Move animation handling from ScenePresence into its own class.
parent
d3fb6039ca
commit
dce5c470b6
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@ -0,0 +1,59 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Scenes
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{
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public class Animation
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{
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private LLUUID animID;
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public LLUUID AnimID
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{
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get { return animID; }
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set { animID = value; }
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}
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private int sequenceNum;
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public int SequenceNum
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{
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get { return sequenceNum; }
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set { sequenceNum = value; }
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}
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public Animation()
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{
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}
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public Animation(LLUUID animID, int sequenceNum)
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{
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this.animID = animID;
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this.sequenceNum = sequenceNum;
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}
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}
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}
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@ -0,0 +1,151 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Scenes
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{
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public class AnimationSet
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{
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public static AvatarAnimations Animations = new AvatarAnimations();
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private Animation m_defaultAnimation = new Animation();
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private List<Animation> m_animations = new List<Animation>();
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public AnimationSet()
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{
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ResetDefaultAnimation();
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}
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public bool HasAnimation(LLUUID animID)
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{
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if (m_defaultAnimation.AnimID == animID)
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return true;
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for (int i = 0; i < m_animations.Count; ++i)
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{
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if (m_animations[i].AnimID == animID)
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return true;
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}
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return false;
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}
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public bool Add(LLUUID animID, int sequenceNum)
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{
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lock (m_animations)
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{
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if (!HasAnimation(animID))
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{
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m_animations.Add(new Animation(animID, sequenceNum));
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return true;
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}
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}
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return false;
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}
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public bool Remove(LLUUID animID)
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{
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lock (m_animations)
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{
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if (m_defaultAnimation.AnimID == animID)
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{
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ResetDefaultAnimation();
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}
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else if (HasAnimation(animID))
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{
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for (int i = 0; i < m_animations.Count; i++)
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{
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if (m_animations[i].AnimID == animID)
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{
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m_animations.RemoveAt(i);
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return true;
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}
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}
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}
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}
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return false;
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}
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public void Clear()
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{
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ResetDefaultAnimation();
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m_animations.Clear();
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}
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/// <summary>
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/// The default animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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public bool SetDefaultAnimation(LLUUID animID, int sequenceNum)
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{
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if (m_defaultAnimation.AnimID != animID)
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{
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m_defaultAnimation = new Animation(animID, sequenceNum);
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return true;
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}
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return false;
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}
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protected bool ResetDefaultAnimation()
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{
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return TrySetDefaultAnimation("STAND", 1);
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}
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/// <summary>
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/// Set the animation as the default animation if it's known
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/// </summary>
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public bool TrySetDefaultAnimation(string anim, int sequenceNum)
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{
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if (Animations.AnimsLLUUID.ContainsKey(anim))
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{
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return SetDefaultAnimation(Animations.AnimsLLUUID[anim], sequenceNum);
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}
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return false;
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}
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public void GetArrays(out LLUUID[] animIDs, out int[] sequenceNums)
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{
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lock (m_animations)
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{
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animIDs = new LLUUID[m_animations.Count + 1];
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sequenceNums = new int[m_animations.Count + 1];
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animIDs[0] = m_defaultAnimation.AnimID;
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sequenceNums[0] = m_defaultAnimation.SequenceNum;
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for (int i = 0; i < m_animations.Count; ++i)
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{
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animIDs[i + 1] = m_animations[i].AnimID;
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sequenceNums[i + 1] = m_animations[i].SequenceNum;
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}
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}
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}
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}
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}
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@ -73,12 +73,10 @@ namespace OpenSim.Region.Environment.Scenes
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public static AvatarAnimations Animations = new AvatarAnimations();
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public static byte[] DefaultTexture;
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public LLUUID currentParcelUUID = LLUUID.Zero;
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private List<LLUUID> m_animations = new List<LLUUID>();
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private List<int> m_animationSeqs = new List<int>();
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private AnimationSet m_animations = new AnimationSet();
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private Dictionary<LLUUID, ScriptControllers> scriptedcontrols = new Dictionary<LLUUID, ScriptControllers>();
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private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
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private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
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@ -608,15 +606,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void MakeChildAgent()
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{
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if (m_animations.Count > 0)
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{
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LLUUID movementAnim = m_animations[0];
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m_animations.Clear();
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m_animations.Clear();
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m_animationSeqs.Clear();
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SetMovementAnimation(movementAnim);
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}
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// m_log.DebugFormat(
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// "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
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// Name, UUID, m_scene.RegionInfo.RegionName);
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@ -1104,66 +1095,31 @@ namespace OpenSim.Region.Environment.Scenes
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if (m_isChildAgent)
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return;
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// Don't let this animation become the movement animation
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if (m_animations.Count < 1)
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TrySetMovementAnimation("STAND");
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if (!m_animations.Contains(animID))
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if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber))
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{
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m_animations.Add(animID);
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m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
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SendAnimPack();
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}
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}
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public void AddAnimation(string name)
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{
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if (m_isChildAgent)
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return;
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LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
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if (animID == LLUUID.Zero)
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return;
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AddAnimation(animID);
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}
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public void RemoveAnimation(LLUUID animID)
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{
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if (m_isChildAgent)
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return;
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if (m_animations.Contains(animID))
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if (m_animations.Remove(animID))
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{
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if (m_animations[0] == animID)
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{
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TrySetMovementAnimation("STAND");
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}
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else
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{
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// What a HACK!! Anim list really needs to be an object!
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int idx;
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for(idx=0;idx < m_animations.Count;idx++)
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{
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if (m_animations[idx] == animID)
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{
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int seq=m_animationSeqs[idx];
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m_animations.Remove(animID);
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m_animationSeqs.Remove(seq);
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SendAnimPack();
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break;
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}
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}
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}
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}
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}
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public void AddAnimation(string name)
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{
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if (m_isChildAgent)
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return;
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// Don't let this animation become the movement animation
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if (m_animations.Count < 1)
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TrySetMovementAnimation("STAND");
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LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
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if (animID == LLUUID.Zero)
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return;
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if (!m_animations.Contains(animID))
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{
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m_animations.Add(animID);
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m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
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SendAnimPack();
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}
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}
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if (animID == LLUUID.Zero)
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return;
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if (m_animations.Contains(animID))
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{
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if (m_animations[0] == animID)
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{
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TrySetMovementAnimation("STAND");
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}
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else
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{
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// What a HACK!! Anim list really needs to be an object!
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int idx;
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for(idx = 0; idx < m_animations.Count; idx++)
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{
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if (m_animations[idx] == animID)
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{
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int seq = m_animationSeqs[idx];
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m_animations.Remove(animID);
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m_animationSeqs.Remove(seq);
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SendAnimPack();
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break;
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}
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}
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}
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}
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RemoveAnimation(animID);
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}
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public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID)
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{
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AddAnimation(animID);
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@ -1216,88 +1147,63 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// The movement animation is the first element of the animation list,
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/// reserved for "main" animations that are mutually exclusive,
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/// like flying and sitting, for example.
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/// The movement animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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protected void SetMovementAnimation(LLUUID animID)
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{
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if (m_animations.Count < 1)
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if (m_animations.SetDefaultAnimation(animID, m_controllingClient.NextAnimationSequenceNumber))
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{
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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m_animationSeqs.Add(1);
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SendAnimPack();
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}
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else
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{
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try
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{
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if (m_animations[0] != animID)
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{
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m_animations[0] = animID;
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m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
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SendAnimPack();
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}
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}
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catch
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{
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m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
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m_animations[0] = animID;
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m_animationSeqs[0] = m_controllingClient.NextAnimationSequenceNumber;
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SendAnimPack();
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}
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}
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}
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/// <summary>
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/// Set the first known animation in the given list as the movement animation
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/// The movement animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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protected void TrySetMovementAnimation(params string[] anims)
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protected void TrySetMovementAnimation(string anim)
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{
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foreach (string anim in anims)
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if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber))
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{
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if (Animations.AnimsLLUUID.ContainsKey(anim))
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{
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SetMovementAnimation(Animations.AnimsLLUUID[anim]);
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break;
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}
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SendAnimPack();
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}
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}
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/// <summary>
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/// This method handles agent movement related animations
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/// This method determines the proper movement related animation
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/// </summary>
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protected void UpdateMovementAnimations()
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protected string GetMovementAnimation()
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{
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if (m_movementflag != 0)
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{
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// We are moving
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if (m_physicsActor.Flying)
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{
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TrySetMovementAnimation("FLY");
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return "FLY";
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}
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else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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PhysicsActor.IsColliding)
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{
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TrySetMovementAnimation("CROUCHWALK");
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return "CROUCHWALK";
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}
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
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{
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// Client is moving and falling at a velocity greater then 6 meters per unit
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TrySetMovementAnimation("FALLDOWN");
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return "FALLDOWN";
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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TrySetMovementAnimation("JUMP");
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return "JUMP";
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}
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else if (m_setAlwaysRun)
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{
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TrySetMovementAnimation("RUN");
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return "RUN";
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}
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else
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{
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TrySetMovementAnimation("WALK");
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return "WALK";
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}
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}
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else
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@ -1307,29 +1213,34 @@ namespace OpenSim.Region.Environment.Scenes
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if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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PhysicsActor.IsColliding)
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{
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TrySetMovementAnimation("CROUCH");
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return "CROUCH";
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}
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else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
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{
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TrySetMovementAnimation("FALLDOWN");
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return "FALLDOWN";
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
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(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
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{
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// This is the standing jump
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TrySetMovementAnimation("JUMP");
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return "JUMP";
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}
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else if (m_physicsActor.Flying)
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{
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TrySetMovementAnimation("HOVER");
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return "HOVER";
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}
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else
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{
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TrySetMovementAnimation("STAND");
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return "STAND";
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}
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}
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}
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protected void UpdateMovementAnimations()
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{
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TrySetMovementAnimation(GetMovementAnimation());
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}
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/// <summary>
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/// Adds a new movement
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/// </summary>
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|
@ -1422,21 +1333,15 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
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{
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// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
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// doing the above assures us that we know what we sent the clients last
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SendTerseUpdateToAllClients();
|
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m_updateCount = 0;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
// followed suggestion from mic bowman. reversed the two lines below.
|
||||
CheckForBorderCrossing();
|
||||
CheckForSignificantMovement(); // sends update to the modules.
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1621,7 +1526,15 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// </summary>
|
||||
public void SendAnimPack()
|
||||
{
|
||||
SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray());
|
||||
if (m_isChildAgent)
|
||||
return;
|
||||
|
||||
LLUUID[] animIDs;
|
||||
int[] sequenceNums;
|
||||
|
||||
m_animations.GetArrays(out animIDs, out sequenceNums);
|
||||
|
||||
SendAnimPack(animIDs, sequenceNums);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -2142,14 +2055,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
DefaultTexture = textu.ToBytes();
|
||||
}
|
||||
|
||||
List<Guid> animations_work = (List<Guid>)info.GetValue("m_animations", typeof(List<Guid>));
|
||||
|
||||
foreach (Guid guid in animations_work)
|
||||
{
|
||||
m_animations.Add(new LLUUID(guid));
|
||||
}
|
||||
|
||||
m_animationSeqs = (List<int>)info.GetValue("m_animationSeqs", typeof(List<int>));
|
||||
m_animations = (AnimationSet)info.GetValue("m_animations", typeof(AnimationSet));
|
||||
m_updateflag = (bool)info.GetValue("m_updateflag", typeof(bool));
|
||||
m_movementflag = (byte)info.GetValue("m_movementflag", typeof(byte));
|
||||
m_forcesList = (List<NewForce>)info.GetValue("m_forcesList", typeof(List<NewForce>));
|
||||
|
@ -2304,16 +2210,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
|
||||
base.GetObjectData(info, context);
|
||||
|
||||
List<Guid> animations_work = new List<Guid>();
|
||||
|
||||
foreach (LLUUID uuid in m_animations)
|
||||
{
|
||||
animations_work.Add(uuid.UUID);
|
||||
}
|
||||
|
||||
info.AddValue("m_animations", animations_work);
|
||||
|
||||
info.AddValue("m_animationSeqs", m_animationSeqs);
|
||||
info.AddValue("m_animations", m_animations);
|
||||
info.AddValue("m_updateflag", m_updateflag);
|
||||
info.AddValue("m_movementflag", m_movementflag);
|
||||
info.AddValue("m_forcesList", m_forcesList);
|
||||
|
|
Loading…
Reference in New Issue