refactor (#6)
Reviewed-on: #6
This commit was merged in pull request #6.
This commit is contained in:
@@ -1,61 +1,192 @@
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using System.Collections.Generic;
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using System.Text.Json;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.Resources;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.Autoloads;
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/// <summary>
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/// Save system that serializes state to JSON using DTOs.
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/// </summary>
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public partial class SaveSystem : Node
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{
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[Export] public string SavePath { get; set; } = "user://savegame.save";
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[Export] public int Version { get; set; } = 1;
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[Export] public string SavePath { get; set; } = "user://savegame.json";
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[Export] public int Version { get; set; } = 2;
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private GameManager _gameManager;
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public static SaveSystem Instance { get; private set; }
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private static readonly JsonSerializerOptions JsonOptions = new()
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{
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase
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};
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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Instance = this;
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}
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public override void _ExitTree()
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{
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if (Instance == this) Instance = null;
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}
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public void SaveGame()
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{
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var saveData = new Dictionary
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var store = GameStateStore.Instance;
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if (store == null)
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{
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{ "player_state", _gameManager.PlayerState},
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{ "version", Version}
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GD.PrintErr("SaveSystem: GameStateStore not available.");
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return;
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}
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// Convert to DTO (only serializable data)
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var saveData = new SaveDataDto
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{
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Version = Version,
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Coins = store.Player.Coins,
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Lives = store.Player.Lives,
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CurrentLevel = store.Session.CurrentLevel,
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CompletedLevels = [.. store.Player.CompletedLevels],
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UnlockedLevels = new List<int>(store.Player.UnlockedLevels),
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UnlockedSkillNames = GetSkillNames(store.Player.UnlockedSkills),
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UnlockedAchievements = new List<string>(store.Player.UnlockedAchievements),
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Statistics = new Dictionary<string, int>(store.Player.Statistics)
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};
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
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file.StoreVar(saveData);
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GD.Print("Game state saved to: ", SavePath);
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try
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{
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var json = JsonSerializer.Serialize(saveData, JsonOptions);
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
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file.StoreString(json);
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GD.Print("Game saved to: ", SavePath);
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EventBus.EmitGameSaved();
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}
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catch (System.Exception e)
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{
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GD.PrintErr($"SaveSystem: Failed to save game: {e.Message}");
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}
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}
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public bool LoadGame()
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{
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if (!FileAccess.FileExists(SavePath))
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return false;
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
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var saveDataObj = (Dictionary)file.GetVar();
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if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
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{
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GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
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GD.Print("SaveSystem: No save file found.");
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return false;
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}
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GD.Print("Game state loaded from: ", SavePath);
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GD.Print("Player state: ", saveDataObj["player_state"]);
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_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
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var skills = new Array<SkillData>();
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foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
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try
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{
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skills.Add(skill);
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
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var json = file.GetAsText();
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var saveData = JsonSerializer.Deserialize<SaveDataDto>(json, JsonOptions);
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if (saveData == null)
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{
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GD.PrintErr("SaveSystem: Failed to deserialize save data.");
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return false;
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}
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if (saveData.Version != Version)
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{
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GD.PrintErr($"SaveSystem: Version mismatch. Expected {Version}, found {saveData.Version}");
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return false;
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}
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var store = GameStateStore.Instance;
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if (store == null)
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{
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GD.PrintErr("SaveSystem: GameStateStore not available.");
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return false;
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}
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// Apply loaded state
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store.Player.Coins = saveData.Coins;
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store.Player.Lives = saveData.Lives;
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store.Session.CurrentLevel = saveData.CurrentLevel;
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store.Player.CompletedLevels = saveData.CompletedLevels ?? new List<int>();
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store.Player.UnlockedLevels = saveData.UnlockedLevels ?? new List<int> { 0 };
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store.Player.UnlockedAchievements = saveData.UnlockedAchievements ?? new List<string>();
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store.Player.Statistics = saveData.Statistics ?? new Dictionary<string, int>();
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// Reload skills by name from SkillManager
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store.Player.UnlockedSkills = LoadSkillsByName(saveData.UnlockedSkillNames);
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GD.Print("Game loaded from: ", SavePath);
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return true;
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}
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catch (System.Exception e)
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{
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GD.PrintErr($"SaveSystem: Failed to load game: {e.Message}");
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return false;
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}
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_gameManager.UnlockSkills(skills);
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return true;
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}
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private static List<string> GetSkillNames(List<SkillData> skills)
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{
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var names = new List<string>();
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foreach (var skill in skills)
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{
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if (skill != null)
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names.Add(skill.Name);
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}
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return names;
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}
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private List<SkillData> LoadSkillsByName(List<string> skillNames)
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{
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var skills = new List<SkillData>();
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if (skillNames == null) return skills;
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var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
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if (skillManager == null)
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{
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GD.PrintErr("SaveSystem: SkillManager not available to resolve skill names.");
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return skills;
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}
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foreach (var name in skillNames)
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{
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var skill = skillManager.GetSkillByName(name);
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if (skill != null)
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{
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skills.Add(skill);
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}
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else
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{
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GD.PrintErr($"SaveSystem: Skill '{name}' not found in SkillManager.");
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}
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}
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return skills;
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}
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public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
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public void DeleteSave()
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{
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if (FileAccess.FileExists(SavePath))
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{
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DirAccess.RemoveAbsolute(ProjectSettings.GlobalizePath(SavePath));
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GD.Print("Save file deleted.");
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}
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}
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}
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/// <summary>
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/// Serializable DTO for save data - no Godot types.
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/// </summary>
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public class SaveDataDto
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{
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public int Version { get; set; }
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public int Coins { get; set; }
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public int Lives { get; set; }
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public int CurrentLevel { get; set; }
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public List<int> CompletedLevels { get; set; }
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public List<int> UnlockedLevels { get; set; }
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public List<string> UnlockedSkillNames { get; set; }
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public List<string> UnlockedAchievements { get; set; }
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public Dictionary<string, int> Statistics { get; set; }
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}
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