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Agent Skill · 研究检索

runtime(runtime 搜索)

runtime 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

runtime 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为操作浏览器;许可证信息还不明确,第三方扫描有未通过项,按安装量在研究检索类的 73,675 个 Skill 里排第 66,285。

总安装 267周安装 11GitHub Stars 37下载 87核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:runtime(runtime 搜索)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/runtime
安装命令:
npx skills add https://github.com/simhacker/moollm --skill runtime
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/simhacker/moollm --skill runtime

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

runtime 用于查找、检索和筛选相关信息。适合在 Codex、Claude、Cursor、Gemini CLI 中根据任务场景快速定位结果。通过 npx skills add 命令从指定仓库安装并使用。建议确认权限范围和维护状态,注意是否触发联网或文件操作。

runtime 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/runtime

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/simhacker/moollm --skill runtime;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要操作浏览器,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

runtime 怎么安装?

在终端执行 npx skills add https://github.com/simhacker/moollm --skill runtime。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

runtime 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

runtime 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

runtime 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

runtime 用的人多吗?

公开数据是累计安装 267 次,近一周安装 11 次,下载 87 次,GitHub 37 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

runtime 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
runtime

runtime 搜索 · 本页

26737操作浏览器未明确未通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Runtime

*"Test in Python, deploy to browser. Same semantics, both targets."* — Vanessa Freudenberg (memorial voice)

What Is It?

The Runtime skill defines the dual Python/JavaScript adventure engines. Both runtimes:

  • Execute compiled expressions
  • Manage world state
  • Process simulation ticks
  • Handle events

CRITICAL: We ALWAYS generate BOTH _js AND _py code. Never one without the other.


Why Dual Runtimes?

RuntimePurpose
PythonServer-side, testing, LLM tethering, CLI
JavaScriptBrowser, standalone play, offline
# Dual Runtime Architecture
dual_runtime:
  source: "YAML"
  compiler: "LLM"
  outputs:
    guard_js: "(world) => ..."
    guard_py: "lambda world: ..."

  runtimes:
    python:
      file: "adventure.py"
      targets: ["CLI", "Server"]
    javascript:
      file: "engine.js"
      targets: ["Browser", "SPA"]

The World Object

Both runtimes implement identical World classes:

Python

class World:
    """Adventure runtime context for Python."""

    def __init__(self, adventure_data: dict):
        # Standard keys
        self.turn = 0
        self.timestamp = None
        self.adventure = adventure_data
        self.player = adventure_data.get('player', {})
        self.room = None
        self.party = adventure_data.get('party', {})

        # Extended keys (set contextually)
        self.object = None   # During object simulation
        self.target = None   # During targeted action
        self.npc = None      # During NPC simulation

        # Skill state namespaces
        self.skills = DotDict()  # world.skills.economy.gold

    # INVENTORY

    def has(self, item_id: str) -> bool:
        return item_id in self.player.get('inventory', [])

    def has_tag(self, tag: str) -> bool:
        """Check if player has any item with the given tag."""
        for item_id in self.player.get('inventory', []):
            item = self.get_object(item_id)
            if item and tag in item.get('tags', []):
                return True
        return False

    def find_by_tag(self, tag: str, in_room: bool = True) -> list:
        """Find all objects with the given tag."""
        results = []
        # Check inventory
        for item_id in self.player.get('inventory', []):
            item = self.get_object(item_id)
            if item and tag in item.get('tags', []):
                results.append(item)
        # Check current room
        if in_room and self.room:
            for obj in self.room.get('objects', []):
                if tag in obj.get('tags', []):
                    results.append(obj)
        return results

    def give(self, item_id: str):
        inv = self.player.setdefault('inventory', [])
        inv.append(item_id)

    def take(self, item_id: str):
        inv = self.player.get('inventory', [])
        if item_id in inv:
            inv.remove(item_id)

    # FLAGS

    def flag(self, name: str) -> bool:
        return self.adventure.get('flags', {}).get(name, False)

    def set_flag(self, name: str, value: bool):
        flags = self.adventure.setdefault('flags', {})
        flags[name] = value

    # NARRATIVE

    def emit(self, message: str):
        self._output_queue.append(message)

    def narrate(self, message: str, style: str = "normal"):
        self._output_queue.append({'text': message, 'style': style})

    # EVENTS

    def trigger_event(self, name: str, data: dict = None):
        self._event_queue.append({'name': name, 'data': data or {}})

    # NAVIGATION

    def go(self, destination: str):
        self._pending_navigation = destination

    def can_go(self, direction: str) -> bool:
        exits = self.room.get('exits', {})
        return direction in exits

    # BUFFS

    def has_buff(self, buff_id: str) -> bool:
        buffs = self.player.get('buffs', [])
        return any(b.get('id') == buff_id for b in buffs)

    def add_buff(self, buff: dict):
        buffs = self.player.setdefault('buffs', [])
        buffs.append(buff)

    def remove_buff(self, buff_id: str):
        buffs = self.player.get('buffs', [])
        self.player['buffs'] = [b for b in buffs if b.get('id') != buff_id]

    # EFFECTIVE VALUES (Buff Modification Protocol)
    #
    # Base value = persistent truth
    # Effective value = recalculated each tick
    #
    # "The base value is truth. The effective value is reality."
    #

    def reset_effective(self, obj: dict = None):
        """
        Reset all effective values to their base values.
        Called at the start of each tick.
        """
        obj = obj or self.object
        if not obj or 'state' not in obj:
            return

        state = obj['state']
        for key in list(state.keys()):
            if not key.endswith('_effective'):
                effective_key = f"{key}_effective"
                state[effective_key] = state[key]

    def get_effective(self, obj: dict, prop: str):
        """Get effective value, falling back to base if not set."""
        state = obj.get('state', {})
        effective_key = f"{prop}_effective"
        if effective_key in state:
            return state[effective_key]
        return state.get(prop)

    def modify_effective(self, obj: dict, prop: str, delta):
        """Add delta to effective value."""
        state = obj.get('state', {})
        effective_key = f"{prop}_effective"
        state[effective_key] = state.get(effective_key, state.get(prop, 0)) + delta

    def multiply_effective(self, obj: dict, prop: str, factor: float):
        """Multiply effective value by factor."""
        state = obj.get('state', {})
        effective_key = f"{prop}_effective"
        state[effective_key] = state.get(effective_key, state.get(prop, 0)) * factor

    # RESILIENCE (SimCity Zone Pattern)
    #
    # WILL WRIGHT: "If one tile burns but the center survives,
    #               the zone will eventually rebuild."
    #

    def ensure_defaults(self, obj: dict = None) -> dict:
        """
        Ensure object has its default state values.
        Self-initializing: creates state if missing.
        Self-healing: clamps invalid values.
        """
        obj = obj or self.object
        if not obj:
            return {}

        # Create state if missing
        if 'state' not in obj:
            obj['state'] = {}

        # Merge defaults
        defaults = obj.get('defaults', {})
        for key, default_val in defaults.items():
            if key not in obj['state']:
                obj['state'][key] = default_val

        return obj['state']

    def heal_state(self, obj: dict = None):
        """
        Fix inconsistent state values.
        - Clamp negative numbers to 0
        - Fix logical inconsistencies
        """
        state = self.ensure_defaults(obj)

        # Clamp numeric values to non-negative
        for key, val in list(state.items()):
            if isinstance(val, (int, float)) and val < 0:
                state[key] = 0

        return state

    # STATE ACCESS

    def get(self, path: str):
        """Get value by dot path: world.get('object.state.fuel')"""
        parts = path.split('.')
        obj = self
        for part in parts:
            if isinstance(obj, dict):
                obj = obj.get(part)
            else:
                obj = getattr(obj, part, None)
            if obj is None:
                return None
        return obj

    def set(self, path: str, value):
        """Set value by dot path: world.set('object.state.lit', True)"""
        parts = path.split('.')
        obj = self
        for part in parts[:-1]:
            if isinstance(obj, dict):
                obj = obj.setdefault(part, {})
            else:
                obj = getattr(obj, part)
        if isinstance(obj, dict):
            obj[parts[-1]] = value
        else:
            setattr(obj, parts[-1], value)

JavaScript

class World {
  /** Adventure runtime context for JavaScript. */

  constructor(adventureData) {
    // Standard keys
    this.turn = 0;
    this.timestamp = null;
    this.adventure = adventureData;
    this.player = adventureData.player || {};
    this.room = null;
    this.party = adventureData.party || {};

    // Extended keys (set contextually)
    this.object = null;   // During object simulation
    this.target = null;   // During targeted action
    this.npc = null;      // During NPC simulation

    // Skill state namespaces
    this.skills = {};     // world.skills.economy.gold

    // Internal queues
    this._outputQueue = [];
    this._eventQueue = [];
    this._pendingNavigation = null;
  }

  // === INVENTORY ===

  has(itemId) {
    return (this.player.inventory || []).includes(itemId);
  }

  hasTag(tag) {
    /** Check if player has any item with the given tag. */
    for (const itemId of this.player.inventory || []) {
      const item = this.getObject(itemId);
      if (item && (item.tags || []).includes(tag)) {
        return true;
      }
    }
    return false;
  }

  findByTag(tag, inRoom = true) {
    /** Find all objects with the given tag. */
    const results = [];
    // Check inventory
    for (const itemId of this.player.inventory || []) {
      const item = this.getObject(itemId);
      if (item && (item.tags || []).includes(tag)) {
        results.push(item);
      }
    }
    // Check current room
    if (inRoom && this.room) {
      for (const obj of this.room.objects || []) {
        if ((obj.tags || []).includes(tag)) {
          results.push(obj);
        }
      }
    }
    return results;
  }

  give(itemId) {
    this.player.inventory = this.player.inventory || [];
    this.player.inventory.push(itemId);
  }

  take(itemId) {
    const inv = this.player.inventory || [];
    const idx = inv.indexOf(itemId);
    if (idx > -1) inv.splice(idx, 1);
  }

  // === FLAGS ===

  flag(name) {
    return (this.adventure.flags || {})[name] || false;
  }

  setFlag(name, value) {
    this.adventure.flags = this.adventure.flags || {};
    this.adventure.flags[name] = value;
  }

  // === NARRATIVE ===

  emit(message) {
    this._outputQueue.push(message);
  }

  narrate(message, style = "normal") {
    this._outputQueue.push({ text: message, style });
  }

  // === EVENTS ===

  triggerEvent(name, data = {}) {
    this._eventQueue.push({ name, data });
  }

  // === NAVIGATION ===

  go(destination) {
    this._pendingNavigation = destination;
  }

  canGo(direction) {
    const exits = this.room?.exits || {};
    return direction in exits;
  }

  // === BUFFS ===

  hasBuff(buffId) {
    const buffs = this.player.buffs || [];
    return buffs.some(b => b.id === buffId);
  }

  addBuff(buff) {
    this.player.buffs = this.player.buffs || [];
    this.player.buffs.push(buff);
  }

  removeBuff(buffId) {
    const buffs = this.player.buffs || [];
    this.player.buffs = buffs.filter(b => b.id !== buffId);
  }

  // === EFFECTIVE VALUES (Buff Modification Protocol) ===
  //
  // Base value = persistent truth
  // Effective value = recalculated each tick
  //
  // "The base value is truth. The effective value is reality."
  //

  resetEffective(obj = null) {
    /**
     * Reset all effective values to their base values.
     * Called at the start of each tick.
     */
    obj = obj || this.object;
    if (!obj || !obj.state) return;

    const state = obj.state;
    for (const key of Object.keys(state)) {
      if (!key.endsWith('_effective')) {
        const effectiveKey = `${key}_effective`;
        state[effectiveKey] = state[key];
      }
    }
  }

  getEffective(obj, prop) {
    /** Get effective value, falling back to base if not set. */
    const state = obj.state || {};
    const effectiveKey = `${prop}_effective`;
    if (effectiveKey in state) {
      return state[effectiveKey];
    }
    return state[prop];
  }

  modifyEffective(obj, prop, delta) {
    /** Add delta to effective value. */
    const state = obj.state || {};
    const effectiveKey = `${prop}_effective`;
    state[effectiveKey] = (state[effectiveKey] ?? state[prop] ?? 0) + delta;
  }

  multiplyEffective(obj, prop, factor) {
    /** Multiply effective value by factor. */
    const state = obj.state || {};
    const effectiveKey = `${prop}_effective`;
    state[effectiveKey] = (state[effectiveKey] ?? state[prop] ?? 0) * factor;
  }

  // === RESILIENCE (SimCity Zone Pattern) ===
  //
  // WILL WRIGHT: "If one tile burns but the center survives,
  //               the zone will eventually rebuild."
  //

  ensureDefaults(obj = null) {
    /**
     * Ensure object has its default state values.
     * Self-initializing: creates state if missing.
     * Self-healing: clamps invalid values.
     */
    obj = obj || this.object;
    if (!obj) return {};

    // Create state if missing
    obj.state = obj.state || {};

    // Merge defaults
    const defaults = obj.defaults || {};
    for (const [key, defaultVal] of Object.entries(defaults)) {
      if (!(key in obj.state)) {
        obj.state[key] = defaultVal;
      }
    }

    return obj.state;
  }

  healState(obj = null) {
    /**
     * Fix inconsistent state values.
     * - Clamp negative numbers to 0
     * - Fix logical inconsistencies
     */
    const state = this.ensureDefaults(obj);

    // Clamp numeric values to non-negative
    for (const [key, val] of Object.entries(state)) {
      if (typeof val === 'number' && val < 0) {
        state[key] = 0;
      }
    }

    return state;
  }

  // === STATE ACCESS ===

  get(path) {
    const parts = path.split('.');
    let obj = this;
    for (const part of parts) {
      obj = obj?.[part];
      if (obj === undefined) return undefined;
    }
    return obj;
  }

  set(path, value) {
    const parts = path.split('.');
    let obj = this;
    for (const part of parts.slice(0, -1)) {
      obj[part] = obj[part] || {};
      obj = obj[part];
    }
    obj[parts[parts.length - 1]] = value;
  }
}

Compiled Expression Format

Natural language compiles to BOTH targets:

# Source
guard: "player has brass-key AND room is not dark"

# Generated (BOTH always!)
guard_js: (world) => world.has("brass-key") && !world.room.is_dark
guard_py: lambda world: world.has("brass-key") and not world.room.is_dark

Expression Types

TypeJavaScriptPython
boolean(world) =>...lambda world:...
action(world) => {...}def action(world):...
method(world, arg) => {...}def method(world, arg):...
closure(world) => {...}def closure(world):...

Complex Example: Object Methods

# Source
methods:
  consume_fuel: "reduce fuel by amount, minimum 0"
  extinguish: "set lit to false, emit darkness event"

# Generated
methods_js:
  consume_fuel: (world, amount = 1) => {
    world.object.state.fuel = Math.max(0, world.object.state.fuel - amount);
  }
  extinguish: (world) => {
    world.object.state.lit = false;
    world.emit("Darkness falls.");
    world.triggerEvent("DARKNESS");
  }

methods_py:
  consume_fuel: |
    def consume_fuel(world, amount=1):
        world.object.state['fuel'] = max(0, world.object.state['fuel'] - amount)
  extinguish: |
    def extinguish(world):
        world.object.state['lit'] = False
        world.emit("Darkness falls.")
        world.trigger_event("DARKNESS")

Simulation Loop

Both runtimes implement the same simulation loop with effective value phases:

# Simulation tick phases
simulation_tick:
  - phase: 1. RESET
    action: "foo_effective = foo (reset to base)"
  - phase: 2. BUFFS
    action: "Apply buff modifiers to _effective values"
  - phase: 3. SIMULATE
    action: "Objects run simulate(), modify _effective"
  - phase: 4. MAIL
    action: "Deliver queued messages (deterministic!)"
  - phase: 5. EVENTS
    action: "Process event queue"
  - phase: 6. NAVIGATE
    action: "Move player if requested"
  - phase: 7. DISPLAY
    action: "UI shows _effective with base comparison"

Phase 4: MAIL — Deterministic Message Delivery

Messages are queued during simulation, then delivered deterministically:

# PHASE 4: Deliver mail (no LLM needed!)
for message in world.skills.postal.get('outgoing', []):
    routing = message.get('routing')

    # Transfer attachments
    for transfer in routing.get('attachments_transfer', []):
        if transfer['action'] == 'send':
            move_item(world, transfer['ref'],
                     from_path=transfer['from_inventory'],
                     to_path=transfer['to_inventory'])

    # Deliver to inbox
    if routing['delivery_point'] == 'inbox':
        add_to_inbox(world, routing['inbox_path'], message)

    # Update status
    message['status'] = 'delivered'
    message['delivered'] = world.timestamp

    # Trigger events (goal completion, etc)
    for trigger in routing.get('triggers', []):
        world.trigger_event(trigger['event'], trigger['data'])

world.skills.postal['outgoing'] = []

See skills/postal/ROUTING.md for full routing documentation.

# Python
def tick(world: World):
    world.turn += 1
    world.timestamp = datetime.now().isoformat()

    # PHASE 1: Reset all effective values to base
    for obj in world.room.get('objects', []):
        world.reset_effective(obj)
    world.reset_effective(world.player)

    # PHASE 2: Apply buffs
    for buff in world.player.get('buffs', []):
        if buff.get('effect_py'):
            exec(buff['effect_py'])(world)
        # Decrement duration, remove expired buffs
        if buff.get('duration'):
            buff['duration'] -= 1
    world.player['buffs'] = [b for b in world.player.get('buffs', [])
                             if b.get('duration', 1) > 0]

    # PHASE 3: Simulate all objects in current room
    for obj in world.room.get('objects', []):
        if obj.get('simulate_py'):
            world.object = obj
            exec(obj['simulate_py'])(world)
            world.object = None

    # PHASE 4: Process event queue (actions)
    for event in world._event_queue:
        handle_event(world, event)
    world._event_queue.clear()

    # Process navigation
    if world._pending_navigation:
        navigate(world, world._pending_navigation)
        world._pending_navigation = None
// JavaScript
function tick(world) {
  world.turn += 1;
  world.timestamp = new Date().toISOString();

  // PHASE 1: Reset all effective values to base
  for (const obj of world.room?.objects || []) {
    world.resetEffective(obj);
  }
  world.resetEffective(world.player);

  // PHASE 2: Apply buffs
  for (const buff of world.player.buffs || []) {
    if (buff.effect_js) {
      buff.effect_js(world);
    }
    // Decrement duration
    if (buff.duration !== undefined) {
      buff.duration -= 1;
    }
  }
  // Remove expired buffs
  world.player.buffs = (world.player.buffs || [])
    .filter(b => (b.duration ?? 1) > 0);

  // PHASE 3: Simulate all objects in current room
  for (const obj of world.room?.objects || []) {
    if (obj.simulate_js) {
      world.object = obj;
      obj.simulate_js(world);
      world.object = null;
    }
  }

  // PHASE 4: Process event queue (actions)
  for (const event of world._eventQueue) {
    handleEvent(world, event);
  }
  world._eventQueue = [];

  // Process navigation
  if (world._pendingNavigation) {
    navigate(world, world._pendingNavigation);
    world._pendingNavigation = null;
  }
}

Testing Parity

Both runtimes should produce identical results:

# Test in Python
def test_lamp_simulation():
    world = World(load_adventure())
    world.room = load_room("start/")
    lamp = find_object(world, "brass-lantern")

    lamp.state = {"lit": True, "fuel": 2}
    world.object = lamp

    # Tick 1: fuel 2 → 1
    exec(lamp.simulate_py)(world)
    assert lamp.state["fuel"] == 1

    # Tick 2: fuel 1 → 0, lamp goes out
    exec(lamp.simulate_py)(world)
    assert lamp.state["fuel"] == 0
    assert lamp.state["lit"] == False
    assert "GRUE_APPROACHES" in [e["name"] for e in world._event_queue]

Same test runs in JavaScript:

// Test in JavaScript
function testLampSimulation() {
  const world = new World(loadAdventure());
  world.room = loadRoom("start/");
  const lamp = findObject(world, "brass-lantern");

  lamp.state = { lit: true, fuel: 2 };
  world.object = lamp;

  // Tick 1: fuel 2 → 1
  lamp.simulate_js(world);
  assert(lamp.state.fuel === 1);

  // Tick 2: fuel 1 → 0, lamp goes out
  lamp.simulate_js(world);
  assert(lamp.state.fuel === 0);
  assert(lamp.state.lit === false);
  assert(world._eventQueue.some(e => e.name === "GRUE_APPROACHES"));
}

Protocol Symbol

DUAL-RUNTIME — Python + JavaScript, always in sync

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