- every build off macOS has been silent since the 09-02 snapshot (B356): the non-macOS device layer was a stub that opened nothing, and nothing had ever compiled the client for another target; that layer is now the same output stream over cpal — one seam, not two stacks: the ring, the render thread and the rebuild-on-device-change loop are one code on every platform, only the device file differs; the audio thread never allocates, a lost or changed default device is noticed at kira's own cadence, and realtime is `SCHED_FIFO` on unix and MMCSS "Pro Audio" on Windows, either refusable, the ring turning a refusal into a degradation; and the two instruments this bug says were missing exist — a Linux and Windows cross-compile under `clippy -D warnings`, and a live output test that opens the real device and asserts the ring never ran dry, because compiling is not sounding (1920) - an emote that requires standing still now refuses on the move: `CheckEmoteEligible`'s `0x4000` arm writes an out-param that `DoEmote` turns into a red "You can't do that while moving!" and aborts; 20 emotes of 78 can raise the line, read off the shipped `Emotes.dbc`; SWIMMING is not in the mask, so a swimmer holding still emotes fine, and `IsSelfControlled` is TRUE for an ordinary player, so a feared or confused player emotes away happily (1904); and the cast path gains its equipped-item rung — the button greyed and pressing it still sent: the reference short-circuits to "fits" on four gates, not one, the miss being a zero `EquippedItemSubClassMask`, which means no item required at all, and the rung sits above the crowd-control validator, so a player both stunned and missing the weapon is told about the weapon; that ladder has six arms, not three — CHARMED, FLEEING and CONFUSED join (1925) - the quest reward's money is the reference's own widget: the tail of the shared `QuestFrameItems_Update` drives `questState.."MoneyFrame"` through `MoneyFrame_Update`, and the two hand-built coin trios become one `MoneyFrameTemplate` instance each at the reference's anchors, which our coins already used; the progress panel stays on coins, being the required-money flow, not the reward one (1928); and the flight master's `!` joins the questgiver sweep, because the green `!` and the gold `!` are the SAME slot, `unit+0xb2c`, torn down once before both queries re-issue; the mouseover re-ask is refuted — the only taxi-status sender has one live caller — and the two queries are not symmetric: the questgiver's goes out on every sweep, the taxi one only when the unit's key moves or on a full sweep, as the wire shows at Dungar Longdrink: 68 questgiver status queries against 1 taxi-node one (1918) - `GetSpellTabInfo` out of range answers `nil, nil, 0, 0` — the reference returns four values on every path that returns (`0x4b3ce0`), and ours answered a single nil copied from another binding's shape; it matters because stock `SpellBookFrame_OnLoad` calls it unconditionally and then does `id > (offset + numSpells)`, which a nil raises on and (0+0) makes true, hiding every button on the page — the behaviour to match; the argument raises the reference's usage string when absent, and the index truncates toward zero THEN decrements (1931); the perf probe gains a `WOW_PROBE_UNCAP=vsync` arm, because the uncapped present mode is a request, not a schedule — measured, it taxes the number it was meant to pin (11.80 `cpu_ms` uncapped against 14.65 under it), so the default stays uncapped; and the last three test temp paths are keyed on the pid, after concurrent runs raced on one fixed shared file Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
156 lines
7.9 KiB
Rust
156 lines
7.9 KiB
Rust
//! **The shipped UI's files, compiled into the binary** (decision 1175 §2).
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//!
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//! One question, one answer: *give me the text of `ui/<name>.xml`*. [`load_ui_files`] and the
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//! `provider` closure it hands the loader (for `<Include>` / `<Script file=>` references) both ask
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//! here instead of touching `std::fs`.
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//!
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//! Until 1175 they read `concat!(env!("CARGO_MANIFEST_DIR"), "/assets/ui")` — the *build*
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//! machine's source tree. On a player's machine every one of those files resolves to nothing and
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//! the client boots with no interface at all: not a crash, just an empty screen and one log line
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//! per manifest entry that nobody sees.
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//! `assets/ui` is our own content (MIT/Apache, not Blizzard's — the contract's hard rule is
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//! untouched), so it can simply be part of the program.
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//!
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//! ## Resolution order — the same in every build
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//!
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//! 1. **`#[cfg(feature = "dev")]`** — the crate's own `assets/ui/` on disk. Editing a FrameXML file
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//! and re-running still costs no recompile, which is the whole reason the source tree is worth
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//! probing at all. This is the only place a source path survives, and 1174's feature is what
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//! keeps it out of a player binary.
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//! 2. **The compiled-in copy** — `include_dir!` over the same directory.
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//!
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//! A dev build therefore prefers disk and silently falls back to the embedded copy, so a file
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//! deleted from `assets/ui` does not *appear* to still work: [`tests`] pins that the two agree.
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//!
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//! ## Why not the asset server
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//!
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//! [`super::manifest::MANIFEST`] is a **dependency-ordered** manifest loaded synchronously
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//! at a known point (a template must exist before the frame that inherits it), and the asset server
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//! is async. Serving these through it would mean re-deriving a dependency graph that a hand-ordered
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//! list already encodes correctly. This stays a byte lookup.
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//!
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//! ## The override layer this is not
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//!
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//! A `content/` folder beside the executable — addon and content-pack territory — is deliberately
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//! *not* built here (1175 "Rejected"), but the shape leaves room for it: it would be one more arm
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//! at the front of [`read`]. Building it now would be a mod system with no mods.
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/// The shipped UI tree, compiled in: `benilla.toc` and every file it names, a few MB — a small
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/// single-digit % of the release binary, and what it buys is "the interface cannot be missing".
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/// (A hard file count lived here until it had silently drifted by four; the manifest is the
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/// authority on how many there are, and `manifest::tests` is what keeps the two agreeing.)
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static UI: include_dir::Dir<'_> = include_dir::include_dir!("$CARGO_MANIFEST_DIR/assets/ui");
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/// The text of one shipped UI file, by path relative to `assets/ui` — `None` if we do not ship it.
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///
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/// `req` may arrive in Blizzard's backslash form and may name a directory it does not have; the
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/// basename fallback is `super::load_ui_files`'s and lives at the call site, not here, because
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/// it is a property of FrameXML references rather than of the content store.
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pub(super) fn read(req: &str) -> Option<String> {
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// 1 · the source tree, dev builds only — so editing a FrameXML file needs no recompile.
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if let Some(text) = read_source_tree(req) {
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return Some(text);
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}
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// 2 · the compiled-in copy.
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UI.get_file(req)?.contents_utf8().map(str::to_owned)
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}
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/// `assets/ui/<req>` on disk, or `None` in a player build.
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///
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/// The source directory comes from [`crate::run_mode::dev_source_dir`] rather than a `cfg` here:
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/// the seam has one door per kind (1179), and a path literal must be *absent* from a player
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/// binary, not merely unreached (1175). With no source dir this is a cheap `None` and the caller
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/// falls through to the compiled-in copy.
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fn read_source_tree(req: &str) -> Option<String> {
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let dir = crate::run_mode::dev_source_dir()?.join("assets/ui");
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std::fs::read_to_string(dir.join(req)).ok()
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}
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/// A digest of the FrameXML **this process will actually load** — the manifest plus every file it
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/// names, hashed in load order, as eight hex digits.
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///
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/// It exists because a number taken from the corpus harness is meaningless without it. In a dev
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/// build [`read`] prefers the SOURCE TREE, so editing an `assets/ui` file changes what a survey
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/// loads **with no rebuild** — and this repo's worktrees are routinely shared by several agents at
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/// once. Three separate measurements this arc were taken across a moving tree and one of them
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/// landed a wrong attribution in a decision record: 87/218 was credited to a single table when a
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/// controlled A/B later put it at 75, with the other twelve belonging to a neighbour's uncommitted
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/// files. The stamp does not prevent that; it makes it visible, which is all an instrument can do.
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///
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/// FNV-1a, no dependency, not cryptographic and not meant to be: the only question it answers is
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/// *were these two runs looking at the same interface*.
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pub(crate) fn digest() -> String {
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let mut h: u64 = 0xcbf2_9ce4_8422_2325;
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let mut eat = |bytes: &[u8]| {
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for b in bytes {
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h ^= u64::from(*b);
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h = h.wrapping_mul(0x1000_0000_01b3);
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}
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};
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eat(super::manifest::MANIFEST.as_bytes());
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if let Some(toc) = read(super::manifest::MANIFEST) {
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eat(toc.as_bytes());
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}
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for name in super::addons::Addon::builtin().toc.files {
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// A chain entry (1751) contributes its NAME only: its bytes are the player's install,
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// which does not move between two runs on one machine — and this stamp's only question is
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// *were these two runs looking at the same interface*. Migrating a window still changes the
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// digest, because the manifest line changes.
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eat(name.as_bytes());
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if let Some(text) = read(&name) {
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eat(text.as_bytes());
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}
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}
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format!("{:08x}", h as u32)
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}
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/// Every shipped file's path, relative to `assets/ui`. The compiled-in set is the authority —
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/// a dev build must not appear to ship a file that is only on this machine.
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#[cfg(test)]
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pub(super) fn shipped_files() -> impl Iterator<Item = &'static str> {
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UI.files().filter_map(|f| f.path().to_str())
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}
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#[cfg(test)]
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mod tests {
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/// Every entry of the manifest the client actually loads is a file we actually ship.
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///
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/// This is the check the old `std::fs` loader could not make: a typo'd manifest entry used to
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/// be one `error!` line in a log at boot, and capture runs skip the loader entirely unless
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/// `WOW_CAPTURE_UI=1`, so nothing failed. Now a name that is not in the binary fails here.
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#[test]
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fn every_manifest_entry_is_compiled_in() {
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for name in crate::ui_script::manifest::shipped_manifest_files() {
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assert!(
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super::read(&name).is_some(),
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"benilla.toc names {name}, which is not in assets/ui"
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);
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}
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}
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/// The dev probe and the compiled-in copy describe the same tree.
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///
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/// A dev build prefers disk, so without this a file deleted from `assets/ui` would keep
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/// working from the embedded copy (and a file added there would keep working from disk) until
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/// someone built a release. Either way the two would silently disagree about what benilla
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/// ships, which is the failure mode 1175 is about.
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#[test]
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fn the_source_tree_and_the_compiled_in_copy_agree() {
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// A player build has no source dir to disagree with — that IS the property there.
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let Some(dir) = crate::run_mode::dev_source_dir().map(|d| d.join("assets/ui")) else {
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return;
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};
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let mut on_disk: Vec<String> = std::fs::read_dir(dir)
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.unwrap()
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.map(|e| e.unwrap().file_name().to_string_lossy().into_owned())
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.collect();
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let mut embedded: Vec<String> = super::shipped_files().map(str::to_owned).collect();
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on_disk.sort();
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embedded.sort();
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assert_eq!(
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on_disk, embedded,
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"assets/ui on disk and the compiled-in copy disagree — rebuild, or one of them is stale"
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);
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}
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}
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