From 9628cdadbf5a6380098168846dc51e4feadef6ad Mon Sep 17 00:00:00 2001
From: Satya Ortiz-Gagne <satya.ortiz-gagne@mila.quebec>
Date: Mon, 10 Jun 2019 10:10:55 -0400
Subject: DAIDE - Implemented request_managers

- Created DaideUser object
- Implemented managers are:

    requests.NameRequest: on_name_request,
    requests.ObserverRequest: on_observer_request,
    requests.IAmRequest: on_i_am_request,
    requests.HelloRequest: on_hello_request,
    requests.MapRequest: on_map_request,
    requests.MapDefinitionRequest: on_map_definition_request,
    requests.SupplyCentreOwnershipRequest: on_supply_centre_ownership_request,
    requests.CurrentPositionRequest: on_current_position_request,
    requests.HistoryRequest: on_history_request,
    requests.SubmitOrdersRequest: on_submit_orders_request,
    requests.MissingOrdersRequest: on_missing_orders_request,
    requests.GoFlagRequest: on_go_flag_request,
    requests.TimeToDeadlineRequest: on_time_to_deadline_request,
    requests.DrawRequest: on_draw_request,
    requests.SendMessageRequest: on_send_message_request,
    requests.NotRequest: on_not_request,
    requests.AcceptRequest: on_accept_request,
    requests.RejectRequest: on_reject_request,
    requests.ParenthesisErrorRequest: on_parenthesis_error_request,
    requests.SyntaxErrorRequest: on_syntax_error_request,
    requests.AdminMessageRequest: on_admin_message_request
---
 diplomacy/daide/request_managers.py | 628 ++++++++++++++++++++++++++++++++++++
 1 file changed, 628 insertions(+)
 create mode 100644 diplomacy/daide/request_managers.py

diff --git a/diplomacy/daide/request_managers.py b/diplomacy/daide/request_managers.py
new file mode 100644
index 0000000..9e37407
--- /dev/null
+++ b/diplomacy/daide/request_managers.py
@@ -0,0 +1,628 @@
+# ==============================================================================
+# Copyright (C) 2019 - Philip Paquette
+#
+#  This program is free software: you can redistribute it and/or modify it under
+#  the terms of the GNU Affero General Public License as published by the Free
+#  Software Foundation, either version 3 of the License, or (at your option) any
+#  later version.
+#
+#  This program is distributed in the hope that it will be useful, but WITHOUT
+#  ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+#  FOR A PARTICULAR PURPOSE.  See the GNU Affero General Public License for more
+#  details.
+#
+#  You should have received a copy of the GNU Affero General Public License along
+#  with this program.  If not, see <https://www.gnu.org/licenses/>.
+# ==============================================================================
+""" DAIDE request managers """
+import random
+from tornado import gen
+from tornado.concurrent import Future
+from diplomacy.communication import requests as internal_requests
+from diplomacy.daide import ADM_MESSAGE_ENABLED, DEFAULT_LEVEL, clauses, notifications, requests, responses, tokens, \
+    utils
+from diplomacy.daide.clauses import parse_order_to_bytes, parse_bytes
+from diplomacy.engine.message import Message
+from diplomacy.server import request_managers as internal_request_managers
+from diplomacy.server.user import DaideUser
+from diplomacy.utils import errors as err, exceptions, strings, splitter
+from diplomacy.utils.order_results import OK
+
+# =================
+# Request managers.
+# =================
+
+@gen.coroutine
+def on_name_request(server, request, connection_handler, game):
+    """ Manage NME request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    username = connection_handler.get_name_variant() + request.client_name
+
+    try:
+        server.assert_token(connection_handler.token, connection_handler)
+    except exceptions.TokenException:
+        connection_handler.token = None
+
+    if not connection_handler.token:
+        user_exists = server.users.has_username(username)
+
+        sign_in_request = internal_requests.SignIn(username=username,
+                                                   password='1234',
+                                                   create_user=not user_exists)
+
+        try:
+            token_response = yield internal_request_managers.handle_request(server, sign_in_request, connection_handler)
+            connection_handler.token = token_response.data
+            if not isinstance(server.users.get_user(username), DaideUser):
+                daide_user = DaideUser(passcode=random.randint(1, 8191),
+                                       client_name=request.client_name,
+                                       client_version=request.client_version,
+                                       **server.users.get_user(username).to_dict())
+                server.users.replace_user(username, daide_user)
+                server.save_data()
+        except exceptions.UserException:
+            return [responses.REJ(bytes(request))]
+
+    # find next available power
+    power_name = [power_name for power_name, power in game.powers.items() if not power.is_controlled()]
+    if not power_name:
+        return [responses.REJ(bytes(request))]
+
+    return [responses.YES(bytes(request)), responses.MAP(game.map.name)]
+
+def on_observer_request(server, request, connection_handler, game):
+    """ Manage OBS request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, connection_handler, game            # Unused args
+    return [responses.REJ(bytes(request))]          # No DAIDE observeres allowed
+
+@gen.coroutine
+def on_i_am_request(server, request, connection_handler, game):
+    """ Manage IAM request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    power_name, passcode = request.power_name, request.passcode
+
+    # find user
+    username = None
+    for user in server.users.values():
+        if not isinstance(user, DaideUser):
+            continue
+        is_passcode_valid = bool(user.passcode == passcode)
+        if is_passcode_valid and game.is_controlled_by(power_name, user.username):
+            username = user.username
+            break
+
+    if username is None:
+        return [responses.REJ(bytes(request))]
+
+    try:
+        server.assert_token(connection_handler.token, connection_handler)
+    except exceptions.TokenException:
+        connection_handler.token = None
+
+    if not connection_handler.token:
+        sign_in_request = internal_requests.SignIn(username=username,
+                                                   password='1234',
+                                                   create_user=False)
+
+        try:
+            token_response = yield internal_request_managers.handle_request(server, sign_in_request, connection_handler)
+            connection_handler.token = token_response.data
+        except exceptions.UserException:
+            return [responses.REJ(bytes(request))]
+
+    join_game_request = internal_requests.JoinGame(game_id=game.game_id,
+                                                   power_name=power_name,
+                                                   registration_password=None,
+                                                   token=connection_handler.token)
+
+    yield internal_request_managers.handle_request(server, join_game_request, connection_handler)
+
+    return [responses.YES(bytes(request))]
+
+def on_hello_request(server, request, connection_handler, game):
+    """ Manage HLO request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, daide_user, _, power_name = utils.get_user_connection(server.users, game, connection_handler)
+
+    # User not in game
+    if not daide_user or not power_name:
+        return [responses.REJ(bytes(request))]
+
+    passcode = daide_user.passcode
+    level = DEFAULT_LEVEL
+    deadline = game.deadline
+    rules = game.rules
+
+    return [responses.HLO(power_name, passcode, level, deadline, rules)]
+
+def on_map_request(server, request, connection_handler, game):
+    """ Manage MAP request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, request, connection_handler         # Unused args
+    return [responses.MAP(game.map.name)]
+
+def on_map_definition_request(server, request, connection_handler, game):
+    """ Manage MDF request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, request, connection_handler         # Unused args
+    return [responses.MDF(game.map_name)]
+
+def on_supply_centre_ownership_request(server, request, connection_handler, game):
+    """ Manage SCO request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, request, connection_handler         # Unused args
+    power_centers = {power.name: power.centers for power in game.powers.values()}
+    return [responses.SCO(power_centers, game.map_name)]
+
+def on_current_position_request(server, request, connection_handler, game):
+    """ Manage NOW request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, request, connection_handler         # Unused args
+    units = {power.name: power.units for power in game.powers.values()}
+    retreats = {power.name: power.retreats for power in game.powers.values()}
+    return [responses.NOW(game.get_current_phase(), units, retreats)]
+
+def on_history_request(server, request, connection_handler, game):
+    """ Manage HST request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    history_responses = []
+
+    _, _, _, power_name = utils.get_user_connection(server.users, game, connection_handler)
+    phase, current_phase = request.phase, game.get_current_phase()
+    phase_order = game.order_history.get(phase, None)
+    phase_result = game.result_history.get(phase, None)
+
+    if phase_result is None:
+        return [responses.REJ(bytes(request))]
+
+    next_phase = game.map.phase_abbr(game.map.find_next_phase(game.map.phase_long(phase)))
+    next_phase_state = game.state_history.get(next_phase, None)
+
+    while next_phase_state is None and next_phase != current_phase:
+        next_phase = game.map.phase_abbr(game.map.find_next_phase(game.map.phase_long(next_phase)))
+        next_phase_state = game.state_history.get(next_phase, None)
+
+    if next_phase == current_phase:
+        next_phase_state = game.get_state()
+
+    phase = splitter.PhaseSplitter(phase)
+    next_phase = splitter.PhaseSplitter(next_phase)
+
+    # ORD responses
+    for order in phase_order[power_name]:
+        order = splitter.OrderSplitter(order)
+
+        # WAIVE
+        if len(order) == 1:
+            order.order_type = ' '.join([power_name, order.order_type])
+            results = [OK]
+        else:
+            results = phase_result[order.unit]
+            order.unit = ' '.join([power_name, order.unit])
+
+        if order.supported_unit:
+            order.supported_unit = ' '.join([power_name, order.supported_unit])
+
+        order_bytes = parse_order_to_bytes(phase.phase_type, order)
+        history_responses.append(notifications.ORD(phase.input_str, order_bytes, [result.code for result in results]))
+
+    # SCO response
+    history_responses.append(responses.SCO(next_phase_state['centers'], game.map.name))
+
+    # NOW response
+    units = {power_name: [unit for unit in units
+                          if not unit.startswith('*')] for power_name, units in next_phase_state['units'].items()}
+    retreats = next_phase_state['retreats'].copy()
+    history_responses.append(responses.NOW(next_phase.input_str, units, retreats))
+
+    return history_responses
+
+@gen.coroutine
+def on_submit_orders_request(server, request, connection_handler, game):
+    """ Manage SUB request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, _, token, power_name = utils.get_user_connection(server.users, game, connection_handler)
+
+    if request.phase and not request.phase == game.get_current_phase():
+        return [responses.REJ(bytes(request))]
+
+    request.token = token
+
+    power = game.get_power(power_name)
+    initial_power_adjusts = power.adjust[:]
+    initial_power_orders = []
+    initial_game_errors = game.error[:]
+
+    order_responses = []
+
+    # Parsing lead token and turn
+    _, request_bytes = parse_bytes(clauses.SingleToken, bytes(request))
+    _, request_bytes = parse_bytes(clauses.Turn, request_bytes, on_error='ignore')
+
+    # Validate each order individually
+    while request_bytes:
+        daide_order, request_bytes = parse_bytes(clauses.Order, request_bytes)
+        order = str(daide_order)
+
+        set_orders_request = internal_requests.SetOrders(power_name=request.power_name,
+                                                         orders=[order],
+                                                         game_id=request.game_id,
+                                                         game_role=request.power_name,
+                                                         phase=request.phase,
+                                                         token=request.token)
+        yield internal_request_managers.handle_request(server, set_orders_request, connection_handler)
+
+        new_power_adjusts = [adjust for adjust in power.adjust if adjust not in initial_power_adjusts]
+        new_power_orders = {id: val for id, val in power.orders.items() if id not in initial_power_orders}
+        new_game_errors = [error.code for error in game.error if error not in initial_game_errors]
+
+        if not new_power_adjusts and not new_power_orders and not new_game_errors:
+            new_game_errors.append((err.GAME_ORDER_NOT_ALLOWED % order).code)
+
+        order_responses.append(responses.THX(bytes(daide_order), new_game_errors))
+
+    # Setting orders
+    set_orders_request = internal_requests.SetOrders(power_name=request.power_name,
+                                                     orders=request.orders,
+                                                     game_id=request.game_id,
+                                                     game_role=request.power_name,
+                                                     phase=request.phase,
+                                                     token=request.token)
+    yield internal_request_managers.handle_request(server, set_orders_request, connection_handler)
+
+    # Returning results and missing orders
+    order_responses.append(responses.MIS(game.get_current_phase(), power))
+    return order_responses
+
+def on_missing_orders_request(server, request, connection_handler, game):
+    """ Manage MIS request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, _, _, power_name = utils.get_user_connection(server.users, game, connection_handler)
+    if not power_name:
+        return [responses.REJ(bytes(request))]
+    return [responses.MIS(game.get_current_phase(), game.get_power(power_name))]
+
+@gen.coroutine
+def on_go_flag_request(server, request, connection_handler, game):
+    """ Manage GOF request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, _, token, power_name = utils.get_user_connection(server.users, game, connection_handler)
+
+    set_wait_flag_request = internal_requests.SetWaitFlag(power_name=power_name,
+                                                          wait=False,
+                                                          game_id=request.game_id,
+                                                          game_role=power_name,
+                                                          phase=game.get_current_phase(),
+                                                          token=token)
+    yield internal_request_managers.handle_request(server, set_wait_flag_request, connection_handler)
+
+    if not game.get_power(power_name).order_is_set:
+        set_orders_request = internal_requests.SetOrders(power_name=power_name,
+                                                         orders=[],
+                                                         game_id=request.game_id,
+                                                         game_role=power_name,
+                                                         phase=game.get_current_phase(),
+                                                         token=token)
+        yield internal_request_managers.handle_request(server, set_orders_request, connection_handler)
+
+    return [responses.YES(bytes(request))]
+
+def on_time_to_deadline_request(server, request, connection_handler, game):
+    """ Manage TME request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, connection_handler, game                # Unused args
+    return [responses.REJ(bytes(request))]
+
+@gen.coroutine
+def on_draw_request(server, request, connection_handler, game):
+    """ Manage DRW request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, _, token, power_name = utils.get_user_connection(server.users, game, connection_handler)
+
+    vote_request = internal_requests.Vote(power_name=power_name,
+                                          vote=strings.YES,
+                                          game_role=power_name,
+                                          phase=game.get_current_phase(),
+                                          game_id=game.game_id,
+                                          token=token)
+    yield internal_request_managers.handle_request(server, vote_request, connection_handler)
+
+    return [responses.YES(bytes(request))]
+
+@gen.coroutine
+def on_send_message_request(server, request, connection_handler, game):
+    """ Manage SND request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, _, token, power_name = utils.get_user_connection(server.users, game, connection_handler)
+
+    message = ' '.join([str(tokens.Token(from_bytes=(request.message_bytes[i], request.message_bytes[i+1])))
+                        for i in range(0, len(request.message_bytes), 2)])
+
+    for recipient_power_name in request.powers:
+        game_message = Message(sender=power_name,
+                               recipient=recipient_power_name,
+                               phase=game.get_current_phase(),
+                               message=message)
+        send_game_message_request = internal_requests.SendGameMessage(power_name=power_name,
+                                                                      message=game_message,
+                                                                      game_role=power_name,
+                                                                      phase=game.get_current_phase(),
+                                                                      game_id=game.game_id,
+                                                                      token=token)
+        yield internal_request_managers.handle_request(server, send_game_message_request, connection_handler)
+
+    return [responses.YES(bytes(request))]
+
+@gen.coroutine
+def on_not_request(server, request, connection_handler, game):
+    """ Manage NOT request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, _, token, power_name = utils.get_user_connection(server.users, game, connection_handler)
+
+    response = None
+    not_request = request.request
+
+    # Cancelling orders
+    if isinstance(not_request, requests.SUB):
+        if not_request.orders:                      # cancel one order
+            pass
+        else:
+            clear_orders_request = internal_requests.ClearOrders(power_name=power_name,
+                                                                 game_id=game.game_id,
+                                                                 game_role=power_name,
+                                                                 phase=game.get_current_phase(),
+                                                                 token=token)
+            yield internal_request_managers.handle_request(server, clear_orders_request, connection_handler)
+            response = responses.YES(bytes(request))
+
+    # Cancel wait flag
+    elif isinstance(not_request, requests.GOF):
+        set_wait_flag_request = internal_requests.SetWaitFlag(power_name=power_name,
+                                                              wait=True,
+                                                              game_id=game.game_id,
+                                                              game_role=power_name,
+                                                              phase=game.get_current_phase(),
+                                                              token=token)
+        yield internal_request_managers.handle_request(server, set_wait_flag_request, connection_handler)
+        response = responses.YES(bytes(request))
+
+    # Cancel get deadline request
+    elif isinstance(not_request, requests.TME):
+        response = responses.REJ(bytes(request))
+
+    # Cancel vote
+    elif isinstance(not_request, requests.DRW):
+        vote_request = internal_requests.Vote(power_name=power_name,
+                                              vote=strings.NEUTRAL,
+                                              game_role=power_name,
+                                              phase=game.get_current_phase(),
+                                              game_id=game.game_id,
+                                              token=token)
+        yield internal_request_managers.handle_request(server, vote_request, connection_handler)
+        response = responses.YES(bytes(request))
+
+    # Returning response
+    return [response if response else responses.REJ(bytes(request))]
+
+@gen.coroutine
+def on_accept_request(server, request, connection_handler, game):
+    """ Manage YES request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    _, _, token, power_name = utils.get_user_connection(server.users, game, connection_handler)
+
+    response = None
+    accept_response = request.response_bytes
+    lead_token, _ = parse_bytes(clauses.SingleToken, accept_response)
+
+    if bytes(lead_token) == bytes(tokens.MAP):
+
+        # find next available power
+        if not power_name:
+            power_names = sorted([power_name for power_name, power in game.powers.items() if not power.is_controlled()])
+            if not power_names:
+                return [responses.OFF()]
+            power_name = power_names[0]
+
+            join_game_request = internal_requests.JoinGame(game_id=game.game_id,
+                                                           power_name=power_name,
+                                                           registration_password=None,
+                                                           token=token)
+            yield internal_request_managers.handle_request(server, join_game_request, connection_handler)
+
+    return [response] if response else None
+
+def on_reject_request(server, request, connection_handler, game):
+    """ Manage REJ request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, connection_handler, game                # Unused args
+    response = None
+    reject_response = request.response_bytes
+    lead_token, _ = parse_bytes(clauses.SingleToken, reject_response)
+
+    if bytes(lead_token) == bytes(tokens.MAP):
+        response = responses.OFF()
+
+    return [response] if response else None
+
+def on_parenthesis_error_request(server, request, connection_handler, game):
+    """ Manage PAR request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, request, connection_handler, game       # Unused args
+
+def on_syntax_error_request(server, request, connection_handler, game):
+    """ Manage ERR request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, request, connection_handler, game       # Unused args
+
+def on_admin_message_request(server, request, connection_handler, game):
+    """ Manage ADM request
+        :param server: server which receives the request
+        :param request: request to manage
+        :param connection_handler: connection handler from which the request was sent
+        :param game: the game
+        :return: the list of responses
+    """
+    del server, connection_handler, game       # Unused args
+    if not ADM_MESSAGE_ENABLED:
+        return [responses.REJ(bytes(request))]
+    return None
+
+# Mapping dictionary from request class to request handler function.
+MAPPING = {
+    requests.NameRequest: on_name_request,
+    requests.ObserverRequest: on_observer_request,
+    requests.IAmRequest: on_i_am_request,
+    requests.HelloRequest: on_hello_request,
+    requests.MapRequest: on_map_request,
+    requests.MapDefinitionRequest: on_map_definition_request,
+    requests.SupplyCentreOwnershipRequest: on_supply_centre_ownership_request,
+    requests.CurrentPositionRequest: on_current_position_request,
+    requests.HistoryRequest: on_history_request,
+    requests.SubmitOrdersRequest: on_submit_orders_request,
+    requests.MissingOrdersRequest: on_missing_orders_request,
+    requests.GoFlagRequest: on_go_flag_request,
+    requests.TimeToDeadlineRequest: on_time_to_deadline_request,
+    requests.DrawRequest: on_draw_request,
+    requests.SendMessageRequest: on_send_message_request,
+    requests.NotRequest: on_not_request,
+    requests.AcceptRequest: on_accept_request,
+    requests.RejectRequest: on_reject_request,
+    requests.ParenthesisErrorRequest: on_parenthesis_error_request,
+    requests.SyntaxErrorRequest: on_syntax_error_request,
+    requests.AdminMessageRequest: on_admin_message_request
+}
+
+def handle_request(server, request, connection_handler):
+    """ (coroutine) Find request handler function for associated request, run it and return its result.
+        :param server: a Server object to pass to handler function.
+        :param request: a request object to pass to handler function.
+            See diplomacy.communication.requests for possible requests.
+        :param connection_handler: a ConnectionHandler object to pass to handler function.
+        :return: (future) either None or a response object.
+            See module diplomacy.communication.responses for possible responses.
+    """
+    request_handler_fn = MAPPING.get(type(request), None)
+    if not request_handler_fn:
+        raise exceptions.RequestException()
+
+    game = server.get_game(request.game_id)
+
+    # Game not found
+    if not game or game.is_game_completed or game.is_game_canceled:
+        future = Future()
+        future.set_result([responses.REJ(bytes(request))])
+        return future
+
+    if gen.is_coroutine_function(request_handler_fn):
+        # Throw the future returned by this coroutine.
+        return request_handler_fn(server, request, connection_handler, game)
+    # Create and return a future.
+    future = Future()
+    try:
+        result = request_handler_fn(server, request, connection_handler, game)
+        future.set_result(result)
+    except exceptions.DiplomacyException as exc:
+        future.set_exception(exc)
+
+    return future
-- 
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