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Author | SHA1 | Date | |
---|---|---|---|
griffi-gh | 7108afa662 | ||
griffi-gh | 11ad2cdc77 | ||
griffi-gh | dac3c10aee | ||
griffi-gh | e9000af878 | ||
griffi-gh | 49753ecc4c | ||
griffi-gh | 94fa5268fa | ||
griffi-gh | e3692bca94 |
9
.gitignore
vendored
9
.gitignore
vendored
|
@ -18,3 +18,12 @@ _visualizer.json
|
|||
|
||||
/*_log*.txt
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||||
/*.log
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||||
|
||||
# make sure build artifacts and binaries are not committed
|
||||
*.d
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||||
*.pdb
|
||||
*.exe
|
||||
*.dll
|
||||
*.so
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||||
*.dylib
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||||
*.rlib
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||||
|
|
42
README.md
42
README.md
|
@ -11,23 +11,22 @@
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|||
<p>
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||||
<ul>
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||||
<li>multithreaded procedural world generation</li>
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||||
<li>procedural structures</li>
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||||
<li>procedural structures and block queue</li>
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||||
<li>multithreaded mesh generation</li>
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||||
<li>cubic chunks (32x32x32)</li>
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||||
<li>low-level OpenGL renderer, targetting OpenGL ES 3.0</li>
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||||
<li>frustum culling</li>
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||||
<li>multiplayer support <sup><code>[1]</code></sup></li>
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<li>block placement system</li>
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||||
<li>basic gui<sup><code>[5]</code></sup></li>
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<li>cross platform: windows, linux, osx <sup><code>[2]</code></sup>, android <sup><code>[3]</code></sup></li>
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<li>universal input system: supports keyboard, mouse, gamepad and touch input <sup><code>[4]</code></sup></li>
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||||
<li>multiplayer networking</li>
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||||
<li>immediate ui system <sup><code>[1]</code></sup></li>
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||||
<li>cross platform: windows, linux, osx, android <sup><code>[2]</code></sup></li>
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||||
<li>universal input system: supports keyboard, mouse, gamepad and touch input <sup><code>[3]</code></sup></li>
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||||
<li>support for semi-transparet blocks<sup><code>[4]</code></sup></li>
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</ul>
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<h6>
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<code>[1]</code> - multiplayer is work-in-progress<br>
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<code>[2]</code> - not tested on macos<br>
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<code>[3]</code> - android support is experimental<br>
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<code>[4]</code> - mouse/gamepad input is not supported on android<br>
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||||
<code>[5]</code> - currently only used on the loading screen
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<code>[1]</code> - developed out-of-tree <a href="https://github.com/griffi-gh/hUI">here</a> since 2024<br>
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<code>[2]</code> - android support is experimental<br>
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<code>[3]</code> - mouse and gamepad input is not supported on android<br>
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||||
<code>[4]</code> - work in progress, may cause issues<br>
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||||
</h6>
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||||
</p>
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||||
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||||
|
@ -36,24 +35,17 @@
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|||
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||||
<h2>build for windows/linux</h2>
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||||
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||||
**build/run**
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||||
|
||||
```bash
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||||
cargo build --bin kubi
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||||
cargo run --bin kubi
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||||
```
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||||
|
||||
**build in release mode, with nightly optimizations**
|
||||
|
||||
```bash
|
||||
cargo +nightly build --bin kubi --features nightly --release
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||||
cargo build -p kubi
|
||||
cargo run -p kubi
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||||
#or, build with release mode optimizations:
|
||||
cargo run -p kubi --release
|
||||
```
|
||||
|
||||
<h2>build for android</h2>
|
||||
|
||||
please note that android support is highly experimental!\
|
||||
gamepad, mouse input is currently borked, and proper touch controls are not available.\
|
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srgb and blending are broken too, which leads to many rendering issues
|
||||
gamepad, mouse input is currently borked, as well as srgb, which leads to dark textures.
|
||||
|
||||
prerequisites: Android SDK, NDK, command line tools, platform-tools, latest JDK\
|
||||
(make sure that your `PATH`, `ANDROID_HOME` and `ANDROID_NDK_ROOT` variables are configured properly)
|
||||
|
@ -95,7 +87,7 @@ cargo apk run -p kubi --lib --no-default-features
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|||
|
||||
<h2>mutiplayer</h2>
|
||||
|
||||
to join a multiplayer server, just pass the ip address as an argument
|
||||
to join a multiplayer server, just pass the ip address as the first argument
|
||||
|
||||
```sh
|
||||
cargo run -p kubi -- 127.0.0.1:1234
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||||
|
@ -119,7 +111,7 @@ name = "Kubi Server" # server name
|
|||
<h2>"In-house" libraries</h2>
|
||||
|
||||
- [`hui`, `hui-glium`, `hui-winit`](https://github.com/griffi-gh/hui): semi-imm.mode backend-agnostic ui system\
|
||||
- [`kubi-logging`](kubi-logging) fancy-ass custom formatter for `env-logger`
|
||||
- [`kubi-logging`](kubi-logging) fancy custom formatter for `env-logger`
|
||||
|
||||
deprecated:
|
||||
|
||||
|
|
|
@ -5,6 +5,7 @@ timeout_ms = 10000
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|||
|
||||
[world]
|
||||
seed = 0xfeb_face_dead_cafe
|
||||
preheat_radius = 8
|
||||
|
||||
[query]
|
||||
name = "Kubi Server"
|
||||
|
|
|
@ -13,6 +13,7 @@ pub struct ConfigTableServer {
|
|||
#[derive(Serialize, Deserialize)]
|
||||
pub struct ConfigTableWorld {
|
||||
pub seed: u64,
|
||||
pub preheat_radius: u32,
|
||||
}
|
||||
|
||||
#[derive(Serialize, Deserialize)]
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use shipyard::{World, Workload, IntoWorkload};
|
||||
use shipyard::{IntoWorkload, Workload, WorkloadModificator, World};
|
||||
use std::{thread, time::Duration};
|
||||
|
||||
mod util;
|
||||
|
@ -19,7 +19,7 @@ fn initialize() -> Workload {
|
|||
read_config,
|
||||
bind_server,
|
||||
init_client_maps,
|
||||
init_world,
|
||||
init_world.after_all(read_config),
|
||||
).into_workload()
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use shipyard::{Unique, UniqueView, UniqueViewMut, Workload, IntoWorkload, AllStoragesView, View, Get, NonSendSync, IntoIter};
|
||||
use shipyard::{AllStoragesView, Get, IntoIter, IntoWorkload, NonSendSync, SystemModificator, Unique, UniqueView, UniqueViewMut, View, Workload};
|
||||
use glam::IVec3;
|
||||
use hashbrown::HashMap;
|
||||
use kubi_shared::{
|
||||
|
@ -13,7 +13,7 @@ use kubi_shared::{
|
|||
use uflow::{server::RemoteClient, SendMode};
|
||||
use lz4_flex::compress_prepend_size as lz4_compress;
|
||||
use anyhow::Result;
|
||||
use std::{rc::Rc, cell::RefCell};
|
||||
use std::{cell::RefCell, rc::Rc};
|
||||
use kubi_shared::networking::client::ClientIdMap;
|
||||
use crate::{
|
||||
server::{UdpServer, ServerEvents},
|
||||
|
@ -64,7 +64,7 @@ pub fn send_chunk_compressed(
|
|||
let ser_message = ser_message.into_boxed_slice();
|
||||
client.borrow_mut().send(
|
||||
ser_message,
|
||||
Channel::World as usize,
|
||||
Channel::WorldData as usize,
|
||||
SendMode::Reliable
|
||||
);
|
||||
Ok(())
|
||||
|
@ -168,6 +168,32 @@ fn process_finished_tasks(
|
|||
}
|
||||
}
|
||||
|
||||
fn process_chunk_unsubscribe_events(
|
||||
server: NonSendSync<UniqueView<UdpServer>>,
|
||||
events: UniqueView<ServerEvents>,
|
||||
mut chunk_manager: UniqueViewMut<ChunkManager>,
|
||||
addr_map: UniqueView<ClientAddressMap>,
|
||||
clients: View<Client>
|
||||
) {
|
||||
for event in &events.0 {
|
||||
let Some(message) = check_message_auth
|
||||
::<{ClientToServerMessageType::ChunkUnsubscribe as u8}>
|
||||
(&server, event, &clients, &addr_map) else { continue };
|
||||
|
||||
let ClientToServerMessage::ChunkUnsubscribe { chunk: chunk_position } = message.message else {
|
||||
unreachable!()
|
||||
};
|
||||
|
||||
let Some(chunk) = chunk_manager.chunks.get_mut(&chunk_position) else {
|
||||
log::warn!("tried to unsubscribe from non-existent chunk");
|
||||
continue
|
||||
};
|
||||
|
||||
chunk.subscriptions.remove(&message.client_id);
|
||||
//TODO unload chunk if no more subscribers
|
||||
}
|
||||
}
|
||||
|
||||
fn process_block_queue_messages(
|
||||
server: NonSendSync<UniqueView<UdpServer>>,
|
||||
events: UniqueView<ServerEvents>,
|
||||
|
@ -239,10 +265,33 @@ fn init_chunk_manager_and_block_queue(
|
|||
storages.add_unique(LocalBlockQueue::default());
|
||||
}
|
||||
|
||||
pub fn preheat_world(
|
||||
mut chunk_manager: UniqueViewMut<ChunkManager>,
|
||||
task_manager: UniqueView<ChunkTaskManager>,
|
||||
config: UniqueView<ConfigTable>,
|
||||
) {
|
||||
let r = config.world.preheat_radius as i32;
|
||||
for x in -r..=r {
|
||||
for y in -r..=r {
|
||||
for z in -r..=r {
|
||||
let chunk_position = IVec3::new(x, y, z);
|
||||
let mut chunk = Chunk::new();
|
||||
chunk.state = ChunkState::Loading;
|
||||
chunk_manager.chunks.insert(chunk_position, chunk);
|
||||
task_manager.spawn_task(ChunkTask::LoadChunk {
|
||||
position: chunk_position,
|
||||
seed: config.world.seed,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_world() -> Workload {
|
||||
(
|
||||
init_chunk_manager_and_block_queue,
|
||||
init_chunk_task_manager,
|
||||
init_chunk_manager_and_block_queue.before_all(preheat_world),
|
||||
init_chunk_task_manager.before_all(preheat_world),
|
||||
preheat_world,
|
||||
).into_workload()
|
||||
}
|
||||
|
||||
|
@ -251,6 +300,7 @@ pub fn update_world() -> Workload {
|
|||
process_finished_tasks,
|
||||
process_block_queue_messages,
|
||||
process_block_queue,
|
||||
process_chunk_unsubscribe_events,
|
||||
process_chunk_requests,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
|
|
@ -41,9 +41,8 @@ impl ChunkTaskManager {
|
|||
self.pool.spawn(move || {
|
||||
sender.send(match task {
|
||||
ChunkTask::LoadChunk { position: chunk_position, seed } => {
|
||||
let Some((blocks, queue)) = generate_world(chunk_position, seed, None) else {
|
||||
return
|
||||
};
|
||||
//unwrap is fine because abort is not possible
|
||||
let (blocks, queue) = generate_world(chunk_position, seed, None).unwrap();
|
||||
ChunkTaskResponse::ChunkLoaded { chunk_position, blocks, queue }
|
||||
}
|
||||
}).unwrap()
|
||||
|
|
|
@ -1,9 +1,17 @@
|
|||
#[repr(u8)]
|
||||
pub enum Channel {
|
||||
#[deprecated]
|
||||
Generic = 0,
|
||||
/// Used during the initial handshake process
|
||||
Auth = 1,
|
||||
World = 2,
|
||||
/// Used for sending chunk data from server to client
|
||||
WorldData = 2,
|
||||
/// Used for sending/receiving block place events
|
||||
Block = 3,
|
||||
/// Used for sending/receiving player movements
|
||||
Move = 4,
|
||||
/// Used for system events, like players joining or leaving
|
||||
SysEvt = 5,
|
||||
/// Used for subscribing and unsubscribing from chunks
|
||||
SubReq = 6,
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@ use std::sync::Arc;
|
|||
use atomic::{Atomic, Ordering};
|
||||
use glam::{IVec3, ivec3};
|
||||
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
|
||||
use kubi_shared::{networking::messages::ClientToServerMessage, worldgen::AbortState};
|
||||
use kubi_shared::{networking::{channels::Channel, messages::ClientToServerMessage}, worldgen::AbortState};
|
||||
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
|
||||
use uflow::SendMode;
|
||||
use crate::{
|
||||
|
@ -26,8 +26,7 @@ const MAX_CHUNK_OPS: usize = 32;
|
|||
pub fn update_loaded_world_around_player() -> Workload {
|
||||
(
|
||||
update_chunks_if_player_moved,
|
||||
unload_downgrade_chunks,
|
||||
start_required_tasks,
|
||||
process_state_changes,
|
||||
process_completed_tasks,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
@ -91,64 +90,88 @@ pub fn update_chunks_if_player_moved(
|
|||
}
|
||||
}
|
||||
|
||||
fn unload_downgrade_chunks(
|
||||
mut vm_world: UniqueViewMut<ChunkStorage>,
|
||||
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>
|
||||
fn process_state_changes(
|
||||
task_manager: UniqueView<ChunkTaskManager>,
|
||||
mut udp_client: Option<UniqueViewMut<UdpClient>>,
|
||||
mut world: UniqueViewMut<ChunkStorage>,
|
||||
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
|
||||
) {
|
||||
if !vm_world.is_modified() {
|
||||
if !world.is_modified() {
|
||||
return
|
||||
}
|
||||
//TODO refactor this
|
||||
//TODO unsubscibe if in multiplayer
|
||||
vm_world.chunks.retain(|_, chunk| {
|
||||
if chunk.desired_state == DesiredChunkState::Unloaded {
|
||||
|
||||
//HACK: cant iterate over chunks.keys() or chunk directly!
|
||||
let hashmap_keys: Vec<IVec3> = world.chunks.keys().copied().collect();
|
||||
for position in hashmap_keys {
|
||||
let chunk = world.chunks.get_mut(&position).unwrap();
|
||||
|
||||
//If the chunk is being unloaded, it's essentially dead at this point and we shouldn't bother it
|
||||
if chunk.current_state == CurrentChunkState::Unloading {
|
||||
continue
|
||||
}
|
||||
// If the chunk is already in the desired state, skip it
|
||||
// (except one annoying edge case where chunk is rendered but dirty, then we need to recalculate the mesh)
|
||||
if chunk.desired_state.matches_current(chunk.current_state) &&
|
||||
!(chunk.desired_state == DesiredChunkState::Rendered && chunk.mesh_dirty) {
|
||||
continue
|
||||
}
|
||||
match chunk.desired_state {
|
||||
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
|
||||
// Loading -> Nothing
|
||||
DesiredChunkState::Unloaded | DesiredChunkState::Nothing if chunk.current_state == CurrentChunkState::Loading => {
|
||||
if let Some(abortion) = &chunk.abortion {
|
||||
let _ = abortion.compare_exchange(
|
||||
AbortState::Continue, AbortState::Abort,
|
||||
Ordering::Relaxed, Ordering::Relaxed
|
||||
);
|
||||
}
|
||||
chunk.abortion = None;
|
||||
chunk.current_state = CurrentChunkState::Nothing;
|
||||
},
|
||||
|
||||
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
|
||||
// (Loaded, CalculatingMesh) -> Nothing
|
||||
DesiredChunkState::Unloaded | DesiredChunkState::Nothing if matches!(
|
||||
chunk.current_state,
|
||||
CurrentChunkState::Loaded | CurrentChunkState::CalculatingMesh,
|
||||
) => {
|
||||
chunk.block_data = None;
|
||||
chunk.current_state = CurrentChunkState::Nothing;
|
||||
},
|
||||
|
||||
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing:
|
||||
// (Rendered | RecalculatingMesh) -> Nothing
|
||||
DesiredChunkState::Unloaded | DesiredChunkState::Nothing if matches!(
|
||||
chunk.current_state,
|
||||
CurrentChunkState::Rendered | CurrentChunkState::RecalculatingMesh,
|
||||
) => {
|
||||
if let Some(mesh_index) = chunk.mesh_index {
|
||||
vm_meshes.remove(mesh_index).unwrap();
|
||||
}
|
||||
if let Some(abortion) = &chunk.abortion {
|
||||
let _ = abortion.compare_exchange(
|
||||
AbortState::Continue, AbortState::Abort,
|
||||
Ordering::Relaxed, Ordering::Relaxed
|
||||
);
|
||||
}
|
||||
false
|
||||
} else {
|
||||
match chunk.desired_state {
|
||||
DesiredChunkState::Nothing if matches!(chunk.current_state, CurrentChunkState::Loading) => {
|
||||
if let Some(abortion) = &chunk.abortion {
|
||||
let _ = abortion.compare_exchange(
|
||||
AbortState::Continue, AbortState::Abort,
|
||||
Ordering::Relaxed, Ordering::Relaxed
|
||||
);
|
||||
}
|
||||
chunk.mesh_index = None;
|
||||
chunk.current_state = CurrentChunkState::Nothing;
|
||||
},
|
||||
DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh | CurrentChunkState::RecalculatingMesh) => {
|
||||
|
||||
// DesiredChunkState::Loaded:
|
||||
// CalculatingMesh -> Loaded
|
||||
DesiredChunkState::Loaded if chunk.current_state == CurrentChunkState::CalculatingMesh => {
|
||||
chunk.current_state = CurrentChunkState::Loaded;
|
||||
},
|
||||
|
||||
// DesiredChunkState::Unloaded | DesiredChunkState::Nothing | DesiredChunkState::Loaded:
|
||||
// (Rendered | RecalculatingMesh) -> Loaded
|
||||
DesiredChunkState::Unloaded | DesiredChunkState::Nothing | DesiredChunkState::Loaded if matches!(
|
||||
chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::RecalculatingMesh
|
||||
) => {
|
||||
if let Some(mesh_index) = chunk.mesh_index {
|
||||
vm_meshes.remove(mesh_index).unwrap();
|
||||
}
|
||||
chunk.mesh_index = None;
|
||||
chunk.current_state = CurrentChunkState::Loaded;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
true
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
fn start_required_tasks(
|
||||
task_manager: UniqueView<ChunkTaskManager>,
|
||||
mut udp_client: Option<UniqueViewMut<UdpClient>>,
|
||||
mut world: UniqueViewMut<ChunkStorage>,
|
||||
) {
|
||||
if !world.is_modified() {
|
||||
return
|
||||
}
|
||||
//HACK: cant iterate over chunks.keys() or chunk directly!
|
||||
let hashmap_keys: Vec<IVec3> = world.chunks.keys().copied().collect();
|
||||
for position in hashmap_keys {
|
||||
let chunk = world.chunks.get(&position).unwrap();
|
||||
match chunk.desired_state {
|
||||
// DesiredChunkState::Loaded | DesiredChunkState::Rendered:
|
||||
// Nothing -> Loading
|
||||
DesiredChunkState::Loaded | DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Nothing => {
|
||||
let mut abortion = None;
|
||||
//start load task
|
||||
|
@ -157,7 +180,7 @@ fn start_required_tasks(
|
|||
postcard::to_allocvec(&ClientToServerMessage::ChunkSubRequest {
|
||||
chunk: position,
|
||||
}).unwrap().into_boxed_slice(),
|
||||
0,
|
||||
Channel::SubReq as usize,
|
||||
SendMode::Reliable
|
||||
);
|
||||
} else {
|
||||
|
@ -176,6 +199,10 @@ fn start_required_tasks(
|
|||
// ===========
|
||||
//log::trace!("Started loading chunk {position}");
|
||||
},
|
||||
|
||||
// DesiredChunkState::Rendered:
|
||||
// Loaded -> CalculatingMesh
|
||||
// Rendered (dirty) -> RecalculatingMesh
|
||||
DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.mesh_dirty) => {
|
||||
//get needed data
|
||||
let Some(neighbors) = world.neighbors_all(position) else {
|
||||
|
@ -198,9 +225,41 @@ fn start_required_tasks(
|
|||
// ===========
|
||||
//log::trace!("Started generating mesh for chunk {position}");
|
||||
}
|
||||
_ => ()
|
||||
|
||||
_ => {}, //panic!("Illegal state transition: {:?} -> {:?}", chunk.current_state, chunk.desired_state),
|
||||
}
|
||||
}
|
||||
|
||||
//Now, separately process state change the state from Nothing to Unloading or Unloaded
|
||||
world.chunks.retain(|&position, chunk: &mut Chunk| {
|
||||
if chunk.desired_state == DesiredChunkState::Unloaded {
|
||||
assert!(chunk.current_state == CurrentChunkState::Nothing, "looks like chunk did not get properly downgraded to Nothing before unloading, this is a bug");
|
||||
|
||||
chunk.current_state = CurrentChunkState::Unloading;
|
||||
|
||||
//If in multiplayer, send a message to the server to unsubscribe from the chunk
|
||||
if let Some(client) = &mut udp_client {
|
||||
client.0.send(
|
||||
postcard::to_allocvec(
|
||||
&ClientToServerMessage::ChunkUnsubscribe { chunk: position }
|
||||
).unwrap().into_boxed_slice(),
|
||||
Channel::SubReq as usize,
|
||||
SendMode::Reliable
|
||||
);
|
||||
// and i think that's it, just kill the chunk right away, the server will take care of the rest
|
||||
//
|
||||
// because uflow's reliable packets are ordered, there should be no need to wait for the server to confirm the unsubscription
|
||||
// because client won't be able to subscribe to it again until the server finishes processing the unsubscription
|
||||
// :ferrisClueless:
|
||||
return false
|
||||
}
|
||||
|
||||
//HACK, since save files are not implemented, just unload immediately
|
||||
return false
|
||||
}
|
||||
true
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
fn process_completed_tasks(
|
||||
|
@ -215,6 +274,10 @@ fn process_completed_tasks(
|
|||
while let Some(res) = task_manager.receive() {
|
||||
match res {
|
||||
ChunkTaskResponse::LoadedChunk { position, chunk_data, mut queued } => {
|
||||
//If unwanted chunk is already loaded
|
||||
//It would be ~~...unethical~~ impossible to abort the operation at this point
|
||||
//Instead, we'll just throw it away
|
||||
|
||||
//check if chunk exists
|
||||
let Some(chunk) = world.chunks.get_mut(&position) else {
|
||||
//to compensate, actually push the ops counter back by one
|
||||
|
@ -222,6 +285,8 @@ fn process_completed_tasks(
|
|||
continue
|
||||
};
|
||||
|
||||
chunk.abortion = None;
|
||||
|
||||
//check if chunk still wants it
|
||||
if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
|
||||
log::warn!("block data discarded: state undesirable: {:?}", chunk.desired_state);
|
||||
|
|
Loading…
Reference in a new issue