/// var layout = InputSystem.LoadLayout(parsed[0].layout);
/// Debug.Log(layout.baseLayouts.First()); // Prints "TrackedDevice".
/// </code>
/// </example>
/// </remarks>
/// <seealso cref="InputBinding.path"/>
/// <seealso cref="InputSystem.FindControl"/>
public static IEnumerable<ParsedPathComponent> Parse(string path)
{
if (string.IsNullOrEmpty(path))
throw new ArgumentNullException(nameof(path));
var parser = new PathParser(path);
while (parser.MoveToNextComponent())
yield return parser.current;
}
// NOTE: Must not allocate!
private struct PathParser
{
private string path;
private int length;
private int leftIndexInPath;
private int rightIndexInPath; // Points either to a '/' character or one past the end of the path string.
public ParsedPathComponent current;
public bool isAtEnd => rightIndexInPath == length;
public PathParser(string path)
{
Debug.Assert(path != null);
this.path = path;
length = path.Length;
leftIndexInPath = 0;
rightIndexInPath = 0;
current = new ParsedPathComponent();
}
// Update parsing state and 'current' to next component in path.
// Returns true if the was another component or false if the end of the path was reached.
public bool MoveToNextComponent()
{
// See if we've the end of the path string.
if (rightIndexInPath == length)
return false;
// Make our current right index our new left index and find
// a new right index from there.
leftIndexInPath = rightIndexInPath;
if (path[leftIndexInPath] == '/')
{
++leftIndexInPath;
rightIndexInPath = leftIndexInPath;
if (leftIndexInPath == length)
return false;
}
// Parse <...> layout part, if present.
var layout = new Substring();
if (rightIndexInPath < length && path[rightIndexInPath] == '<')
layout = ParseComponentPart('>');
////FIXME: with multiple usages, this will allocate
////FIXME: Why the heck is this allocating? Should not allocate here! Worse yet, we do ToArray() down there.
// Parse {...} usage part, if present.
var usages = new InlinedArray<Substring>();
while (rightIndexInPath < length && path[rightIndexInPath] == '{')
usages.AppendWithCapacity(ParseComponentPart('}'));
// Parse display name part, if present.
var displayName = new Substring();
if (rightIndexInPath < length - 1 && path[rightIndexInPath] == '#' && path[rightIndexInPath + 1] == '(')
{
++rightIndexInPath;
displayName = ParseComponentPart(')');
}
// Parse name part, if present.
var name = new Substring();
if (rightIndexInPath < length && path[rightIndexInPath] != '/')
name = ParseComponentPart('/');
current = new ParsedPathComponent
{
m_Layout = layout,
m_Usages = usages,
m_Name = name,
m_DisplayName = displayName
};
return leftIndexInPath != rightIndexInPath;
}
private Substring ParseComponentPart(char terminator)
{
if (terminator != '/') // Name has no corresponding left side terminator.
++rightIndexInPath;
var partStartIndex = rightIndexInPath;
while (rightIndexInPath < length && path[rightIndexInPath] != terminator)
{
if (path[rightIndexInPath] == '\\' && rightIndexInPath + 1 < length)
++rightIndexInPath;
++rightIndexInPath;
}
var partLength = rightIndexInPath - partStartIndex;
if (rightIndexInPath < length && terminator != '/')
++rightIndexInPath; // Skip past terminator.
return new Substring(path, partStartIndex, partLength);
}
}
}
}
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