Update svn properties.
parent
aae94a8c80
commit
3f2fba610e
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@ -1,16 +1,16 @@
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using System;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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/// <summary>
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/// This implements the methods needed to operate on individual inventory items.
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/// </summary>
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public interface IInventoryItem
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{
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int Type { get; }
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UUID AssetID { get; }
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T RetreiveAsset<T>() where T : OpenMetaverse.Asset, new();
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}
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}
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using System;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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/// <summary>
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/// This implements the methods needed to operate on individual inventory items.
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/// </summary>
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public interface IInventoryItem
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{
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int Type { get; }
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UUID AssetID { get; }
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T RetreiveAsset<T>() where T : OpenMetaverse.Asset, new();
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}
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}
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@ -1,72 +1,72 @@
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using System;
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using System.Text;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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//using OpenSim.Services.AssetService;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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public class InventoryItem : IInventoryItem
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{
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TaskInventoryItem m_privateItem;
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Scene m_rootSceene;
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public InventoryItem(Scene rootScene, TaskInventoryItem internalItem)
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{
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m_rootSceene = rootScene;
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m_privateItem = internalItem;
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}
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// Marked internal, to prevent scripts from accessing the internal type
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internal TaskInventoryItem ToTaskInventoryItem()
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{
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return m_privateItem;
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}
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/// <summary>
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/// This will attempt to convert from an IInventoryItem to an InventoryItem object
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/// </summary>
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/// <description>
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/// In order for this to work the object which implements IInventoryItem must inherit from InventoryItem, otherwise
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/// an exception is thrown.
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/// </description>
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/// <param name="i">
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/// The interface to upcast <see cref="IInventoryItem"/>
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/// </param>
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/// <returns>
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/// The object backing the interface implementation <see cref="InventoryItem"/>
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/// </returns>
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internal static InventoryItem FromInterface(IInventoryItem i)
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{
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if(typeof(InventoryItem).IsAssignableFrom(i.GetType()))
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{
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return (InventoryItem)i;
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}
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else
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{
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throw new ApplicationException("[MRM] There is no legal conversion from IInventoryItem to InventoryItem");
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}
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}
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public int Type { get { return m_privateItem.Type; } }
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public UUID AssetID { get { return m_privateItem.AssetID; } }
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public T RetreiveAsset<T>() where T : OpenMetaverse.Asset, new()
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{
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AssetBase a = m_rootSceene.AssetService.Get(AssetID.ToString());
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T result = new T();
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if((sbyte)result.AssetType != a.Type)
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throw new ApplicationException("[MRM] The supplied asset class does not match the found asset");
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result.AssetData = a.Data;
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result.Decode();
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return result;
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}
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}
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}
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using System;
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using System.Text;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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//using OpenSim.Services.AssetService;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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public class InventoryItem : IInventoryItem
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{
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TaskInventoryItem m_privateItem;
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Scene m_rootSceene;
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public InventoryItem(Scene rootScene, TaskInventoryItem internalItem)
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{
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m_rootSceene = rootScene;
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m_privateItem = internalItem;
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}
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// Marked internal, to prevent scripts from accessing the internal type
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internal TaskInventoryItem ToTaskInventoryItem()
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{
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return m_privateItem;
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}
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/// <summary>
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/// This will attempt to convert from an IInventoryItem to an InventoryItem object
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/// </summary>
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/// <description>
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/// In order for this to work the object which implements IInventoryItem must inherit from InventoryItem, otherwise
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/// an exception is thrown.
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/// </description>
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/// <param name="i">
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/// The interface to upcast <see cref="IInventoryItem"/>
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/// </param>
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/// <returns>
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/// The object backing the interface implementation <see cref="InventoryItem"/>
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/// </returns>
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internal static InventoryItem FromInterface(IInventoryItem i)
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{
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if(typeof(InventoryItem).IsAssignableFrom(i.GetType()))
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{
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return (InventoryItem)i;
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}
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else
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{
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throw new ApplicationException("[MRM] There is no legal conversion from IInventoryItem to InventoryItem");
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}
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}
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public int Type { get { return m_privateItem.Type; } }
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public UUID AssetID { get { return m_privateItem.AssetID; } }
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public T RetreiveAsset<T>() where T : OpenMetaverse.Asset, new()
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{
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AssetBase a = m_rootSceene.AssetService.Get(AssetID.ToString());
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T result = new T();
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if((sbyte)result.AssetType != a.Type)
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throw new ApplicationException("[MRM] The supplied asset class does not match the found asset");
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result.AssetData = a.Data;
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result.Decode();
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return result;
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}
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}
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}
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@ -1,17 +1,17 @@
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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/// <summary>
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/// This implements the methods neccesary to operate on the inventory of an object
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/// </summary>
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public interface IObjectInventory : IDictionary<UUID, IInventoryItem>
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{
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IInventoryItem this[string name] { get; }
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}
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}
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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/// <summary>
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/// This implements the methods neccesary to operate on the inventory of an object
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/// </summary>
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public interface IObjectInventory : IDictionary<UUID, IInventoryItem>
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{
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IInventoryItem this[string name] { get; }
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}
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}
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@ -1,190 +1,190 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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public class SOPObjectInventory : IObjectInventory
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{
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TaskInventoryDictionary m_privateInventory; /// OpenSim's task inventory
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Dictionary<UUID, IInventoryItem> m_publicInventory; /// MRM's inventory
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Scene m_rootScene;
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public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory)
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{
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m_rootScene = rootScene;
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m_privateInventory = taskInventory;
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m_publicInventory = new Dictionary<UUID, IInventoryItem>();
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}
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/// <summary>
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/// Fully populate the public dictionary with the contents of the private dictionary
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/// </summary>
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/// <description>
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/// This will only convert those items which hasn't already been converted. ensuring that
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/// no items are converted twice, and that any references already in use are maintained.
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/// </description>
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private void SynchronizeDictionaries()
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{
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foreach(TaskInventoryItem privateItem in m_privateInventory.Values)
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if(!m_publicInventory.ContainsKey(privateItem.ItemID))
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m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem));
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}
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#region IDictionary<UUID, IInventoryItem> implementation
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public void Add (UUID key, IInventoryItem value)
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{
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m_publicInventory.Add(key, value);
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m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem());
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}
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public bool ContainsKey (UUID key)
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{
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return m_privateInventory.ContainsKey(key);
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}
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public bool Remove (UUID key)
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{
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m_publicInventory.Remove(key);
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return m_privateInventory.Remove(key);
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}
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public bool TryGetValue (UUID key, out IInventoryItem value)
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{
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value = null;
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bool result = false;
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if(!m_publicInventory.TryGetValue(key, out value))
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{
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// wasn't found in the public inventory
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TaskInventoryItem privateItem;
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result = m_privateInventory.TryGetValue(key, out privateItem);
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if(result)
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{
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value = new InventoryItem(m_rootScene, privateItem);
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m_publicInventory.Add(key, value); // add item, so we don't convert again
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}
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} else
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return true;
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return result;
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}
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public ICollection<UUID> Keys {
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get {
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return m_privateInventory.Keys;
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}
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}
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public ICollection<IInventoryItem> Values {
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get {
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SynchronizeDictionaries();
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return m_publicInventory.Values;
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}
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}
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#endregion
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#region IEnumerable<KeyValuePair<UUID, IInventoryItem>> implementation
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public IEnumerator<KeyValuePair<UUID, IInventoryItem>> GetEnumerator ()
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{
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SynchronizeDictionaries();
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return m_publicInventory.GetEnumerator();
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}
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#endregion
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#region IEnumerable implementation
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IEnumerator IEnumerable.GetEnumerator ()
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{
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SynchronizeDictionaries();
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return m_publicInventory.GetEnumerator();
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}
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#endregion
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#region ICollection<KeyValuePair<UUID, IInventoryItem>> implementation
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public void Add (KeyValuePair<UUID, IInventoryItem> item)
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{
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Add(item.Key, item.Value);
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}
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public void Clear ()
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{
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m_publicInventory.Clear();
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m_privateInventory.Clear();
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}
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public bool Contains (KeyValuePair<UUID, IInventoryItem> item)
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{
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return m_privateInventory.ContainsKey(item.Key);
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}
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public void CopyTo (KeyValuePair<UUID, IInventoryItem>[] array, int arrayIndex)
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{
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throw new NotImplementedException();
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}
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public bool Remove (KeyValuePair<UUID, IInventoryItem> item)
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{
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return Remove(item.Key);
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}
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public int Count {
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get {
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return m_privateInventory.Count;
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}
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}
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public bool IsReadOnly {
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get {
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return false;
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}
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}
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#endregion
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#region Explicit implementations
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IInventoryItem System.Collections.Generic.IDictionary<UUID, IInventoryItem>.this[UUID key]
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{
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get {
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IInventoryItem result;
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if(TryGetValue(key, out result))
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return result;
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else
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throw new KeyNotFoundException("[MRM] The requrested item ID could not be found");
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}
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set {
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m_publicInventory[key] = value;
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m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem();
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}
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}
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void System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<UUID, IInventoryItem>>.CopyTo(System.Collections.Generic.KeyValuePair<UUID,IInventoryItem>[] array, int offset)
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{
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throw new NotImplementedException();
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}
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#endregion
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public IInventoryItem this[string name]
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{
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get {
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foreach(TaskInventoryItem i in m_privateInventory.Values)
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if(i.Name == name)
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{
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if(!m_publicInventory.ContainsKey(i.ItemID))
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m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i));
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return m_publicInventory[i.ItemID];
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}
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throw new KeyNotFoundException();
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}
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}
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}
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}
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object
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{
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public class SOPObjectInventory : IObjectInventory
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{
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TaskInventoryDictionary m_privateInventory; /// OpenSim's task inventory
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Dictionary<UUID, IInventoryItem> m_publicInventory; /// MRM's inventory
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Scene m_rootScene;
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public SOPObjectInventory(Scene rootScene, TaskInventoryDictionary taskInventory)
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{
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m_rootScene = rootScene;
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m_privateInventory = taskInventory;
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m_publicInventory = new Dictionary<UUID, IInventoryItem>();
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}
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/// <summary>
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/// Fully populate the public dictionary with the contents of the private dictionary
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/// </summary>
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/// <description>
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/// This will only convert those items which hasn't already been converted. ensuring that
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/// no items are converted twice, and that any references already in use are maintained.
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/// </description>
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private void SynchronizeDictionaries()
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{
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foreach(TaskInventoryItem privateItem in m_privateInventory.Values)
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if(!m_publicInventory.ContainsKey(privateItem.ItemID))
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m_publicInventory.Add(privateItem.ItemID, new InventoryItem(m_rootScene, privateItem));
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}
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#region IDictionary<UUID, IInventoryItem> implementation
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public void Add (UUID key, IInventoryItem value)
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{
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m_publicInventory.Add(key, value);
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m_privateInventory.Add(key, InventoryItem.FromInterface(value).ToTaskInventoryItem());
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}
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public bool ContainsKey (UUID key)
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{
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return m_privateInventory.ContainsKey(key);
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}
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public bool Remove (UUID key)
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{
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m_publicInventory.Remove(key);
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return m_privateInventory.Remove(key);
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}
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public bool TryGetValue (UUID key, out IInventoryItem value)
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{
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value = null;
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bool result = false;
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if(!m_publicInventory.TryGetValue(key, out value))
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{
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// wasn't found in the public inventory
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TaskInventoryItem privateItem;
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result = m_privateInventory.TryGetValue(key, out privateItem);
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if(result)
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{
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value = new InventoryItem(m_rootScene, privateItem);
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m_publicInventory.Add(key, value); // add item, so we don't convert again
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}
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} else
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return true;
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return result;
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}
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public ICollection<UUID> Keys {
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get {
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return m_privateInventory.Keys;
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}
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}
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public ICollection<IInventoryItem> Values {
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get {
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SynchronizeDictionaries();
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return m_publicInventory.Values;
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}
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}
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#endregion
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#region IEnumerable<KeyValuePair<UUID, IInventoryItem>> implementation
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public IEnumerator<KeyValuePair<UUID, IInventoryItem>> GetEnumerator ()
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{
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SynchronizeDictionaries();
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return m_publicInventory.GetEnumerator();
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}
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#endregion
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#region IEnumerable implementation
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IEnumerator IEnumerable.GetEnumerator ()
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{
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SynchronizeDictionaries();
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return m_publicInventory.GetEnumerator();
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}
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#endregion
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#region ICollection<KeyValuePair<UUID, IInventoryItem>> implementation
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public void Add (KeyValuePair<UUID, IInventoryItem> item)
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{
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Add(item.Key, item.Value);
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}
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public void Clear ()
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{
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m_publicInventory.Clear();
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m_privateInventory.Clear();
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}
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public bool Contains (KeyValuePair<UUID, IInventoryItem> item)
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{
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return m_privateInventory.ContainsKey(item.Key);
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}
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public void CopyTo (KeyValuePair<UUID, IInventoryItem>[] array, int arrayIndex)
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{
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throw new NotImplementedException();
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}
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public bool Remove (KeyValuePair<UUID, IInventoryItem> item)
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{
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return Remove(item.Key);
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}
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public int Count {
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get {
|
||||
return m_privateInventory.Count;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsReadOnly {
|
||||
get {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Explicit implementations
|
||||
IInventoryItem System.Collections.Generic.IDictionary<UUID, IInventoryItem>.this[UUID key]
|
||||
{
|
||||
get {
|
||||
IInventoryItem result;
|
||||
if(TryGetValue(key, out result))
|
||||
return result;
|
||||
else
|
||||
throw new KeyNotFoundException("[MRM] The requrested item ID could not be found");
|
||||
}
|
||||
set {
|
||||
m_publicInventory[key] = value;
|
||||
m_privateInventory[key] = InventoryItem.FromInterface(value).ToTaskInventoryItem();
|
||||
}
|
||||
}
|
||||
|
||||
void System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<UUID, IInventoryItem>>.CopyTo(System.Collections.Generic.KeyValuePair<UUID,IInventoryItem>[] array, int offset)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
#endregion
|
||||
|
||||
public IInventoryItem this[string name]
|
||||
{
|
||||
get {
|
||||
foreach(TaskInventoryItem i in m_privateInventory.Values)
|
||||
if(i.Name == name)
|
||||
{
|
||||
if(!m_publicInventory.ContainsKey(i.ItemID))
|
||||
m_publicInventory.Add(i.ItemID, new InventoryItem(m_rootScene, i));
|
||||
|
||||
return m_publicInventory[i.ItemID];
|
||||
}
|
||||
throw new KeyNotFoundException();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,35 +1,35 @@
|
|||
using System;
|
||||
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
|
||||
{
|
||||
public class SPAvatarAttachment : IAvatarAttachment
|
||||
{
|
||||
private readonly Scene m_rootScene;
|
||||
private readonly IAvatar m_parent;
|
||||
private readonly int m_location;
|
||||
private readonly UUID m_itemId;
|
||||
private readonly UUID m_assetId;
|
||||
|
||||
public SPAvatarAttachment(Scene rootScene, IAvatar self, int location, UUID itemId, UUID assetId)
|
||||
{
|
||||
m_rootScene = rootScene;
|
||||
m_parent = self;
|
||||
m_location = location;
|
||||
m_itemId = itemId;
|
||||
m_assetId = assetId;
|
||||
}
|
||||
|
||||
public int Location { get { return m_location; } }
|
||||
|
||||
public IObject Asset
|
||||
{
|
||||
get
|
||||
{
|
||||
return new SOPObject(m_rootScene, m_rootScene.GetSceneObjectPart(m_assetId).LocalId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
|
||||
{
|
||||
public class SPAvatarAttachment : IAvatarAttachment
|
||||
{
|
||||
private readonly Scene m_rootScene;
|
||||
private readonly IAvatar m_parent;
|
||||
private readonly int m_location;
|
||||
private readonly UUID m_itemId;
|
||||
private readonly UUID m_assetId;
|
||||
|
||||
public SPAvatarAttachment(Scene rootScene, IAvatar self, int location, UUID itemId, UUID assetId)
|
||||
{
|
||||
m_rootScene = rootScene;
|
||||
m_parent = self;
|
||||
m_location = location;
|
||||
m_itemId = itemId;
|
||||
m_assetId = assetId;
|
||||
}
|
||||
|
||||
public int Location { get { return m_location; } }
|
||||
|
||||
public IObject Asset
|
||||
{
|
||||
get
|
||||
{
|
||||
return new SOPObject(m_rootScene, m_rootScene.GetSceneObjectPart(m_assetId).LocalId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue