简单重构拆分 SimulationWorld

This commit is contained in:
2026-09-18 17:43:41 +08:00
parent 1e4d3ef8d7
commit 92e1ea0d55
109 changed files with 2605 additions and 1817 deletions
@@ -1,14 +1,11 @@
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
internal struct AreaCollisionHitEventData
{
private struct AreaCollisionHitEventData
{
public int QueryId;
public int SourceEntityId;
public int SourceOwnerEntityId;
public int TargetEntityId;
public float SqrDistance;
}
public int QueryId;
public int SourceEntityId;
public int SourceOwnerEntityId;
public int TargetEntityId;
public float SqrDistance;
}
}
}
@@ -2,21 +2,18 @@ using UnityEngine;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
internal struct AreaCollisionRequestData
{
private struct AreaCollisionRequestData
{
public int SourceEntityId;
public int SourceOwnerEntityId;
public bool SourceWasActiveAtQueryTime;
public Vector3 Center;
public float Radius;
public int MaxTargets;
public int ShapeType;
public Vector3 Direction;
public float HalfAngleDeg;
public float HalfWidth;
public float HalfLength;
}
public int SourceEntityId;
public int SourceOwnerEntityId;
public bool SourceWasActiveAtQueryTime;
public Vector3 Center;
public float Radius;
public int MaxTargets;
public int ShapeType;
public Vector3 Direction;
public float HalfAngleDeg;
public float HalfWidth;
public float HalfLength;
}
}
@@ -1,48 +0,0 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
[BurstCompile]
private struct BuildEnemySeparationBucketsBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
public float CellSize;
public void Execute(int index)
{
BuildEnemySeparationBucket(
index,
Inputs,
Buckets,
CellSize
);
}
}
private static void BuildEnemySeparationBucket(
int index,
NativeArray<EnemyJobOutputData> inputs,
NativeParallelMultiHashMap<long, int>.ParallelWriter buckets,
float cellSize
)
{
EnemyJobOutputData output = inputs[index];
if (!output.AvoidEnemyOverlap)
{
return;
}
float3 position = output.Position;
position.y = 0f;
int cellX = (int)math.floor(position.x / cellSize);
int cellZ = (int)math.floor(position.z / cellSize);
buckets.Add(SeparationCellKey(cellX, cellZ), index);
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e833e91677bb49a4a458c9c8b90099e9
timeCreated: 1771901500
@@ -1,15 +1,12 @@
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
internal struct CollisionCandidateData
{
private struct CollisionCandidateData
{
public int QueryId;
public int SourceType;
public int SourceEntityId;
public int SourceOwnerEntityId;
public int TargetEntityId;
public float SqrDistance;
}
public int QueryId;
public int SourceType;
public int SourceEntityId;
public int SourceOwnerEntityId;
public int TargetEntityId;
public float SqrDistance;
}
}
}
@@ -2,23 +2,20 @@ using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
internal struct CollisionQueryData
{
private struct CollisionQueryData
{
public int QueryId;
public int SourceType;
public int SourceEntityId;
public int SourceOwnerEntityId;
public bool SourceWasActiveAtQueryTime;
public float3 Position;
public float Radius;
public int MaxTargets;
public int ShapeType;
public float3 Direction;
public float HalfAngleDeg;
public float HalfWidth;
public float HalfLength;
}
public int QueryId;
public int SourceType;
public int SourceEntityId;
public int SourceOwnerEntityId;
public bool SourceWasActiveAtQueryTime;
public float3 Position;
public float Radius;
public int MaxTargets;
public int ShapeType;
public float3 Direction;
public float HalfAngleDeg;
public float HalfWidth;
public float HalfLength;
}
}
@@ -1,22 +0,0 @@
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
private struct EnemyJobInputData
{
public int EntityId;
public float3 Position;
public float3 Forward;
public quaternion Rotation;
public float Speed;
public float AttackRange;
public bool AvoidEnemyOverlap;
public float EnemyBodyRadius;
public int SeparationIterations;
public int TargetType;
public int State;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 171936b8a6b84a8fbacc7651ce473b98
timeCreated: 1771901146
@@ -1,22 +0,0 @@
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
private struct EnemyJobOutputData
{
public int EntityId;
public float3 Position;
public float3 Forward;
public quaternion Rotation;
public float Speed;
public float AttackRange;
public bool AvoidEnemyOverlap;
public float EnemyBodyRadius;
public int SeparationIterations;
public int TargetType;
public int State;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 34ef6fbf123f45ca88d8e7ab8311d543
timeCreated: 1771901204
@@ -1,93 +0,0 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
[BurstCompile]
private struct EnemyMovementBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobInputData> Inputs;
public NativeArray<EnemyJobOutputData> Outputs;
public float DeltaTime;
public float3 PlayerPosition;
public void Execute(int index)
{
ExecuteEnemyMovement(
index,
Inputs,
Outputs,
DeltaTime,
PlayerPosition
);
}
}
private static void ExecuteEnemyMovement(
int index,
NativeArray<EnemyJobInputData> inputs,
NativeArray<EnemyJobOutputData> outputs,
float deltaTime,
float3 playerPosition
)
{
EnemyJobInputData input = inputs[index];
float attackRange = input.AttackRange > 0f ? input.AttackRange : DefaultAttackRange;
float attackRangeSqr = attackRange * attackRange;
float3 currentPosition = input.Position;
float3 horizontalPosition = new float3(currentPosition.x, 0f, currentPosition.z);
float3 toPlayer = playerPosition - horizontalPosition;
float sqrDistance = math.lengthsq(toPlayer);
bool isInAttackRange = sqrDistance <= attackRangeSqr;
bool canChase = !isInAttackRange && input.Speed > 0f && sqrDistance > float.Epsilon;
float3 forward = input.Forward;
float3 desiredPosition = currentPosition;
quaternion rotation = input.Rotation;
if (canChase)
{
forward = math.normalizesafe(toPlayer, forward);
desiredPosition = currentPosition + forward * input.Speed * deltaTime;
if (math.lengthsq(forward) > float.Epsilon)
{
rotation = quaternion.LookRotationSafe(forward, math.up());
}
}
int nextState;
if (isInAttackRange)
{
nextState = EnemyStateInAttackRange;
}
else if (canChase)
{
nextState = EnemyStateChasing;
}
else
{
nextState = EnemyStateIdle;
}
outputs[index] = new EnemyJobOutputData
{
EntityId = input.EntityId,
Position = desiredPosition,
Forward = forward,
Rotation = rotation,
Speed = input.Speed,
AttackRange = attackRange,
AvoidEnemyOverlap = input.AvoidEnemyOverlap,
EnemyBodyRadius = input.EnemyBodyRadius,
SeparationIterations = input.SeparationIterations,
TargetType = input.TargetType,
State = nextState
};
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: abd5519779ed41d4947280eec326ffb1
timeCreated: 1771901472
@@ -1,245 +0,0 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
[BurstCompile]
private struct EnemySeparationBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
[ReadOnly] public NativeParallelMultiHashMap<long, int> Buckets;
[ReadOnly] public NativeArray<float2> PreviousPushes;
public NativeArray<EnemyJobOutputData> Outputs;
public NativeArray<float2> CurrentPushes;
public float CellSize;
public float MaxRadius;
public float3 PlayerPosition;
public float PushDamping;
public float MaxStepScale;
public bool UseTangentialInAttackRange;
public float PushSmoothing;
public void Execute(int index)
{
ExecuteEnemySeparation(
index,
Inputs,
Buckets,
Outputs,
CellSize,
MaxRadius,
PlayerPosition,
PushDamping,
MaxStepScale,
UseTangentialInAttackRange,
PreviousPushes,
CurrentPushes,
PushSmoothing
);
}
}
private static void ExecuteEnemySeparation(
int index,
NativeArray<EnemyJobOutputData> inputs,
NativeParallelMultiHashMap<long, int> buckets,
NativeArray<EnemyJobOutputData> outputs,
float cellSize,
float maxRadius,
float3 playerPosition,
float pushDamping,
float maxStepScale,
bool useTangentialInAttackRange,
NativeArray<float2> previousPushes,
NativeArray<float2> currentPushes,
float pushSmoothing
)
{
currentPushes[index] = float2.zero;
EnemyJobOutputData self = inputs[index];
if (!self.AvoidEnemyOverlap)
{
outputs[index] = self;
return;
}
float3 candidate = self.Position;
candidate.y = 0f;
float3 original = candidate;
float3 fallback =
math.normalizesafe(new float3(self.Forward.x, 0f, self.Forward.z), new float3(1f, 0f, 0f));
float selfRadius = self.EnemyBodyRadius > 0f ? self.EnemyBodyRadius : 0.45f;
int iterations = self.SeparationIterations > 0 ? self.SeparationIterations : 1;
int queryRange = math.max(1, (int)math.ceil((selfRadius + maxRadius) / cellSize));
for (int iter = 0; iter < iterations; iter++)
{
int cellX = (int)math.floor(candidate.x / cellSize);
int cellZ = (int)math.floor(candidate.z / cellSize);
float3 pushAccumulation = float3.zero;
for (int dx = -queryRange; dx <= queryRange; dx++)
{
for (int dz = -queryRange; dz <= queryRange; dz++)
{
long key = SeparationCellKey(cellX + dx, cellZ + dz);
if (!buckets.TryGetFirstValue(key, out int otherIndex,
out NativeParallelMultiHashMapIterator<long> iterator))
{
continue;
}
do
{
if (otherIndex == index)
{
continue;
}
EnemyJobOutputData other = inputs[otherIndex];
if (!other.AvoidEnemyOverlap)
{
continue;
}
float otherRadius = other.EnemyBodyRadius > 0f ? other.EnemyBodyRadius : 0.45f;
float minDistance = selfRadius + otherRadius;
float minDistanceSqr = minDistance * minDistance;
float3 otherPosition = other.Position;
otherPosition.y = 0f;
float3 toSelf = candidate - otherPosition;
float sqrDistance = math.lengthsq(toSelf);
if (sqrDistance <= float.Epsilon)
{
float3 zeroDistanceAxis = GetZeroDistanceSeparationAxis(index, otherIndex);
float directionSign = index < otherIndex ? 1f : -1f;
pushAccumulation += zeroDistanceAxis * (selfRadius * 0.25f * directionSign);
continue;
}
if (sqrDistance >= minDistanceSqr)
{
continue;
}
float distance = math.sqrt(sqrDistance);
float penetration = minDistance - distance;
pushAccumulation += (toSelf / distance) * penetration;
} while (buckets.TryGetNextValue(out otherIndex, ref iterator));
}
}
if (math.lengthsq(pushAccumulation) <= float.Epsilon)
{
continue;
}
float3 resolvedPush = pushAccumulation * pushDamping;
float maxStep = selfRadius * maxStepScale;
float pushLength = math.length(resolvedPush);
if (pushLength > maxStep && pushLength > float.Epsilon)
{
resolvedPush = resolvedPush / pushLength * maxStep;
}
candidate += resolvedPush;
}
float3 framePush = candidate - original;
float2 previousPush2 = previousPushes[index];
float3 previousPush = new float3(previousPush2.x, 0f, previousPush2.y);
float3 smoothedPush = SmoothSeparationPush(framePush, previousPush, pushSmoothing);
if (useTangentialInAttackRange && self.State == EnemyStateInAttackRange)
{
smoothedPush = ProjectToTangential(smoothedPush, playerPosition, original);
}
float maxTotalStep = selfRadius * maxStepScale * iterations;
float smoothedLength = math.length(smoothedPush);
if (smoothedLength > maxTotalStep && smoothedLength > float.Epsilon)
{
smoothedPush = smoothedPush / smoothedLength * maxTotalStep;
}
float3 finalPosition = original + smoothedPush;
currentPushes[index] = new float2(smoothedPush.x, smoothedPush.z);
self.Position = new float3(finalPosition.x, self.Position.y, finalPosition.z);
if (math.lengthsq(smoothedPush) > float.Epsilon)
{
self.Forward = new float3(fallback.x, self.Forward.y, fallback.z);
}
outputs[index] = self;
}
private static float3 SmoothSeparationPush(float3 framePush, float3 previousPush, float pushSmoothing)
{
float frameLengthSqr = math.lengthsq(framePush);
float previousLengthSqr = math.lengthsq(previousPush);
if (frameLengthSqr <= float.Epsilon)
{
return float3.zero;
}
if (previousLengthSqr <= float.Epsilon || pushSmoothing <= 0f)
{
return framePush;
}
float frameLength = math.sqrt(frameLengthSqr);
float previousLength = math.sqrt(previousLengthSqr);
float3 frameDirection = framePush / frameLength;
float3 previousDirection = previousPush / previousLength;
float directionAlignment = math.dot(frameDirection, previousDirection);
if (directionAlignment >= 0.35f)
{
return framePush;
}
float directionalFactor = math.saturate((0.35f - directionAlignment) / 1.35f);
float smoothingStrength = pushSmoothing * directionalFactor;
return math.lerp(framePush, previousPush, smoothingStrength);
}
private static float3 ProjectToTangential(float3 push, float3 playerPosition, float3 currentPosition)
{
if (math.lengthsq(push) <= float.Epsilon)
{
return push;
}
float3 toPlayer = playerPosition - currentPosition;
float toPlayerSqr = math.lengthsq(toPlayer);
if (toPlayerSqr <= float.Epsilon)
{
return push;
}
float3 radialDirection = toPlayer / math.sqrt(toPlayerSqr);
float radialOffset = math.dot(push, radialDirection);
return push - radialDirection * radialOffset;
}
private static float3 GetZeroDistanceSeparationAxis(int index, int otherIndex)
{
int lowIndex = math.min(index, otherIndex);
int highIndex = math.max(index, otherIndex);
uint pairHash = (uint)(lowIndex * 73856093) ^ (uint)(highIndex * 19349663);
float axisX = (pairHash & 1023u) / 511.5f - 1f;
float axisZ = ((pairHash >> 10) & 1023u) / 511.5f - 1f;
float3 axis = new float3(axisX, 0f, axisZ);
return math.normalizesafe(axis, new float3(1f, 0f, 0f));
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 94a77477c3a8410cb58b5028dd5d2c63
timeCreated: 1771901543
@@ -1,22 +0,0 @@
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
private struct ProjectileJobInputData
{
public int EntityId;
public int OwnerEntityId;
public float3 Position;
public float3 Forward;
public float3 Velocity;
public float Speed;
public float LifeTime;
public float Age;
public bool Active;
public float RemainingLifetime;
public int State;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 334ca3869d7940058256ba5419573637
timeCreated: 1771901235
@@ -1,22 +0,0 @@
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
private struct ProjectileJobOutputData
{
public int EntityId;
public int OwnerEntityId;
public float3 Position;
public float3 Forward;
public float3 Velocity;
public float Speed;
public float LifeTime;
public float Age;
public bool Active;
public float RemainingLifetime;
public int State;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b5c4a144914548379d9991d8ef061da7
timeCreated: 1771901266
@@ -1,118 +0,0 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
[BurstCompile]
private struct ProjectileMovementBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<ProjectileJobInputData> Inputs;
public NativeArray<ProjectileJobOutputData> Outputs;
public float DeltaTime;
public float3 PlayerPosition;
public float MaxSqrDistanceFromPlayer;
public float MaxVerticalOffsetFromPlayer;
public void Execute(int index)
{
ExecuteProjectileMovement(
index,
Inputs,
Outputs,
DeltaTime,
PlayerPosition,
MaxSqrDistanceFromPlayer,
MaxVerticalOffsetFromPlayer);
}
}
private static void ExecuteProjectileMovement(
int index,
NativeArray<ProjectileJobInputData> inputs,
NativeArray<ProjectileJobOutputData> outputs,
float deltaTime,
float3 playerPosition,
float maxSqrDistanceFromPlayer,
float maxVerticalOffsetFromPlayer)
{
ProjectileJobInputData input = inputs[index];
ProjectileJobOutputData output = new ProjectileJobOutputData
{
EntityId = input.EntityId,
OwnerEntityId = input.OwnerEntityId,
Position = input.Position,
Forward = input.Forward,
Velocity = input.Velocity,
Speed = input.Speed,
LifeTime = input.LifeTime,
Age = input.Age,
Active = input.Active,
RemainingLifetime = input.RemainingLifetime,
State = input.State
};
if (!input.Active)
{
output.State = ProjectileStateExpired;
outputs[index] = output;
return;
}
float3 position = input.Position;
float3 forward = input.Forward;
float3 velocity = input.Velocity;
if (math.lengthsq(velocity) <= float.Epsilon && input.Speed > 0f)
{
float3 moveDirection = math.normalizesafe(forward, new float3(0f, 0f, 1f));
velocity = moveDirection * input.Speed;
}
float3 nextPosition = position + velocity * deltaTime;
float nextAge = math.max(0f, input.Age + deltaTime);
float nextRemainingLifetime = input.RemainingLifetime;
bool shouldExpire = false;
if (input.LifeTime > 0f)
{
nextRemainingLifetime = math.max(0f, input.LifeTime - nextAge);
shouldExpire = nextAge >= input.LifeTime;
}
else if (input.RemainingLifetime > 0f)
{
nextRemainingLifetime = math.max(0f, input.RemainingLifetime - deltaTime);
shouldExpire = nextRemainingLifetime <= float.Epsilon;
}
if (!shouldExpire && maxSqrDistanceFromPlayer > 0f)
{
float3 horizontalDelta =
new float3(nextPosition.x - playerPosition.x, 0f, nextPosition.z - playerPosition.z);
shouldExpire = math.lengthsq(horizontalDelta) > maxSqrDistanceFromPlayer;
}
if (!shouldExpire && maxVerticalOffsetFromPlayer > 0f)
{
shouldExpire = math.abs(nextPosition.y - playerPosition.y) > maxVerticalOffsetFromPlayer;
}
output.Position = nextPosition;
output.Velocity = velocity;
output.Age = nextAge;
output.RemainingLifetime = nextRemainingLifetime;
output.Active = !shouldExpire;
output.State = shouldExpire ? ProjectileStateExpired : ProjectileStateActive;
if (math.lengthsq(velocity) > float.Epsilon)
{
float3 moveForward = math.normalizesafe(velocity, forward);
output.Forward = moveForward;
}
outputs[index] = output;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 49001e849c1b4afdaa37d851b9b76866
timeCreated: 1771901884
@@ -1,132 +0,0 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
[BurstCompile]
private struct QueryCollisionCandidatesBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<CollisionQueryData> Queries;
[ReadOnly] public NativeParallelMultiHashMap<long, int> EnemyBuckets;
[ReadOnly] public NativeArray<EnemyJobOutputData> EnemyOutputs;
public NativeList<CollisionCandidateData>.ParallelWriter Candidates;
public bool HasEnemyTargets;
public bool HasPlayerTarget;
public int PlayerTargetEntityId;
public float3 PlayerPosition;
public float CellSize;
public void Execute(int index)
{
CollisionQueryData query = Queries[index];
int centerCellX = (int)math.floor(query.Position.x / CellSize);
int centerCellZ = (int)math.floor(query.Position.z / CellSize);
int queryRange = math.max(1, (int)math.ceil(query.Radius / CellSize));
int selectedCount = 0;
bool reachedLimit = false;
if (HasPlayerTarget && query.SourceEntityId != PlayerTargetEntityId &&
query.SourceOwnerEntityId != PlayerTargetEntityId)
{
float3 playerPosition = PlayerPosition;
if (query.SourceType == CollisionSourceTypeArea)
{
playerPosition.y = query.Position.y;
}
float3 playerDelta = playerPosition - query.Position;
float playerSqrDistance = math.lengthsq(playerDelta);
float playerRadiusSqr = query.Radius * query.Radius;
if (playerSqrDistance <= playerRadiusSqr)
{
Candidates.AddNoResize(new CollisionCandidateData
{
QueryId = query.QueryId,
SourceType = query.SourceType,
SourceEntityId = query.SourceEntityId,
SourceOwnerEntityId = query.SourceOwnerEntityId,
TargetEntityId = PlayerTargetEntityId,
SqrDistance = playerSqrDistance
});
selectedCount++;
if (selectedCount >= query.MaxTargets)
{
reachedLimit = true;
}
}
}
if (!HasEnemyTargets || reachedLimit)
{
return;
}
for (int dx = -queryRange; dx <= queryRange && !reachedLimit; dx++)
{
for (int dz = -queryRange; dz <= queryRange && !reachedLimit; dz++)
{
long key = SeparationCellKey(centerCellX + dx, centerCellZ + dz);
if (!EnemyBuckets.TryGetFirstValue(key, out int enemyIndex,
out NativeParallelMultiHashMapIterator<long> iterator))
{
continue;
}
do
{
if (enemyIndex < 0 || enemyIndex >= EnemyOutputs.Length)
{
continue;
}
EnemyJobOutputData enemy = EnemyOutputs[enemyIndex];
if (enemy.EntityId == query.SourceOwnerEntityId)
{
continue;
}
float deltaY = query.SourceType == CollisionSourceTypeArea
? 0f
: enemy.Position.y - query.Position.y;
float3 delta = new float3(
enemy.Position.x - query.Position.x,
deltaY,
enemy.Position.z - query.Position.z);
float sqrDistance = math.lengthsq(delta);
float targetRadius = query.SourceType == CollisionSourceTypeArea
? math.max(0f, enemy.EnemyBodyRadius)
: 0f;
float effectiveRadius = query.Radius + targetRadius;
if (sqrDistance > effectiveRadius * effectiveRadius)
{
continue;
}
Candidates.AddNoResize(new CollisionCandidateData
{
QueryId = query.QueryId,
SourceType = query.SourceType,
SourceEntityId = query.SourceEntityId,
SourceOwnerEntityId = query.SourceOwnerEntityId,
TargetEntityId = enemy.EntityId,
SqrDistance = sqrDistance
});
selectedCount++;
if (selectedCount >= query.MaxTargets)
{
reachedLimit = true;
break;
}
} while (EnemyBuckets.TryGetNextValue(out enemyIndex, ref iterator));
}
}
}
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 81aa43bb35f547c48b867eafa17a3857
timeCreated: 1771914779