mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-08 17:28:20 +00:00
01086d05c8
* fix use after free and uninitialized memory * add if check for packet lengths * move purge down further Its used in the if check too...
560 lines
16 KiB
C++
560 lines
16 KiB
C++
#include "Character.h"
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#include "User.h"
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#include "Database.h"
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#include "GeneralUtils.h"
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#include "Logger.h"
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#include "BitStream.h"
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#include "Game.h"
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#include <chrono>
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#include "Entity.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "dZoneManager.h"
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#include "dServer.h"
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#include "Zone.h"
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#include "ChatPackets.h"
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#include "Inventory.h"
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#include "InventoryComponent.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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#include "ePlayerFlag.h"
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Character::Character(uint32_t id, User* parentUser) {
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//First load the name, etc:
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m_ID = id;
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m_ParentUser = parentUser;
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m_OurEntity = nullptr;
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m_GMLevel = eGameMasterLevel::CIVILIAN;
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m_PermissionMap = static_cast<ePermissionMap>(0);
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}
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Character::~Character() {
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m_OurEntity = nullptr;
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m_ParentUser = nullptr;
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}
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void Character::UpdateInfoFromDatabase() {
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auto charInfo = Database::Get()->GetCharacterInfo(m_ID);
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if (charInfo) {
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m_Name = charInfo->name;
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m_UnapprovedName = charInfo->pendingName;
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m_NameRejected = charInfo->needsRename;
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m_PropertyCloneID = charInfo->cloneId;
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m_PermissionMap = charInfo->permissionMap;
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}
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//Load the xmlData now:
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m_XMLData = Database::Get()->GetCharacterXml(m_ID);
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m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
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m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
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m_ZoneCloneID = 0;
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//Quickly and dirtly parse the xmlData to get the info we need:
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DoQuickXMLDataParse();
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//Set our objectID:
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m_ObjectID = m_ID;
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GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT);
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m_OurEntity = nullptr;
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m_BuildMode = false;
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}
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void Character::UpdateFromDatabase() {
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UpdateInfoFromDatabase();
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}
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void Character::DoQuickXMLDataParse() {
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if (m_XMLData.size() == 0) return;
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if (m_Doc.Parse(m_XMLData.c_str(), m_XMLData.size()) == 0) {
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LOG("Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID);
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} else {
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LOG("Failed to load xmlData!");
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//Server::rakServer->CloseConnection(m_ParentUser->GetSystemAddress(), true);
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return;
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}
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tinyxml2::XMLElement* mf = m_Doc.FirstChildElement("obj")->FirstChildElement("mf");
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if (!mf) {
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LOG("Failed to find mf tag!");
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return;
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}
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mf->QueryAttribute("hc", &m_HairColor);
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mf->QueryAttribute("hs", &m_HairStyle);
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mf->QueryAttribute("t", &m_ShirtColor);
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mf->QueryAttribute("l", &m_PantsColor);
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mf->QueryAttribute("lh", &m_LeftHand);
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mf->QueryAttribute("rh", &m_RightHand);
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mf->QueryAttribute("es", &m_Eyebrows);
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mf->QueryAttribute("ess", &m_Eyes);
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mf->QueryAttribute("ms", &m_Mouth);
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tinyxml2::XMLElement* inv = m_Doc.FirstChildElement("obj")->FirstChildElement("inv");
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if (!inv) {
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LOG("Char has no inv!");
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return;
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}
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tinyxml2::XMLElement* bag = inv->FirstChildElement("items")->FirstChildElement("in");
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if (!bag) {
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LOG("Couldn't find bag0!");
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return;
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}
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while (bag != nullptr) {
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auto* sib = bag->FirstChildElement();
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while (sib != nullptr) {
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bool eq = false;
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sib->QueryAttribute("eq", &eq);
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LOT lot = 0;
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sib->QueryAttribute("l", &lot);
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if (eq) {
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if (lot != 0) m_EquippedItems.push_back(lot);
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}
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sib = sib->NextSiblingElement();
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}
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bag = bag->NextSiblingElement();
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}
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tinyxml2::XMLElement* character = m_Doc.FirstChildElement("obj")->FirstChildElement("char");
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if (character) {
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character->QueryAttribute("cc", &m_Coins);
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int32_t gm_level = 0;
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character->QueryAttribute("gm", &gm_level);
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m_GMLevel = static_cast<eGameMasterLevel>(gm_level);
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uint64_t lzidConcat = 0;
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if (character->FindAttribute("lzid")) {
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character->QueryAttribute("lzid", &lzidConcat);
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m_ZoneID = lzidConcat & ((1 << 16) - 1);
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m_ZoneInstanceID = (lzidConcat >> 16) & ((1 << 16) - 1);
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m_ZoneCloneID = (lzidConcat >> 32) & ((1 << 30) - 1);
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}
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//Darwin's backup
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if (character->FindAttribute("lwid")) {
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uint32_t worldID = 0;
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character->QueryAttribute("lwid", &worldID);
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m_ZoneID = worldID;
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}
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if (character->FindAttribute("lnzid")) {
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uint32_t lastNonInstanceZoneID = 0;
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character->QueryAttribute("lnzid", &lastNonInstanceZoneID);
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m_LastNonInstanceZoneID = lastNonInstanceZoneID;
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}
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if (character->FindAttribute("tscene")) {
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const char* tscene = nullptr;
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character->QueryStringAttribute("tscene", &tscene);
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m_TargetScene = std::string(tscene);
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}
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//To try and fix the AG landing into:
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if (m_ZoneID == 1000 && Game::server->GetZoneID() == 1100) {
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//sneakily insert our position:
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auto pos = Game::zoneManager->GetZone()->GetSpawnPos();
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character->SetAttribute("lzx", pos.x);
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character->SetAttribute("lzy", pos.y);
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character->SetAttribute("lzz", pos.z);
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}
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auto emotes = character->FirstChildElement("ue");
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if (emotes) {
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auto currentChild = emotes->FirstChildElement();
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while (currentChild) {
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int emoteID;
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currentChild->QueryAttribute("id", &emoteID);
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m_UnlockedEmotes.push_back(emoteID);
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currentChild = currentChild->NextSiblingElement();
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}
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}
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character->QueryAttribute("lzx", &m_OriginalPosition.x);
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character->QueryAttribute("lzy", &m_OriginalPosition.y);
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character->QueryAttribute("lzz", &m_OriginalPosition.z);
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character->QueryAttribute("lzrx", &m_OriginalRotation.x);
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character->QueryAttribute("lzry", &m_OriginalRotation.y);
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character->QueryAttribute("lzrz", &m_OriginalRotation.z);
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character->QueryAttribute("lzrw", &m_OriginalRotation.w);
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}
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auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
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if (flags) {
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auto* currentChild = flags->FirstChildElement();
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while (currentChild) {
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const auto* temp = currentChild->Attribute("v");
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const auto* id = currentChild->Attribute("id");
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if (temp && id) {
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uint32_t index = 0;
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uint64_t value = 0;
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index = std::stoul(id);
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value = std::stoull(temp);
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m_PlayerFlags.insert(std::make_pair(index, value));
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}
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currentChild = currentChild->NextSiblingElement();
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}
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}
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}
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void Character::UnlockEmote(int emoteID) {
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m_UnlockedEmotes.push_back(emoteID);
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GameMessages::SendSetEmoteLockState(Game::entityManager->GetEntity(m_ObjectID), false, emoteID);
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}
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void Character::SetBuildMode(bool buildMode) {
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m_BuildMode = buildMode;
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auto* controller = Game::zoneManager->GetZoneControlObject();
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controller->OnFireEventServerSide(m_OurEntity, buildMode ? "OnBuildModeEnter" : "OnBuildModeLeave");
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}
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void Character::SaveXMLToDatabase() {
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//For metrics, we'll record the time it took to save:
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auto start = std::chrono::system_clock::now();
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tinyxml2::XMLElement* character = m_Doc.FirstChildElement("obj")->FirstChildElement("char");
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if (character) {
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character->SetAttribute("gm", static_cast<uint32_t>(m_GMLevel));
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character->SetAttribute("cc", m_Coins);
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auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
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// lzid garbage, binary concat of zoneID, zoneInstance and zoneClone
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if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
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uint64_t lzidConcat = zoneInfo.GetCloneID();
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lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID());
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lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID());
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character->SetAttribute("lzid", lzidConcat);
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character->SetAttribute("lnzid", GetLastNonInstanceZoneID());
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//Darwin's backup:
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character->SetAttribute("lwid", Game::server->GetZoneID());
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// Set the target scene, custom attribute
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character->SetAttribute("tscene", m_TargetScene.c_str());
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}
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auto emotes = character->FirstChildElement("ue");
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if (!emotes) emotes = m_Doc.NewElement("ue");
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emotes->DeleteChildren();
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for (int emoteID : m_UnlockedEmotes) {
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auto emote = m_Doc.NewElement("e");
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emote->SetAttribute("id", emoteID);
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emotes->LinkEndChild(emote);
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}
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character->LinkEndChild(emotes);
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}
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//Export our flags:
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auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
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if (!flags) {
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flags = m_Doc.NewElement("flag"); //Create a flags tag if we don't have one
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m_Doc.FirstChildElement("obj")->LinkEndChild(flags); //Link it to the obj tag so we can find next time
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}
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flags->DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
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for (std::pair<uint32_t, uint64_t> flag : m_PlayerFlags) {
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auto* f = m_Doc.NewElement("f");
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f->SetAttribute("id", flag.first);
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//Because of the joy that is tinyxml2, it doesn't offer a function to set a uint64 as an attribute.
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//Only signed 64-bits ints would work.
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std::string v = std::to_string(flag.second);
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f->SetAttribute("v", v.c_str());
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flags->LinkEndChild(f);
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}
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// Prevents the news feed from showing up on world transfers
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if (GetPlayerFlag(ePlayerFlag::IS_NEWS_SCREEN_VISIBLE)) {
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auto* s = m_Doc.NewElement("s");
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s->SetAttribute("si", ePlayerFlag::IS_NEWS_SCREEN_VISIBLE);
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flags->LinkEndChild(s);
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}
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SaveXmlRespawnCheckpoints();
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//Call upon the entity to update our xmlDoc:
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if (!m_OurEntity) {
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LOG("%i:%s didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!", this->GetID(), this->GetName().c_str());
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return;
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}
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m_OurEntity->UpdateXMLDoc(m_Doc);
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WriteToDatabase();
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//For metrics, log the time it took to save:
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auto end = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed = end - start;
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LOG("%i:%s Saved character to Database in: %fs", this->GetID(), this->GetName().c_str(), elapsed.count());
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}
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void Character::SetIsNewLogin() {
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// If we dont have a flag element, then we cannot have a s element as a child of flag.
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auto* flags = m_Doc.FirstChildElement("obj")->FirstChildElement("flag");
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if (!flags) return;
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auto* currentChild = flags->FirstChildElement();
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while (currentChild) {
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auto* nextChild = currentChild->NextSiblingElement();
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if (currentChild->Attribute("si")) {
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flags->DeleteChild(currentChild);
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LOG("Removed isLoggedIn flag from character %i:%s, saving character to database", GetID(), GetName().c_str());
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WriteToDatabase();
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}
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currentChild = nextChild;
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}
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}
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void Character::WriteToDatabase() {
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//Dump our xml into m_XMLData:
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tinyxml2::XMLPrinter printer(0, true, 0);
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m_Doc.Print(&printer);
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//Finally, save to db:
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Database::Get()->UpdateCharacterXml(m_ID, printer.CStr());
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}
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void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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// If the flag is already set, we don't have to recalculate it
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if (GetPlayerFlag(flagId) == value) return;
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if (value) {
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// Update the mission component:
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auto* player = Game::entityManager->GetEntity(m_ObjectID);
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if (player != nullptr) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(eMissionTaskType::PLAYER_FLAG, flagId);
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}
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}
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}
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// Calculate the index first
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auto flagIndex = uint32_t(std::floor(flagId / 64));
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const auto shiftedValue = 1ULL << flagId % 64;
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auto it = m_PlayerFlags.find(flagIndex);
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// Check if flag index exists
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if (it != m_PlayerFlags.end()) {
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// Update the value
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if (value) {
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it->second |= shiftedValue;
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} else {
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it->second &= ~shiftedValue;
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}
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} else {
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if (value) {
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// Otherwise, insert the value
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uint64_t flagValue = 0;
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flagValue |= shiftedValue;
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m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
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}
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}
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// Notify the client that a flag has changed server-side
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GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
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}
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bool Character::GetPlayerFlag(const uint32_t flagId) const {
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// Calculate the index first
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const auto flagIndex = uint32_t(std::floor(flagId / 64));
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const auto shiftedValue = 1ULL << flagId % 64;
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auto it = m_PlayerFlags.find(flagIndex);
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if (it != m_PlayerFlags.end()) {
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// Don't set the data if we don't have to
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return (it->second & shiftedValue) != 0;
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}
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return false; //by def, return false.
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}
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void Character::SetRetroactiveFlags() {
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// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
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if (GetPlayerFlag(ePlayerFlag::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlag::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlag::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlag::SENTINEL_FACTION)) {
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SetPlayerFlag(ePlayerFlag::JOINED_A_FACTION, true);
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}
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}
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void Character::SaveXmlRespawnCheckpoints() {
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//Export our respawn points:
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auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res");
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if (!points) {
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points = m_Doc.NewElement("res");
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m_Doc.FirstChildElement("obj")->LinkEndChild(points);
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}
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points->DeleteChildren();
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for (const auto& point : m_WorldRespawnCheckpoints) {
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auto* r = m_Doc.NewElement("r");
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r->SetAttribute("w", point.first);
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r->SetAttribute("x", point.second.x);
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r->SetAttribute("y", point.second.y);
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r->SetAttribute("z", point.second.z);
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points->LinkEndChild(r);
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}
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}
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void Character::LoadXmlRespawnCheckpoints() {
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m_WorldRespawnCheckpoints.clear();
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auto* points = m_Doc.FirstChildElement("obj")->FirstChildElement("res");
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if (!points) {
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return;
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}
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auto* r = points->FirstChildElement("r");
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while (r != nullptr) {
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int32_t map = 0;
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NiPoint3 point = NiPoint3Constant::ZERO;
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r->QueryAttribute("w", &map);
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r->QueryAttribute("x", &point.x);
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r->QueryAttribute("y", &point.y);
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r->QueryAttribute("z", &point.z);
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r = r->NextSiblingElement("r");
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m_WorldRespawnCheckpoints[map] = point;
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}
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}
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void Character::OnZoneLoad() {
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if (m_OurEntity == nullptr) {
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return;
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}
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auto* missionComponent = m_OurEntity->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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// Fix the monument race flag
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if (missionComponent->GetMissionState(319) >= eMissionState::READY_TO_COMPLETE) {
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SetPlayerFlag(ePlayerFlag::AG_FINISH_LINE_BUILT, true);
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}
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}
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const auto maxGMLevel = m_ParentUser->GetMaxGMLevel();
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// This does not apply to the GMs
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if (maxGMLevel > eGameMasterLevel::CIVILIAN) {
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return;
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}
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auto* inventoryComponent = m_OurEntity->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) {
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return;
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}
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// Remove all GM items
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for (const auto lot : Inventory::GetAllGMItems()) {
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inventoryComponent->RemoveItem(lot, inventoryComponent->GetLotCount(lot));
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}
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}
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ePermissionMap Character::GetPermissionMap() const {
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return m_PermissionMap;
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}
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bool Character::HasPermission(ePermissionMap permission) const {
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return (static_cast<uint64_t>(m_PermissionMap) & static_cast<uint64_t>(permission)) != 0;
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}
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void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point) {
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m_WorldRespawnCheckpoints[map] = point;
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}
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const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const {
|
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const auto& pair = m_WorldRespawnCheckpoints.find(map);
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|
|
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if (pair == m_WorldRespawnCheckpoints.end()) return NiPoint3Constant::ZERO;
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|
|
|
return pair->second;
|
|
}
|
|
|
|
void Character::SetCoins(int64_t newCoins, eLootSourceType lootSource) {
|
|
if (newCoins < 0) {
|
|
newCoins = 0;
|
|
}
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|
|
|
m_Coins = newCoins;
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|
|
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GameMessages::SendSetCurrency(Game::entityManager->GetEntity(m_ObjectID), m_Coins, 0, 0, 0, 0, true, lootSource);
|
|
}
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|
|
|
bool Character::HasBeenToWorld(LWOMAPID mapID) const {
|
|
return m_WorldRespawnCheckpoints.find(mapID) != m_WorldRespawnCheckpoints.end();
|
|
}
|
|
|
|
void Character::SendMuteNotice() const {
|
|
if (!m_ParentUser->GetIsMuted()) return;
|
|
|
|
time_t expire = m_ParentUser->GetMuteExpire();
|
|
|
|
char buffer[32] = "brought up for review.\0";
|
|
|
|
if (expire != 1) {
|
|
std::tm* ptm = std::localtime(&expire);
|
|
// Format: Mo, 15.06.2009 20:20:00
|
|
std::strftime(buffer, 32, "%a, %d.%m.%Y %H:%M:%S", ptm);
|
|
}
|
|
|
|
const auto timeStr = GeneralUtils::ASCIIToUTF16(std::string(buffer));
|
|
|
|
ChatPackets::SendSystemMessage(GetEntity()->GetSystemAddress(), u"You are muted until " + timeStr);
|
|
}
|
|
|
|
void Character::SetBillboardVisible(bool visible) {
|
|
if (m_BillboardVisible == visible) return;
|
|
m_BillboardVisible = visible;
|
|
|
|
GameMessages::SendSetNamebillboardState(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID());
|
|
|
|
if (!visible) return;
|
|
|
|
// The GameMessage we send for turning the nameplate off just deletes the BillboardSubcomponent from the parent component.
|
|
// Because that same message does not allow for custom parameters, we need to create the BillboardSubcomponent a different way
|
|
// This workaround involves sending an unrelated GameMessage that does not apply to player entites,
|
|
// but forces the client to create the necessary SubComponent that controls the billboard.
|
|
GameMessages::SendShowBillboardInteractIcon(UNASSIGNED_SYSTEM_ADDRESS, m_OurEntity->GetObjectID());
|
|
|
|
// Now turn off the billboard for the owner.
|
|
GameMessages::SendSetNamebillboardState(m_OurEntity->GetSystemAddress(), m_OurEntity->GetObjectID());
|
|
}
|