+8
-16
@@ -1,4 +1,6 @@
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import * as THREE from "three";
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import { createTank } from "./scene/Tank";
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import { setupLighting } from "./scene/Lighting";
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const canvas = document.querySelector<HTMLCanvasElement>("#aquarium");
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if (!canvas) {
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@@ -13,29 +15,19 @@ renderer.setPixelRatio(window.devicePixelRatio);
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x0a0a0f);
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// Camera
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// Camera — frames the tank, positioned slightly above its center
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const camera = new THREE.PerspectiveCamera(
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50,
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window.innerWidth / window.innerHeight,
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0.1,
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100
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);
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camera.position.set(0, 0, 8);
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camera.lookAt(0, 0, 0);
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camera.position.set(0, 1.5, 6);
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camera.lookAt(0, 1.2, 0);
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// Placeholder: small blue-green box at the origin
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const placeholder = new THREE.Mesh(
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new THREE.BoxGeometry(1, 1, 1),
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new THREE.MeshBasicMaterial({ color: 0x00ffaa })
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);
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scene.add(placeholder);
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// Lights (so we can use standard materials later)
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const ambient = new THREE.AmbientLight(0xffffff, 0.6);
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scene.add(ambient);
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const directional = new THREE.DirectionalLight(0xffffff, 1);
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directional.position.set(5, 10, 7);
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scene.add(directional);
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// Scene content
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setupLighting(scene, renderer);
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createTank(scene);
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// Resize handling
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function resize(): void {
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@@ -0,0 +1,36 @@
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import * as THREE from "three";
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export function setupLighting(
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scene: THREE.Scene,
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renderer: THREE.WebGLRenderer
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): void {
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// Renderer shadow config
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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// Warm point light near top center inside the tank (main, shadow-casting)
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const mainLight = new THREE.PointLight(0xffeedd, 2);
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mainLight.position.set(0, 2.2, 0);
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mainLight.castShadow = true;
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mainLight.shadow.mapSize.set(1024, 1024);
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mainLight.shadow.bias = -0.002;
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scene.add(mainLight);
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// Warm point light offset left-back (fill, no shadow)
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const fillLight = new THREE.PointLight(0xffe8cc, 1.2);
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fillLight.position.set(-1.2, 2.0, -0.5);
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fillLight.castShadow = false;
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scene.add(fillLight);
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// Cool dark blue ambient (dark room feel)
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const ambient = new THREE.AmbientLight(0x1a2a3a, 0.4);
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scene.add(ambient);
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// Subtle directional from above (no shadow — point light handles shadows)
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const directional = new THREE.DirectionalLight(0xffffff, 0.3);
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directional.position.set(0, 5, 0);
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directional.target.position.set(0, 0, 0);
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directional.castShadow = false;
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scene.add(directional);
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scene.add(directional.target);
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}
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@@ -0,0 +1,135 @@
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import * as THREE from "three";
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// Tank dimensions (units)
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const TANK_WIDTH = 4; // x
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const TANK_HEIGHT = 2.5; // y
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const TANK_DEPTH = 3; // z
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// Tank spans x: -2..2, y: 0..2.5, z: -1.5..1.5 (open top)
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function createGlassMaterial(): THREE.MeshPhysicalMaterial {
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return new THREE.MeshPhysicalMaterial({
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transmission: 0.9,
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transparent: true,
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opacity: 0.3,
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color: 0x88ccff,
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roughness: 0.05,
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metalness: 0,
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side: THREE.DoubleSide,
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});
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}
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const GRAVEL_COLORS = [
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0x8b7355, // brown
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0xa0926b, // brown
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0x6b5b45, // dark brown
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0xc4a882, // tan
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0x4a3b2a, // dark
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0x7a7a7a, // grey
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];
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function hexToCss(hex: number): string {
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return `#${hex.toString(16).padStart(6, "0")}`;
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}
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function createGravelTexture(): THREE.CanvasTexture {
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const size = 256;
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const canvas = document.createElement("canvas");
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canvas.width = size;
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canvas.height = size;
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const ctx = canvas.getContext("2d");
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if (ctx) {
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// Base fill (earthy mid-brown)
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ctx.fillStyle = hexToCss(0x6b5b45);
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ctx.fillRect(0, 0, size, size);
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// ~200 random dots in earthy colors
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for (let i = 0; i < 200; i++) {
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const color = GRAVEL_COLORS[Math.floor(Math.random() * GRAVEL_COLORS.length)];
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ctx.fillStyle = hexToCss(color);
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const radius = 2 + Math.random() * 4; // 2-6px
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const x = Math.random() * size;
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const y = Math.random() * size;
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ctx.beginPath();
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ctx.arc(x, y, radius, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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return new THREE.CanvasTexture(canvas);
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}
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export function createTank(scene: THREE.Scene): { group: THREE.Group } {
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const group = new THREE.Group();
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// Shared glass material for all walls
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const glass = createGlassMaterial();
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// Front wall (z = +1.5, facing the camera)
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const front = new THREE.Mesh(
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new THREE.PlaneGeometry(TANK_WIDTH, TANK_HEIGHT),
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glass
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);
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front.position.set(0, TANK_HEIGHT / 2, TANK_DEPTH / 2);
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// Back wall (z = -1.5)
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const back = new THREE.Mesh(
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new THREE.PlaneGeometry(TANK_WIDTH, TANK_HEIGHT),
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glass
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);
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back.position.set(0, TANK_HEIGHT / 2, -TANK_DEPTH / 2);
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back.rotation.y = Math.PI;
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// Left wall (x = -2)
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const left = new THREE.Mesh(
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new THREE.PlaneGeometry(TANK_DEPTH, TANK_HEIGHT),
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glass
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);
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left.position.set(-TANK_WIDTH / 2, TANK_HEIGHT / 2, 0);
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left.rotation.y = -Math.PI / 2;
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// Right wall (x = +2)
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const right = new THREE.Mesh(
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new THREE.PlaneGeometry(TANK_DEPTH, TANK_HEIGHT),
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glass
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);
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right.position.set(TANK_WIDTH / 2, TANK_HEIGHT / 2, 0);
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right.rotation.y = Math.PI / 2;
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// Bottom (y = 0, facing up)
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const bottom = new THREE.Mesh(
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new THREE.PlaneGeometry(TANK_WIDTH, TANK_DEPTH),
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glass
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);
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bottom.position.set(0, 0, 0);
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bottom.rotation.x = -Math.PI / 2;
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// Thin frame outline around the tank
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const frameGeometry = new THREE.EdgesGeometry(
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new THREE.BoxGeometry(TANK_WIDTH, TANK_HEIGHT, TANK_DEPTH)
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);
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const frame = new THREE.LineSegments(
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frameGeometry,
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new THREE.LineBasicMaterial({ color: 0x333333 })
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);
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frame.position.set(0, TANK_HEIGHT / 2, 0);
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// Gravel floor, slightly above the bottom glass
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const gravel = new THREE.Mesh(
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new THREE.PlaneGeometry(TANK_WIDTH, TANK_DEPTH),
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new THREE.MeshStandardMaterial({
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map: createGravelTexture(),
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roughness: 0.9,
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metalness: 0,
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})
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);
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gravel.position.set(0, 0.05, 0);
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gravel.rotation.x = -Math.PI / 2;
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gravel.receiveShadow = true;
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group.add(front, back, left, right, bottom, frame, gravel);
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scene.add(group);
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return { group };
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}
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Reference in New Issue
Block a user