throbber
a2 United States Patent
`US 6,241,612 B1
`(10) Patent No.:
`Jun. 5, 2001
`(45) Date of Patent:
`Heredia
`
`
`US006241612B1
`
`(54) VOICE COMMUNICATION DURING A
`MULTI-PLAYER GAME
`
`(75)
`
`Inventor: Rafael Heredia, Easley, SC (US)
`:
`.
`ot
`.
`‘
`(73) Assignee: Cirrus Logic, Inc., Austin, TX (US)
`(*) Notice:
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`US.C. 154(b) by 0 days.
`
`(21) Appl. No.: 09/188,122
`
`(22)
`
`Filed:
`
`Nov. 9, 1998
`
`(52)
`
`(51)
`
`Int, Ch. eeccceccsseeeeee A63F 13/00; A63F 9/24;
`GO6F 17/00; GO6F 19/00
`
`snes 463/42; 463/40; 463/41;
`
`704/201; 704/270; 704/275; 725/18;
`;
`725/20; 725/118; 725/148; 725/127
`(58) Field of Search ou... 463/42, 40, 41,
`463/35; 704/201, 200, 203, 270, 275; 725/18,
`20, 118, 127, 148, 149
`
`(56)
`
`References Cited
`U.S. PATENT DOCUMENTS
`
`4,569,026
`5,026,051
`$5,526,354
`5,530,599
`5,530,699
`
`2/1986 Best oe eecceccrecereeteeseneee 364/521
`6/1991 Loweet al.
`........
`6/1996 Barracloughct al.
`6/1996 Kline wees
`.
`6/1996 Kline..
`. 463/41
`7/1996 Barker....
`Q/L996 Carter vicccsccccsccecsereseseesecees 463/35
`
`.. 273/435
`
`
`.
`
`5,586,937
`5,623,490
`5,630,757
`5,685,775
`5,695,400
`5,807,109 *
`5,947,825 *
`5,956,485 *
`
`12/1996 Menashe ...c.ccecececeesesseeseeesees 463/41
`. 370/263
`4/1997 Richteret al.
`...
`
`w. 463/43
`5/1997 Gagin et al.
`.....
`.....
`.. 463/41
`11/1997 Bakogluet al.
`12/1997 Fennell, Jr. et al.
`.
`. 463/42
`9/1998 Tzidon etal. .......
`434/35 X
`9/1999 Horstman etal.
`ween 463/42 X
`9/1999 Perlman oo... 395/200.34 X
`
`
`
`OTHER PUBLICATIONS
`
`Hunt, Trujillo, Orvis, “Structural and Electrical Character-
`istics of Silicon Field—Emission Microelectronic Devices,”
`IEEE Transactions on Electron Devices, vol.38, No. 10, pp.
`2309-2313, Oct. 1991.
`
`* cited by examiner
`
`Primary Examiner—Jessica J. Harrison
`Assistant Examiner—Binh-An D. Nguyen
`(74) Attorney, Agent, or Firm—Robert P. Bell; Peter
`Rutkowski
`
`(57)
`
`ABSTRACT
`
`Real-time synchronized voice communications during a
`multi-player game is disclosed. A server is connected to
`client computers, players. Players can speak into a micro-
`phone and have their voice transmitted to all players or a
`select few. Digitized voice communications are transmitted
`along with other game data. Player speech and game data is
`synchronized and reproduced in the same order it was
`captured.
`
`2 Claims, 3 Drawing Sheets
`
`120
`
`SERVER
`
`
`
`PLAYER "A"
`
`PLAYER "B"
`
`Epic Games Ex. 1026
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`U.S. Patent
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`Jun.5, 2001
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`Sheet 1 of 3
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`US 6,241,612 B1
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`Epic Games Ex. 1026
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`U.S. Patent
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`Jun. 5, 2001
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`Sheet 2 of 3
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`ZINS
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`US 6,241,612 B1
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`Epic Games Ex. 1026
`Epic Games Ex. 1026
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`U.S. Patent
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`Jun.5, 2001
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`Sheet 3 of 3
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`

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`US 6,241,612 Bl
`
`1
`VOICE COMMUNICATION DURING A
`MULTI-PLAYER GAME
`
`FIELD OF THE INVENTION
`
`The present invention relates to the field of computer
`games. In particular, the present invention relates to net-
`worked multi-player computer games which are played over
`a local area network or the Internet. Still more particularly
`to synchronized voice communication during a multi-player
`game.
`
`10
`
`BACKGROUND OF THE INVENTION
`
`15)
`
`Computer games have long driven computer technology.
`The intense graphics and processing requirements of most
`computer games have stretched the limitations of
`processors, graphics controllers and the like. Moreover,
`computer games have fueled the market for so-called mul-
`timedia computers which include audio and video process-
`ing elements. A typical multimedia computer may be
`equipped with a microphone, stereo speakers, an advanced .
`graphics controller with 2 or 3-D rendering capabilities, and
`real-time video imaging (¢.g., MPEG-2 or the like). In
`addition, such computers may be provided with powerful
`audio processing capabilities including spatial imaging, sur-
`round sound, and the like. Typical home computers may be
`purchased with all such features at a fairly nominalcost.
`Multi-player computer games have long been known in
`the art. Typical prior art SEGA and NINTENDO home
`entertainment systems may be provided with two or more
`control interfaces to allow multiple players to play a com-
`puter game against each other or in combination against the
`computer system within the game device. When players are
`in the same room,
`they may interact verbally with one
`another, as well as through the game interface. However
`both players utilize the same video device, sound device,
`and CPU.
`
`2
`independentof other players. Speech betweenplayers is not
`provided for, only audio originating from the computer
`gameis transmitted to game controllers having headphones
`attached.
`
`In more recent times, multi-player games have expanded
`with the widespread acceptance of the Internet. Various
`websites such as the MPLAYERserver (www.mplayer.com)
`have been established as a clearinghouse for multi-player
`gaming. Players may log on to the website and play very
`sophisticated computer games over the Internet against
`players at remote locations. Games such as Quake, Warcralt,
`Starcraft, Duke Nukem, Motor Racer, Monster Truck Mad-
`ness and the like have become extremely popular. Moreover,
`games based upon traditional sports such as hockey,
`baseball, and the like have also become popular in multi-
`player modes. The Internet has allowed people from all over
`the world to play with, or compete against, each other.
`Thus, multi-player computer games, played over the
`Internet or other networks lack someof the real-time inter-
`
`action experienced by players playing a multi-player com-
`puter game in the same room. In particular, Internet or other
`network players cannot talk to one another in real-time to
`encourage, disparage, strategize, scheme, or otherwise share
`their enjoyment of the computer game.
`With the wide spread introduction of multimedia
`computers, new uses for the Internet and other networks are
`constantly being found. For example, Internet
`telephony
`techniques have been established using the audio capabili-
`ties of a typical multimedia computer. Using the microphone
`and speakers of a computer, a player can log on to the
`Internet and communicate with a remote Internet player
`verbally. Audio signals are received from the player’s
`computer, digitized, and transmitted over the Internet where
`they are replayed at a receiver’s speakers. Using such a
`technique, “telephone calls” can be placed over the Internet
`at very little or no expense. In addition, other forms of audio
`and video conferencing have been established over the
`Internet using multimedia computer capabilities. Using such
`techniques, a numberof players may simultaneously interact
`through the Internet or other type of network sending audio
`signals to one another and/or video images.
`SUMMARY OF THE INVENTION
`
`player computer game played over a computer network. In
`the preferred embodiment, a microphone is provided at a
`player’s computer which receives voice messages in real-
`time. These messages are either used to operate the player’s
`computer game, or are transmitted along with player input
`signals (from joystick, keyboard, and the like) over a com-
`puter network (local area network, Internet, or the like) to a
`central server or servers. The server or servers transmit data
`
`to a number of other players on the network playing the
`same computer game. The data comprises player position
`information and other game data as well as voice packet
`data. The server program can customize the data sent to each
`individual player. Thus, the audio comments and reactions
`of one player are relayed over the network to other players.
`Each player’s computer decodes the voice packet data and
`plays back voice messages over an audio system in real-
`time. The voice packetdata is transmitted in the same packet
`as other data such that the game data and voice data is
`synchronized.If a player shouts then shoots, all networked
`players will hear the shoul before the shot.
`Each player can either receive selective data or select
`which data to replay as it is received by the computer.
`
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`The present invention relates to a technique for providing
`voice communication and other selective audio in a multi-
`
`45
`
`Multi-player gaming through oetworks or over phone
`lines has long been known in the art. Before widespread
`acceptance of the Internet, multi-player games played over
`bulletin board systems (BBS’s) were well known. Unlike
`SEGA and NINTENDO each player has their own video
`device, sound device, and CPU. However, whenthe players
`arc not located in the same room, the verbal interaction
`between players is non-existent. Verbal interaction only
`exists when users are in the same physical location within
`ear shot of each other.
`
`40
`
`Some games provide a technique whereby messages can
`be transmitted between players by using a special command,
`then typing a message and sending it
`to all players.
`However,
`the time taken to type such a message would ;
`distract the player from game playing. As a result the player
`might lose the game while attempting to communicate with
`anotherplayer, due to the fact that these multi-player games
`are played in real-time.
`issued Jul. 23, 1996
`Baker U.S. Pat. No. 5,538,255,
`discloses a voice communication controller for transmitting
`a speech signal via microphone between two players of a
`computer game connected to each other via an analog phone
`line. However the image control commands and analog
`microphonesignals are transmitted at alternate moments in
`time to share the same phone line. The speech is not
`synchronized with the game leaving a delay between the
`game play and the speech. The ’255 patent does not allow
`for more than two players and moreover does not teach
`playing over a computer network or the like.
`Carter, U.S. Pat. No. 5,556,107, issued Sep. 17, 1996
`provides each player with audio intended for that player,
`
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`US 6,241,612 Bl
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`10
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`15)
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`3
`Therefore, a player is able to speak to a select number of
`players as opposed to all players. As an example, when
`playing on teams, team members may onlyhear other team
`members until they are in ear shot of opposing players.
`Spatial imaging and echo cancellation techniques may be
`implemented, preferablyat the player’s computer, to provide
`a numberof special effects and features. Echo cancellation
`may be used to prevent feedback of the player’s voice from
`the player’s computer spcakers through the microphone.
`Spatial imaging may be used in combination with player
`position data to provide a realistic positioning of an oppo-
`nent’s voice within the game’s soundtrack. Thus,as a player
`approaches or recedes from another player in the computer
`game, the voice may be amplified or attenuated proportion-
`ally. Moreover, spatial imaging techniques may provide a
`sense of depth to locate the player’s voice based upon the
`player’s location within the computer game. Doppler shift
`effects may also be provided, for example in an auto race
`gameor the like, to provide a realistic vocal effect when one
`player passes by another at a high rate of speed.
`In an additional embodiment, voice commands may be
`used as an input to the computer game. A player’s micro-
`phone may receive voice commandsfor player input (e.g.,
`move,fire, and the likc) in place ofor in addition to joystick
`or keyboard commandinputs.
`In another additional embodiment, each of the networked
`players software is capable of acting as the server doesin the
`preferred embodiment described above. One player would
`choose the games parameters such as number ofplayers,
`types of weapons, and other game specific parameters. Once
`the parameters are set up and transmitted to all players
`software, all player data can flow through one players game
`program, or else each players program will individually
`transmit data to all players. Therefore a server independent
`from the players game programs is not required.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 is a block diagram illustrating interaction between
`a plurality of client computers in a central server computer
`in multi-player gaming.
`FIG. 2 is a diagram illustrating the time division multi-
`plexing of audio signals and game commandsignals.
`FIG. 3 is a block diagram illustrating, in more detail, some
`of the components of FIG. 1.
`
`40
`
`45
`
`DETAILED DESCRIPTION OF THE
`INVENTION
`
`invention allows for audio signals to be 5
`‘The present
`transmitted to and from a server computer by a game playing
`client through the Internet or other type of network such as
`a local area network. These audio signals may be transmitted
`to other client computers where they may be combined or
`modified to produce a real-time audio commentary accom-
`panying the game. The present invention takes advantage of
`the increased capabilities of modern multimedia computers
`to achieve this effect. Full duplex capabilities allow players
`to speak to other players and hear other player comments
`simultaneously.
`FIG. 1 is a block diagram illustrating a number of client
`computers coupled via network to a server computer. Four
`client computers A, B, C, and D are shown by way of
`cxample only, as may be readily appreciated by one of
`ordinary skill in the art. Any number of client computers
`may be coupled directly or indirectly to server E via network
`connections 110, 120, 130, and 140.
`
`5
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`4
`Game software may be loaded onto each clients com-
`puter: A, B, C, and D. Such gaming software may be
`purchased independently, retrieved as a java applet or simi-
`lar browser embedded code, or downloaded through net-
`work links 110, 120, 130, and 140. Note that for purposes of
`illustration, the actual structure of the network in FIG. 1 is
`illustrated schematically only. Actual connectivity between
`clients A, B, C, and D and server E may occur through a
`number of separate links or servers, and the like as illus-
`trated by the broken lines in connections 110, 120, 130, and
`140. Moreover, multiple servers E may be used, coupled
`together appropriately to serve a number of additional
`clients.
`
`Since each of client computers A, B, C, and D are
`provided with a copy of the game software, complex image
`data, texture maps, sounds, and the like are already loaded
`onto client computers A, B, C, and D. Thus, network links
`110, 120, 130, and 140 are not required to download such
`data on a continuous basis. Rather, server E only needs to
`transmit data to clients A, B, C, and D to synchronize game
`play and voice communications amongthe client computers.
`Thus, for example, in a role-playing game, where players
`interact or fight with one another over a topographical
`landscape, interconnected rooms, or the like, server E con-
`tinuously provides data to each of client computers A, B, C,
`and D indicating the relative spatial coordinates of each
`player within the game domain, along with status data for
`each player.
`In addition, other data may be transmitted
`indicating whethera player hasfired or used a weaponor,if
`the game is played against server computer E, whether
`server computer E, through its virtual minions, has attacked
`or fought players of client computers A, B, C, and D.
`As noted in the background of the invention, other data
`may also be transmitted. For example, each of client com-
`puters A, B, C, and D may transmit messagesin text format
`between one another. However,as noted above, transmission
`of such text messages during playing of a live action game
`can be cumbersome and impair the player’s ability to play
`the game.
`FIG. 3 is a block diagram illustrating, in more detail, some
`of the components of FIG. 1. For purposes ofillustration,
`only client computers A and B are illustrated. However,
`client computers C and D may be provided with the same or
`similar components.
`In the present invention, each of client computers A, B, C,
`and D may be so-called multi-media computers provided
`with CPUs 330,335. Client computers A and B may be
`provided with microphones 320,325 as well as a speakers
`380,385. Note that for the purposesofillustration, speakers
`380,385 are shown as single speakers. However, speakers
`380,385 may comprise two or more speakers in a stereo,
`surroundsound, or other type of spatial imaging output. In
`addition, client computers A and B may be provided with
`audio outputs to interface to home entertainment system
`electronics or the like.
`
`Client computers A and B may also be provided with other
`multimedia input devices such as cameras 370,375 and
`joysticks 360,365.
`In addition, more traditional
`input
`devices such as keyboards 340,345 and mice 350,355 may
`also be provided. Images for the computer games may be
`displayed on monitors 310,315.
`Each player A,B may communicate verbally into micro-
`phones 320,325 and such data may be digitized in CPUs
`330,335 and transmitted through network links 110,120 to
`server computer E. Server computer E may mix andretrans-
`mit such audio data as part of the game data to each ofclient
`
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`US 6,241,612 Bl
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`5
`computers A, B, C, and D. Server computer E may also act
`as a communications port, transmitting data to each client
`computer allowing the client computers game program to
`decipher which data to use and which data to discard.
`FIG. 2 is a diagram illustrating the time division multi-
`plexing of game data. Since game data compriseslittle more
`than player position and other numerical indicia, the band-
`width required for real-time game playing over a network is
`very small. Thus,
`there is a large amount of available
`bandwidth for transmitting additional data such as voice or
`other audio data. Moreover, as demonstrated by Internet
`telephony and teleconferencing techniques, audio data may
`be transmitted in real-time or near real-time over the Internet
`
`10
`
`15)
`
`or other types of networks within the bandwidth limitations
`of such networks.
`FIG. 2 illustrates the data stream transmitted either to or
`from a client computer A, B, C, or D to server computer E.
`Data may be divided into a numberof different blocks
`(packets) which may be transmitted in sequence. At the end
`of the sequence, the sequenceis repeated over again for as °
`long as the gameis played or the player is connected to the
`gaming server.
`The first element in the sequence of FIG. 2 comprises
`voice data 210. Note that this element is shown as occurring
`first within the frame of data for purposes of illustration ~
`only. In practice, each of the data elements may be placed in
`any particular order.
`Voice data 210, when transmitted from client A, B, C, or
`D to server E, may comprise the voice or audio data received
`from the player’s microphone. Server E may mix that voice
`data with other voice and audio data received from the
`
`6
`timing data may be needed to synchronize each of client
`computers A, B, C, and D such that the gameis played back
`in real-time on each computer in a synchronized fashion.
`Such timing signals may also be needed to ensure that voice
`signals 210 are played back in the appropriate order such
`that a voice and an action occur in proper sequence. Thus,
`for example, if a player shouts at another player and then
`shoots them,it should play back on the opponent’s computer
`in the correct order, rather than being shot first and then
`hearing the shout.
`In the preferred embodiment in the present invention,
`most processing of audio occurs within client computers A,
`B, C, and D. While it is possible to provide audio processing
`within server E, client computers A, B, C, and D, if provided
`with multimedia hardware and/or software, may already
`possess the resources necessary lo process audio data.
`Thus, echo cancellation features normally found in mul-
`timedia computers may be utilized to prevent feedback of a
`player’s voice from a client computer speakers to client
`computer microphone. For example, a player will not hear
`their voice reproducedin their speakers, the player will only
`hear other players voices emanating from their speakers.
`Similarly, spatial imaging or surround sound processing
`may be provided in client computers A, B, C, and D to
`provide realistic audio processing. Thus, for example, in a
`role playing computer game, if a player enters a virtual
`“room” and shouts, the computer may generate an appro-
`priate echo based upon the dimensionsofthe virtual “room.”
`Moreover, if other players are presentin the virtual “room”,
`their voice will appear, through the use of spatial imaging,
`to come from a location in that room.
`
`40
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`45
`
`in the in voice
`remaining clients A, B, C, or D. Thus,
`Thus, the present invention provides a much more real-
`
`segment 210 of FIG.2 as transmitted from serverEto clients istic game playing experience. In a role playing game, even
`A, B, C, and D, they comprise a mixed data signal for each
`if the player cannot see an opposing player, he may be able
`of players A, B, C, and D. This voice segment 210 may be
`to locate or have a general idea where the player is located
`mixed in a number of ways.
`based upon the playcr’s voice. If a player is located at a far
`distance,
`their voice may be heard, although attenuated
`For example, the audio signals could just be mixed using
`corresponding to the distance the opposing player is from
`predetermined levels to produce a single audio output. In
`the player. For example, player A will hear player B’s voice
`another embodiment, voice segment 210 may be further
`louder than player C’s voiceif player B is one foot away and
`time division multiplexed to provide separate audio data
`player C is 10 feet away.
`channels for each of players A, B, C, and D. The use of
`separate audio channels may be uscful in spatial imaging of
`Similarly, other types of audio cffects may be produced.
`voice and audio data, as will be explained below.
`For example, if an opposing playeris in an adjoining room,
`their voice may be heard, although muffled using audio
`The remaining fields 220, 230, 240, 250 comprise prior art
`effects. Similarly, when playing on teams, team members
`data fields. Fields 220, 230, 240, and 250 are shown by way
`may only hear other team membersuntil they are in ear shot
`of illustration only. ‘hese data fields may comprise any
`of opposing players. Voice communications may only be
`numberofpriorart data fields known for transmitting game
`replayed by the game program of the intended player.
`information. or example, field 220 may comprise three
`dimensional location information. Field 220 may include
`In addition,
`in high-speed games, such as auto racing
`location information for a player,
`if the data is being
`gamesand the like, Doppler shift effects may be applied to
`transmitted from a client A, B, C, or D to server E.
`an opposing player’s voice such that if an opposing player
`were to speed by a player, there voice would appearto shift
`If the data stream is from server E to client A, B, C, and
`in frequency according to well known Dopplereffects.
`D, field 220 may comprise three dimensional location infor-
`mation for each player represented by clients A, B, C, and
`Applying such spatial imaging and other audio processing
`D. Field 230 may represent function field, illustrated here as
`techniques may be performed using a number of known
`“oun.” This data field may indicate weapon status, whether
`techniques. In a simplest form, voice packet 210 of FIG. 2
`fired, where fired, and the like. This field may also include
`may be time division multiplexed into a numberof separate
`other action data or data for other types of weapons. Again,
`“channels” each representing the voice or audio signals
`if the data is being transmitted from client to server, the data
`produced bya different client A, B, C, and D. Using the 3-D
`location data field 220 for each of client A, B, C, and D, a
`may comprise only the updated client action information.
`From theserverto the client, data field 230 may include data
`client computer A, B, C, or D can determine the relative
`representing action information for all clients.
`location of each player and process the corresponding audio
`track accordingly.
`In a similar manner, ficld 240 mayinclude score data and
`if one of the opponent players is
`the like. Field 250 may include other data, including text
`Thus, for example,
`message data and other information transmitted in the prior
`nowhere near the player, the audio track for that opponent
`art. In addition,field 250 may also include timing data. Such
`player may be completely deleted or severely attenuated or
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`(cid:1)(cid:3)
`(cid:57)(cid:67)(cid:45)(cid:41)(cid:40)(cid:9)(cid:76) (cid:18)(cid:76) (cid:62)(cid:56)(cid:37)(cid:72)(cid:41)(cid:64)(cid:76) (cid:70)(cid:52)(cid:56)(cid:56)(cid:76) (cid:61)(cid:59)(cid:56)(cid:72)(cid:76) (cid:51)(cid:41)(cid:37)(cid:64)(cid:76) (cid:37)(cid:67)(cid:40)(cid:52)(cid:61)(cid:76) (cid:40)(cid:37)(cid:66)(cid:37)(cid:76) (cid:49)(cid:61)(cid:57)(cid:76) (cid:66)(cid:51)(cid:61)(cid:65)(cid:41)(cid:76)
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