mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 06:50:04 +00:00
364 lines
15 KiB
C++
364 lines
15 KiB
C++
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#include "CNProtocol.hpp"
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#include "PlayerManager.hpp"
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#include "CNShardServer.hpp"
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#include "CNShared.hpp"
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#include "settings.hpp"
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#include <algorithm>
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#include <vector>
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#include <cmath>
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std::map<CNSocket*, PlayerView> PlayerManager::players;
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void PlayerManager::init() {
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// register packet types
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ENTER, PlayerManager::enterPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LOADING_COMPLETE, PlayerManager::loadPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVE, PlayerManager::movePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_STOP, PlayerManager::stopPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMP, PlayerManager::jumpPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, PlayerManager::movePlatformPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, PlayerManager::gotoPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, PlayerManager::setSpecialPlayer);
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}
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void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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players[key] = PlayerView();
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players[key].viewable = std::list<CNSocket*>();
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players[key].plr = plr;
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}
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void PlayerManager::removePlayer(CNSocket* key) {
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PlayerView cachedView = players[key];
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// if players have them in their viewable lists, remove it
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for (CNSocket* otherSock : players[key].viewable) {
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players[otherSock].viewable.remove(key); // gone
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// now sent PC_EXIT packet
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sP_FE2CL_PC_EXIT* exitPacket = (sP_FE2CL_PC_EXIT*)xmalloc(sizeof(sP_FE2CL_PC_EXIT));
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exitPacket->iID = players[key].plr.iID;
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otherSock->sendPacket(new CNPacketData((void*)exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT), otherSock->getFEKey()));
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}
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players.erase(key);
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}
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Player PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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}
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void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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players[sock].plr.x = X;
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players[sock].plr.y = Y;
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players[sock].plr.z = Z;
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std::vector<CNSocket*> noView;
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std::vector<CNSocket*> yesView;
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// TODO: oh god this is sooooo perfomance heavy the more players you have
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for (auto pair : players) {
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if (pair.first == sock)
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continue; // ignore our own connection
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int diffX = abs(pair.second.plr.x - X); // the map is like a grid, X and Y are your position on the map, Z is the height. very different from other games...
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int diffY = abs(pair.second.plr.y - Y);
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double dist = sqrt(pow(diffX, 2) + pow(diffY, 2));
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if (dist > settings::VIEWDISTANCE) {
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noView.push_back(pair.first);
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} else {
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yesView.push_back(pair.first);
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}
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}
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std::list<CNSocket*> cachedview(players[sock].viewable); // copies the viewable
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for (CNSocket* otherSock : cachedview) {
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if (std::find(noView.begin(), noView.end(), otherSock) != noView.end()) {
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// sock shouldn't be visible, send PC_EXIT packet & remove them
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sP_FE2CL_PC_EXIT* exitPacket = (sP_FE2CL_PC_EXIT*)xmalloc(sizeof(sP_FE2CL_PC_EXIT));
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sP_FE2CL_PC_EXIT* exitPacketOther = (sP_FE2CL_PC_EXIT*)xmalloc(sizeof(sP_FE2CL_PC_EXIT));
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exitPacket->iID = players[sock].plr.iID;
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exitPacketOther->iID = players[otherSock].plr.iID;
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otherSock->sendPacket(new CNPacketData((void*)exitPacket, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT), otherSock->getFEKey()));
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sock->sendPacket(new CNPacketData((void*)exitPacketOther, P_FE2CL_PC_EXIT, sizeof(sP_FE2CL_PC_EXIT), sock->getFEKey()));
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players[sock].viewable.remove(otherSock);
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players[otherSock].viewable.remove(sock);
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}
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}
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cachedview = players[sock].viewable;
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for (CNSocket* otherSock : yesView) {
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if (std::find(cachedview.begin(), cachedview.end(), otherSock) == cachedview.end()) {
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// this needs to be added to the viewable players, send PC_ENTER
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sP_FE2CL_PC_NEW* newPlayer = (sP_FE2CL_PC_NEW*)xmalloc(sizeof(sP_FE2CL_PC_NEW)); // current connection to other player
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sP_FE2CL_PC_NEW* newOtherPlayer = (sP_FE2CL_PC_NEW*)xmalloc(sizeof(sP_FE2CL_PC_NEW)); // other player to current connection
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Player otherPlr = players[otherSock].plr;
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Player plr = players[sock].plr;
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newPlayer->PCAppearanceData.iID = plr.iID;
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newPlayer->PCAppearanceData.iHP = plr.HP;
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newPlayer->PCAppearanceData.iLv = plr.level;
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newPlayer->PCAppearanceData.iX = plr.x;
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newPlayer->PCAppearanceData.iY = plr.y;
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newPlayer->PCAppearanceData.iZ = plr.z;
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newPlayer->PCAppearanceData.iAngle = plr.angle;
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newPlayer->PCAppearanceData.PCStyle = plr.PCStyle;
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memcpy(newPlayer->PCAppearanceData.ItemEquip, plr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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newOtherPlayer->PCAppearanceData.iID = otherPlr.iID;
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newOtherPlayer->PCAppearanceData.iHP = otherPlr.HP;
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newOtherPlayer->PCAppearanceData.iLv = otherPlr.level;
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newOtherPlayer->PCAppearanceData.iX = otherPlr.x;
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newOtherPlayer->PCAppearanceData.iY = otherPlr.y;
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newOtherPlayer->PCAppearanceData.iZ = otherPlr.z;
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newOtherPlayer->PCAppearanceData.iAngle = otherPlr.angle;
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newOtherPlayer->PCAppearanceData.PCStyle = otherPlr.PCStyle;
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memcpy(newOtherPlayer->PCAppearanceData.ItemEquip, otherPlr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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sock->sendPacket(new CNPacketData((void*)newOtherPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW), sock->getFEKey()));
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otherSock->sendPacket(new CNPacketData((void*)newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW), otherSock->getFEKey()));
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players[sock].viewable.push_back(otherSock);
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players[otherSock].viewable.push_back(sock);
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}
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}
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}
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void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_ENTER* enter = (sP_CL2FE_REQ_PC_ENTER*)data->buf;
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sP_FE2CL_REP_PC_ENTER_SUCC* response = (sP_FE2CL_REP_PC_ENTER_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_ENTER_SUCC));
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// TODO: check if serialkey exists, if it doesn't send sP_FE2CL_REP_PC_ENTER_FAIL
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Player plr = CNSharedData::getPlayer(enter->iEnterSerialKey);
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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_ENTER:" << std::endl;
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std::cout << "\tID: " << U16toU8(enter->szID) << std::endl;
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std::cout << "\tSerial: " << enter->iEnterSerialKey << std::endl;
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std::cout << "\tTemp: " << enter->iTempValue << std::endl;
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std::cout << "\tPC_UID: " << plr.PCStyle.iPC_UID << std::endl;
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)
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response->iID = rand();
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response->uiSvrTime = getTime();
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response->PCLoadData2CL.iUserLevel = 1;
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response->PCLoadData2CL.iHP = 1000 * plr.level;
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response->PCLoadData2CL.iLevel = plr.level;
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response->PCLoadData2CL.iMentor = 1;
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response->PCLoadData2CL.iMentorCount = 4;
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response->PCLoadData2CL.iMapNum = 0;
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response->PCLoadData2CL.iX = plr.x;
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response->PCLoadData2CL.iY = plr.y;
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response->PCLoadData2CL.iZ = plr.z;
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response->PCLoadData2CL.iActiveNanoSlotNum = -1;
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response->PCLoadData2CL.iFatigue = 50;
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response->PCLoadData2CL.PCStyle = plr.PCStyle;
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response->PCLoadData2CL.PCStyle2 = plr.PCStyle2;
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for (int i = 0; i < AEQUIP_COUNT; i++)
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response->PCLoadData2CL.aEquip[i] = plr.Equip[i];
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// don't ask..
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for (int i = 1; i < 37; i++) {
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response->PCLoadData2CL.aNanoBank[i].iID = i;
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response->PCLoadData2CL.aNanoBank[i].iSkillID = 1;
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response->PCLoadData2CL.aNanoBank[i].iStamina = 150;
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}
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response->PCLoadData2CL.aNanoSlots[0] = 1;
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response->PCLoadData2CL.aNanoSlots[1] = 2;
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response->PCLoadData2CL.aNanoSlots[2] = 3;
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response->PCLoadData2CL.aQuestFlag[0] = -1;
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plr.iID = response->iID;
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plr.SerialKey = enter->iEnterSerialKey;
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plr.HP = response->PCLoadData2CL.iHP;
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sock->setEKey(CNSocketEncryption::createNewKey(response->uiSvrTime, response->iID + 1, response->PCLoadData2CL.iFusionMatter + 1));
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sock->setFEKey(plr.FEKey);
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sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_ENTER_SUCC, sizeof(sP_FE2CL_REP_PC_ENTER_SUCC), sock->getFEKey()));
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addPlayer(sock, plr);
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}
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void PlayerManager::loadPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_LOADING_COMPLETE* complete = (sP_CL2FE_REQ_PC_LOADING_COMPLETE*)data->buf;
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sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC* response = (sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC));
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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_LOADING_COMPLETE:" << std::endl;
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std::cout << "\tPC_ID: " << complete->iPC_ID << std::endl;
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)
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response->iPC_ID = complete->iPC_ID;
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sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_LOADING_COMPLETE_SUCC, sizeof(sP_FE2CL_REP_PC_LOADING_COMPLETE_SUCC), sock->getFEKey()));
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}
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void PlayerManager::movePlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_MOVE* moveData = (sP_CL2FE_REQ_PC_MOVE*)data->buf;
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updatePlayerPosition(sock, moveData->iX, moveData->iY, moveData->iZ);
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players[sock].plr.angle = moveData->iAngle;
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uint64_t tm = getTime();
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for (CNSocket* otherSock : players[sock].viewable) {
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sP_FE2CL_PC_MOVE* moveResponse = (sP_FE2CL_PC_MOVE*)xmalloc(sizeof(sP_FE2CL_PC_MOVE));
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moveResponse->iID = players[sock].plr.iID;
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moveResponse->cKeyValue = moveData->cKeyValue;
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moveResponse->iX = moveData->iX;
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moveResponse->iY = moveData->iY;
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moveResponse->iZ = moveData->iZ;
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moveResponse->iAngle = moveData->iAngle;
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moveResponse->fVX = moveData->fVX;
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moveResponse->fVY = moveData->fVY;
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moveResponse->fVZ = moveData->fVZ;
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moveResponse->iSpeed = moveData->iSpeed;
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moveResponse->iCliTime = moveData->iCliTime; // maybe don't send this??? seems unneeded...
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moveResponse->iSvrTime = tm;
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otherSock->sendPacket(new CNPacketData((void*)moveResponse, P_FE2CL_PC_MOVE, sizeof(sP_FE2CL_PC_MOVE), otherSock->getFEKey()));
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}
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}
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void PlayerManager::stopPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_STOP* stopData = (sP_CL2FE_REQ_PC_STOP*)data->buf;
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updatePlayerPosition(sock, stopData->iX, stopData->iY, stopData->iZ);
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DEBUGLOG(
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std::cout << "P_CL2FE_REQ_PC_STOP:" << std::endl;
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std::cout << "\tX: " << stopData->iX << std::endl;
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std::cout << "\tY: " << stopData->iY << std::endl;
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std::cout << "\tZ: " << stopData->iZ << std::endl;
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)
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uint64_t tm = getTime();
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for (CNSocket* otherSock : players[sock].viewable) {
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sP_FE2CL_PC_STOP* stopResponse = (sP_FE2CL_PC_STOP*)xmalloc(sizeof(sP_FE2CL_PC_STOP));
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stopResponse->iID = players[sock].plr.iID;
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stopResponse->iX = stopData->iX;
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stopResponse->iY = stopData->iY;
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stopResponse->iZ = stopData->iZ;
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stopResponse->iCliTime = stopData->iCliTime; // maybe don't send this??? seems unneeded...
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stopResponse->iSvrTime = tm;
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otherSock->sendPacket(new CNPacketData((void*)stopResponse, P_FE2CL_PC_STOP, sizeof(sP_FE2CL_PC_STOP), otherSock->getFEKey()));
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}
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}
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void PlayerManager::jumpPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_JUMP* jumpData = (sP_CL2FE_REQ_PC_JUMP*)data->buf;
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updatePlayerPosition(sock, jumpData->iX, jumpData->iY, jumpData->iZ);
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uint64_t tm = getTime();
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for (CNSocket* otherSock : players[sock].viewable) {
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sP_FE2CL_PC_JUMP* jumpResponse = (sP_FE2CL_PC_JUMP*)xmalloc(sizeof(sP_FE2CL_PC_JUMP));
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jumpResponse->iID = players[sock].plr.iID;
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jumpResponse->cKeyValue = jumpData->cKeyValue;
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jumpResponse->iX = jumpData->iX;
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jumpResponse->iY = jumpData->iY;
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jumpResponse->iZ = jumpData->iZ;
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jumpResponse->iAngle = jumpData->iAngle;
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jumpResponse->iVX = jumpData->iVX;
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jumpResponse->iVY = jumpData->iVY;
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jumpResponse->iVZ = jumpData->iVZ;
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jumpResponse->iSpeed = jumpData->iSpeed;
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jumpResponse->iCliTime = jumpData->iCliTime; // maybe don't send this??? seems unneeded...
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jumpResponse->iSvrTime = tm;
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otherSock->sendPacket(new CNPacketData((void*)jumpResponse, P_FE2CL_PC_JUMP, sizeof(sP_FE2CL_PC_JUMP), otherSock->getFEKey()));
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}
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}
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void PlayerManager::movePlatformPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_MOVEPLATFORM* platformData = (sP_CL2FE_REQ_PC_MOVEPLATFORM*)data->buf;
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updatePlayerPosition(sock, platformData->iX, platformData->iY, platformData->iZ);
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uint64_t tm = getTime();
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for (CNSocket* otherSock : players[sock].viewable) {
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sP_FE2CL_PC_MOVEPLATFORM* platResponse = (sP_FE2CL_PC_MOVEPLATFORM*)xmalloc(sizeof(sP_FE2CL_PC_MOVEPLATFORM));
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platResponse->iPC_ID = players[sock].plr.iID;
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platResponse->iCliTime = platformData->iCliTime;
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platResponse->iSvrTime = tm;
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platResponse->iX = platformData->iX;
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platResponse->iY = platformData->iY;
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platResponse->iZ = platformData->iZ;
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platResponse->iAngle = platformData->iAngle;
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platResponse->fVX = platformData->fVX;
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platResponse->fVY = platformData->fVY;
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platResponse->fVZ = platformData->fVZ;
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platResponse->iLcX = platformData->iLcX;
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platResponse->iLcY = platformData->iLcY;
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platResponse->iLcZ = platformData->iLcZ;
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platResponse->iSpeed = platformData->iSpeed;
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platResponse->bDown = platformData->bDown;
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platResponse->cKeyValue = platformData->cKeyValue;
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platResponse->iPlatformID = platformData->iPlatformID;
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otherSock->sendPacket(new CNPacketData((void*)platResponse, P_FE2CL_PC_MOVEPLATFORM, sizeof(sP_FE2CL_PC_MOVEPLATFORM), otherSock->getFEKey()));
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}
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}
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void PlayerManager::gotoPlayer(CNSocket* sock, CNPacketData* data) {
|
||
|
sP_CL2FE_REQ_PC_GOTO* gotoData = (sP_CL2FE_REQ_PC_GOTO*)data->buf;
|
||
|
sP_FE2CL_REP_PC_GOTO_SUCC* response = (sP_FE2CL_REP_PC_GOTO_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_PC_GOTO_SUCC));
|
||
|
|
||
|
DEBUGLOG(
|
||
|
std::cout << "P_CL2FE_REQ_PC_GOTO:" << std::endl;
|
||
|
std::cout << "\tX: " << gotoData->iToX << std::endl;
|
||
|
std::cout << "\tY: " << gotoData->iToY << std::endl;
|
||
|
std::cout << "\tZ: " << gotoData->iToZ << std::endl;
|
||
|
)
|
||
|
|
||
|
response->iX = gotoData->iToX;
|
||
|
response->iY = gotoData->iToY;
|
||
|
response->iZ = gotoData->iToZ;
|
||
|
|
||
|
sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_REP_PC_GOTO_SUCC, sizeof(sP_FE2CL_REP_PC_GOTO_SUCC), sock->getFEKey()));
|
||
|
}
|
||
|
|
||
|
void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
|
||
|
sP_CL2FE_GM_REQ_PC_SET_VALUE* setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)data->buf;
|
||
|
sP_FE2CL_GM_REP_PC_SET_VALUE* response = (sP_FE2CL_GM_REP_PC_SET_VALUE*)xmalloc(sizeof(sP_FE2CL_GM_REP_PC_SET_VALUE));
|
||
|
|
||
|
DEBUGLOG(
|
||
|
std::cout << "P_CL2FE_GM_REQ_PC_SET_VALUE:" << std::endl;
|
||
|
std::cout << "\tPC_ID: " << setData->iPC_ID << std::endl;
|
||
|
std::cout << "\tSetValueType: " << setData->iSetValueType << std::endl;
|
||
|
std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
|
||
|
)
|
||
|
|
||
|
response->iPC_ID = setData->iPC_ID;
|
||
|
response->iSetValue = setData->iSetValue;
|
||
|
response->iSetValueType = setData->iSetValueType;
|
||
|
|
||
|
sock->sendPacket(new CNPacketData((void*)response, P_FE2CL_GM_REP_PC_SET_VALUE, sizeof(sP_FE2CL_GM_REP_PC_SET_VALUE), sock->getFEKey()));
|
||
|
}
|