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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_HANDLE_H
#define LUA_HANDLE_H
#include <boost/cstdint.hpp>
#include "System/EventClient.h"
//FIXME#include "LuaArrays.h"
#include "LuaCallInCheck.h"
#include "LuaShaders.h"
#include "LuaTextures.h"
#include "LuaFBOs.h"
#include "LuaRBOs.h"
#include "LuaUtils.h"
//FIXME#include "LuaVBOs.h"
#include "LuaDisplayLists.h"
#include "System/Platform/Threading.h"
#include <string>
#include <vector>
#include <set>
using std::string;
using std::vector;
using std::set;
#define LUA_HANDLE_ORDER_RULES 100
#define LUA_HANDLE_ORDER_UNITS 200
#define LUA_HANDLE_ORDER_GAIA 300
#define LUA_HANDLE_ORDER_RULES_UNSYNCED 1100
#define LUA_HANDLE_ORDER_UNITS_UNSYNCED 1200
#define LUA_HANDLE_ORDER_GAIA_UNSYNCED 1300
#define LUA_HANDLE_ORDER_UI 2000
class CUnit;
class CWeapon;
class CFeature;
class CProjectile;
struct Command;
struct SRectangle;
struct LuaHashString;
struct lua_State;
class CLuaHandle;
struct luaContextData {
luaContextData() : fullCtrl(false), fullRead(false), ctrlTeam(CEventClient::NoAccessTeam),
readTeam(0), readAllyTeam(0), selectTeam(CEventClient::NoAccessTeam), synced(false), owner(NULL) {}
bool fullCtrl;
bool fullRead;
int ctrlTeam;
int readTeam;
int readAllyTeam;
int selectTeam;
//FIXME LuaArrays arrays;
LuaShaders shaders;
LuaTextures textures;
//FIXME LuaVBOs vbos;
LuaFBOs fbos;
LuaRBOs rbos;
CLuaDisplayLists displayLists;
bool synced;
CLuaHandle *owner;
};
class CLuaHandle : public CEventClient
{
public:
void CheckStack();
int GetCallInErrors() const { return callinErrors; }
void ResetCallinErrors() { callinErrors = 0; }
public:
#define GET_CONTEXT_DATA(v) ((L ? L : GetActiveState())->lcd->v)
#define GET_ACTIVE_CONTEXT_DATA(v) (GetActiveState()->lcd->v)
#define GET_HANDLE_CONTEXT_DATA(v) (L->lcd->v)
#define SET_ACTIVE_CONTEXT_DATA(v) if(all) { D_Sim.v = _##v; D_Draw.v = _##v; } else GET_ACTIVE_CONTEXT_DATA(v) = _##v
#define SET_HANDLE_CONTEXT_DATA(v) GET_HANDLE_CONTEXT_DATA(v) = _##v
inline void SetFullRead(bool _fullRead, bool all = false) { SET_ACTIVE_CONTEXT_DATA(fullRead); }
static inline void SetFullRead(const lua_State *L, bool _fullRead) { SET_HANDLE_CONTEXT_DATA(fullRead); }
inline bool GetFullRead() const { return GET_ACTIVE_CONTEXT_DATA(fullRead); } // virtual function in CEventClient
static inline bool GetFullRead(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(fullRead); }
inline void SetFullCtrl(bool _fullCtrl, bool all = false) { SET_ACTIVE_CONTEXT_DATA(fullCtrl); }
static inline void SetFullCtrl(const lua_State *L, bool _fullCtrl) { SET_HANDLE_CONTEXT_DATA(fullCtrl); }
inline bool GetFullCtrl() const { return GET_ACTIVE_CONTEXT_DATA(fullCtrl); }
static inline bool GetFullCtrl(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(fullCtrl); }
inline void SetCtrlTeam(int _ctrlTeam, bool all = false) { SET_ACTIVE_CONTEXT_DATA(ctrlTeam); }
static inline void SetCtrlTeam(const lua_State *L, int _ctrlTeam) { SET_HANDLE_CONTEXT_DATA(ctrlTeam); }
inline int GetCtrlTeam() const { return GET_ACTIVE_CONTEXT_DATA(ctrlTeam); }
static inline int GetCtrlTeam(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(ctrlTeam); }
inline void SetReadTeam(int _readTeam, bool all = false) { SET_ACTIVE_CONTEXT_DATA(readTeam); }
static inline void SetReadTeam(const lua_State *L, int _readTeam) { SET_HANDLE_CONTEXT_DATA(readTeam); }
inline int GetReadTeam() const { return GET_ACTIVE_CONTEXT_DATA(readTeam); }
static inline int GetReadTeam(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(readTeam); }
inline void SetReadAllyTeam(int _readAllyTeam, bool all = false) { SET_ACTIVE_CONTEXT_DATA(readAllyTeam); }
static inline void SetReadAllyTeam(const lua_State *L, int _readAllyTeam) { SET_HANDLE_CONTEXT_DATA(readAllyTeam); }
inline int GetReadAllyTeam() const { return GET_ACTIVE_CONTEXT_DATA(readAllyTeam); } // virtual function in CEventClient
static inline int GetReadAllyTeam(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(readAllyTeam); }
inline void SetSelectTeam(int _selectTeam, bool all = false) { SET_ACTIVE_CONTEXT_DATA(selectTeam); }
static inline void SetSelectTeam(const lua_State *L, int _selectTeam) { SET_HANDLE_CONTEXT_DATA(selectTeam); }
inline int GetSelectTeam() const { return GET_ACTIVE_CONTEXT_DATA(selectTeam); }
static inline int GetSelectTeam(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(selectTeam); }
inline void SetSynced(bool _synced, bool all = false) { SET_ACTIVE_CONTEXT_DATA(synced); }
static inline void SetSynced(const lua_State *L, bool _synced) { SET_HANDLE_CONTEXT_DATA(synced); }
inline bool GetSynced() const { return GET_ACTIVE_CONTEXT_DATA(synced); }
static inline bool GetSynced(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(synced); }
static inline bool GetUserMode(const lua_State *L) { return GET_HANDLE_CONTEXT_DATA(owner->userMode); }
inline bool GetUserMode() const { return userMode; }
bool WantsToDie() const { return killMe; }
//FIXME LuaArrays& GetArrays(const lua_State *L = NULL) { return GET_CONTEXT_DATA(arrays); }
LuaShaders& GetShaders(const lua_State *L = NULL) { return GET_CONTEXT_DATA(shaders); }
LuaTextures& GetTextures(const lua_State *L = NULL) { return GET_CONTEXT_DATA(textures); }
//FIXME LuaVBOs& GetVBOs(const lua_State *L = NULL) { return GET_CONTEXT_DATA(vbos); }
LuaFBOs& GetFBOs(const lua_State *L = NULL) { return GET_CONTEXT_DATA(fbos); }
LuaRBOs& GetRBOs(const lua_State *L = NULL) { return GET_CONTEXT_DATA(rbos); }
CLuaDisplayLists& GetDisplayLists(const lua_State *L = NULL) { return GET_CONTEXT_DATA(displayLists); }
bool userMode;
public: // call-ins
virtual bool HasCallIn(lua_State *L, const string& name) { return false; } // FIXME
bool WantsEvent(const string& name) { return HasCallIn(GetActiveState(), name); } // FIXME
virtual bool SyncedUpdateCallIn(lua_State *L, const string& name) { return false; }
virtual bool UnsyncedUpdateCallIn(lua_State *L, const string& name) { return false; }
void Shutdown();
void Load(IArchive* archive);
void GamePreload();
void GameStart();
void GameOver(const std::vector<unsigned char>& winningAllyTeams);
void GamePaused(int playerID, bool paused);
void GameFrame(int frameNum);
void TeamDied(int teamID);
void TeamChanged(int teamID);
void PlayerChanged(int playerID);
void PlayerAdded(int playerID);
void PlayerRemoved(int playerID, int reason);
void UnitCreated(const CUnit* unit, const CUnit* builder);
void UnitFinished(const CUnit* unit);
void UnitFromFactory(const CUnit* unit, const CUnit* factory,
bool userOrders);
void UnitDestroyed(const CUnit* unit, const CUnit* attacker);
void UnitTaken(const CUnit* unit, int newTeam);
void UnitGiven(const CUnit* unit, int oldTeam);
void UnitIdle(const CUnit* unit);
void UnitCommand(const CUnit* unit, const Command& command);
void UnitCmdDone(const CUnit* unit, int cmdID, int cmdTag);
void UnitDamaged(const CUnit* unit, const CUnit* attacker,
float damage, int weaponID, bool paralyzer);
void UnitExperience(const CUnit* unit, float oldExperience);
void UnitSeismicPing(const CUnit* unit, int allyTeam,
const float3& pos, float strength);
void UnitEnteredRadar(const CUnit* unit, int allyTeam);
void UnitEnteredLos(const CUnit* unit, int allyTeam);
void UnitLeftRadar(const CUnit* unit, int allyTeam);
void UnitLeftLos(const CUnit* unit, int allyTeam);
void UnitEnteredWater(const CUnit* unit);
void UnitEnteredAir(const CUnit* unit);
void UnitLeftWater(const CUnit* unit);
void UnitLeftAir(const CUnit* unit);
void UnitLoaded(const CUnit* unit, const CUnit* transport);
void UnitUnloaded(const CUnit* unit, const CUnit* transport);
void UnitCloaked(const CUnit* unit);
void UnitDecloaked(const CUnit* unit);
void UnitUnitCollision(const CUnit* collider, const CUnit* collidee);
void UnitFeatureCollision(const CUnit* collider, const CFeature* collidee);
void UnitMoveFailed(const CUnit* unit);
void FeatureCreated(const CFeature* feature);
void FeatureDestroyed(const CFeature* feature);
void ProjectileCreated(const CProjectile* p);
void ProjectileDestroyed(const CProjectile* p);
bool Explosion(int weaponID, const float3& pos, const CUnit* owner);
void StockpileChanged(const CUnit* owner,
const CWeapon* weapon, int oldCount);
// LuaHandleSynced wraps this to set allowChanges
virtual bool RecvLuaMsg(const string& msg, int playerID);
void Save(zipFile archive);
void UnsyncedHeightMapUpdate(const SRectangle& rect);
void Update();
bool KeyPress(unsigned short key, bool isRepeat);
bool KeyRelease(unsigned short key);
bool MouseMove(int x, int y, int dx, int dy, int button);
bool MousePress(int x, int y, int button);
int MouseRelease(int x, int y, int button); // return a cmd index, or -1
bool MouseWheel(bool up, float value);
bool JoystickEvent(const std::string& event, int val1, int val2);
bool IsAbove(int x, int y);
string GetTooltip(int x, int y);
bool DefaultCommand(const CUnit* unit, const CFeature* feature, int& cmd);
bool ConfigCommand(const string& command);
bool CommandNotify(const Command& cmd);
bool AddConsoleLine(const string& msg, const string& section, int level);
bool GroupChanged(int groupID);
bool GameSetup(const string& state, bool& ready,
const map<int, string>& playerStates);
const char* RecvSkirmishAIMessage(int aiID, const char* data, int inSize);
string WorldTooltip(const CUnit* unit,
const CFeature* feature,
const float3* groundPos);
bool MapDrawCmd(int playerID, int type,
const float3* pos0,
const float3* pos1,
const string* labe);
void ViewResize();
void DrawGenesis();
void DrawWorld();
void DrawWorldPreUnit();
void DrawWorldShadow();
void DrawWorldReflection();
void DrawWorldRefraction();
void DrawScreenEffects();
void DrawScreen();
void DrawInMiniMap();
/// @brief this UNSYNCED event is generated every gameProgressFrameInterval ( defined in gameserver.cpp ), skips network queuing and caching and it's useful
/// to calculate the current fast-forwarding % compared to the real game
void GameProgress(int frameNum);
public: // custom call-in (inter-script calls)
virtual bool HasSyncedXCall(const string& funcName) { return false; }
virtual bool HasUnsyncedXCall(lua_State* srcState, const string& funcName) { return false; }
virtual int SyncedXCall(lua_State* srcState, const string& funcName) {
return 0;
}
virtual int UnsyncedXCall(lua_State* srcState, const string& funcName) {
return 0;
}
struct DelayDataDump {
std::vector<LuaUtils::ShallowDataDump> data;
std::vector<LuaUtils::DataDump> dump;
bool xcall;
};
/// @return true if any calls were processed, false otherwise
bool ExecuteCallsFromSynced(bool forced = true);
virtual void RecvFromSynced(lua_State *srcState, int args);
void RecvFromSim(int args);
void DelayRecvFromSynced(lua_State* srcState, int args);
std::vector<DelayDataDump> delayedCallsFromSynced;
static int SendToUnsynced(lua_State* L);
void UpdateThreading();
protected:
CLuaHandle(const string& name, int order, bool userMode);
virtual ~CLuaHandle();
void KillLua();
inline void SetActiveHandle();
inline void SetActiveHandle(CLuaHandle* lh);
inline void SetActiveHandle(lua_State *L);
bool singleState;
// LUA_MT_OPT inserted below mainly so that compiler can optimize code
inline bool SingleState() const { return !(LUA_MT_OPT & LUA_STATE) || singleState; } // Is this handle using a single Lua state?
bool copyExportTable;
inline bool CopyExportTable() const { return (LUA_MT_OPT & LUA_STATE) && copyExportTable; } // Copy the table _G.EXPORT --> SYNCED.EXPORT between dual states?
static bool useDualStates;
static inline bool UseDualStates() { return (LUA_MT_OPT & LUA_STATE) && useDualStates; } // Is Lua handle splitting enabled (globally)?
bool useEventBatch;
inline bool UseEventBatch() const { return (LUA_MT_OPT & LUA_BATCH) && useEventBatch; } // Use event batch to forward "synced" luaui events into draw thread?
bool purgeCallsFromSyncedBatch;
inline bool PurgeCallsFromSyncedBatch() const { return (LUA_MT_OPT & LUA_STATE) && purgeCallsFromSyncedBatch; } // Automatically clean deleted objects/IDs from the SendToUnsynced/XCall batch
inline lua_State *ForceUnsyncedState() { lua_State *L_Prev = L_Sim; if (!SingleState() && Threading::IsSimThread()) L_Sim = L_Draw; return L_Prev; }
inline void RestoreState(lua_State *L_Prev) { if (!SingleState() && Threading::IsSimThread()) L_Sim = L_Prev; }
inline lua_State *GetActiveState() {
return (SingleState() || Threading::IsSimThread()) ? L_Sim : L_Draw;
}
inline const lua_State *GetActiveState() const {
return (SingleState() || Threading::IsSimThread()) ? L_Sim : L_Draw;
}
bool AddBasicCalls(lua_State *L);
bool LoadCode(lua_State *L, const string& code, const string& debug);
bool AddEntriesToTable(lua_State* L, const char* name,
bool (*entriesFunc)(lua_State*));
/// returns stack index of traceback function
int SetupTraceback(lua_State *L);
/// returns error code and sets traceback on error
int RunCallInTraceback(int inArgs, int outArgs, int errfuncIndex, std::string& traceback);
/// returns false and prints message to log on error
bool RunCallInTraceback(const LuaHashString& hs, int inArgs, int outArgs, int errfuncIndex);
/// returns error code and sets errormessage on error
int RunCallIn(int inArgs, int outArgs, std::string& errormessage);
/// returns false and prints message to log on error
bool RunCallIn(const LuaHashString& hs, int inArgs, int outArgs);
bool RunCallInUnsynced(const LuaHashString& hs, int inArgs, int outArgs);
void LosCallIn(const LuaHashString& hs, const CUnit* unit, int allyTeam);
void UnitCallIn(const LuaHashString& hs, const CUnit* unit);
bool PushUnsyncedCallIn(lua_State *L, const LuaHashString& hs);
inline bool CheckModUICtrl() { return GetModUICtrl() || GetUserMode(); }
inline bool IsValid() const { return (L_Sim != NULL) && (L_Draw != NULL); }
protected:
lua_State* L_Sim;
lua_State* L_Draw;
luaContextData D_Sim;
luaContextData D_Draw;
bool killMe;
string killMsg;
bool printTracebacks;
vector<bool> watchUnitDefs;
vector<bool> watchFeatureDefs;
vector<bool> watchWeaponDefs; // for the Explosion call-in
int callinErrors;
protected: // call-outs
static int KillActiveHandle(lua_State* L);
static int CallOutGetName(lua_State* L);
static int CallOutGetSynced(lua_State* L);
static int CallOutGetFullCtrl(lua_State* L);
static int CallOutGetFullRead(lua_State* L);
static int CallOutGetCtrlTeam(lua_State* L);
static int CallOutGetReadTeam(lua_State* L);
static int CallOutGetReadAllyTeam(lua_State* L);
static int CallOutGetSelectTeam(lua_State* L);
static int CallOutGetGlobal(lua_State* L);
static int CallOutGetRegistry(lua_State* L);
static int CallOutGetCallInList(lua_State* L);
static int CallOutSyncedUpdateCallIn(lua_State* L);
static int CallOutUnsyncedUpdateCallIn(lua_State* L);
public: // static
static inline CLuaHandle* GetActiveHandle() {
return GetStaticLuaContextData().activeHandle;
}
static inline CLuaHandle* GetActiveHandle(lua_State *L) {
return GET_HANDLE_CONTEXT_DATA(owner);
}
static inline const bool GetActiveFullRead() { return GetStaticLuaContextData().activeFullRead; }
static inline void SetActiveFullRead(bool fr) { GetStaticLuaContextData().activeFullRead = fr; }
static inline const int GetActiveReadAllyTeam() { return GetStaticLuaContextData().activeReadAllyTeam; }
static inline void SetActiveReadAllyTeam(int rat) { GetStaticLuaContextData().activeReadAllyTeam = rat; }
//FIXME static LuaArrays& GetActiveArrays(lua_State *L) { return L->lcd->arrays; }
static inline LuaShaders& GetActiveShaders(lua_State *L) { return L->lcd->shaders; }
static inline LuaTextures& GetActiveTextures(lua_State *L) { return L->lcd->textures; }
//FIXME static LuaVBOs& GetActiveVBOs(lua_State *L) { return L->lcd->vbos; }
static inline LuaFBOs& GetActiveFBOs(lua_State *L) { return L->lcd->fbos; }
static inline LuaRBOs& GetActiveRBOs(lua_State *L) { return L->lcd->rbos; }
static inline CLuaDisplayLists& GetActiveDisplayLists(lua_State *L) { return L->lcd->displayLists; }
static void SetDevMode(bool value) { devMode = value; }
static bool GetDevMode() { return devMode; }
static inline void SetModUICtrl(bool value) { modUICtrl = value; }
static inline bool GetModUICtrl() { return modUICtrl; }
static void HandleLuaMsg(int playerID, int script, int mode,
const std::vector<boost::uint8_t>& msg);
static inline bool IsDrawCallIn() {
return (LUA_MT_OPT & LUA_MUTEX) && !Threading::IsSimThread();
}
void ExecuteUnitEventBatch();
void ExecuteFeatEventBatch();
void ExecuteObjEventBatch();
void ExecuteProjEventBatch();
void ExecuteFrameEventBatch();
void ExecuteLogEventBatch();
protected: // static
static bool devMode; // allows real file access
static bool modUICtrl; // allows non-user scripts to use UI controls
std::vector<LuaUnitEvent> luaUnitEventBatch;
std::vector<LuaFeatEvent> luaFeatEventBatch;
std::vector<LuaObjEvent> luaObjEventBatch;
std::vector<LuaProjEvent> luaProjEventBatch;
std::vector<int> luaFrameEventBatch;
std::vector<LuaLogEvent> luaLogEventBatch;
// FIXME: because CLuaUnitScript needs to access RunCallIn / activeHandle
friend class CLuaUnitScript;
private:
struct staticLuaContextData {
staticLuaContextData() : activeFullRead(false), activeReadAllyTeam(CEventClient::NoAccessTeam),
activeHandle(NULL), drawingEnabled(false) {}
bool activeFullRead;
int activeReadAllyTeam;
CLuaHandle* activeHandle;
bool drawingEnabled;
};
static staticLuaContextData S_Sim;
static staticLuaContextData S_Draw;
protected:
static staticLuaContextData &GetStaticLuaContextData(bool draw = IsDrawCallIn()) { return draw ? S_Draw : S_Sim; }
friend class LuaOpenGL; // to access staticLuaContextData::drawingEnabled
};
inline void CLuaHandle::SetActiveHandle()
{
SetActiveHandle(this);
}
inline void CLuaHandle::SetActiveHandle(CLuaHandle* lh)
{
staticLuaContextData &slcd = GetStaticLuaContextData();
slcd.activeHandle = lh;
if (lh) {
slcd.activeFullRead = lh->GetFullRead();
slcd.activeReadAllyTeam = lh->GetReadAllyTeam();
}
}
inline void CLuaHandle::SetActiveHandle(lua_State *L)
{
staticLuaContextData &slcd = GetStaticLuaContextData();
CLuaHandle* lh = slcd.activeHandle = L->lcd->owner;
if (lh) {
slcd.activeFullRead = lh->GetFullRead(L);
slcd.activeReadAllyTeam = lh->GetReadAllyTeam(L);
}
}
inline bool CLuaHandle::RunCallIn(const LuaHashString& hs, int inArgs, int outArgs)
{
return RunCallInTraceback(hs, inArgs, outArgs, 0);
}
inline bool CLuaHandle::RunCallInUnsynced(const LuaHashString& hs, int inArgs, int outArgs)
{
SetSynced(false);
const bool retval = RunCallIn(hs, inArgs, outArgs);
SetSynced(!userMode);
return retval;
}
/******************************************************************************/
/******************************************************************************/
inline CLuaHandle *ActiveHandle() { return CLuaHandle::GetActiveHandle(); }
inline bool ActiveFullRead() { return CLuaHandle::GetActiveFullRead(); }
inline int ActiveReadAllyTeam() { return CLuaHandle::GetActiveReadAllyTeam(); }
#endif /* LUA_HANDLE_H */
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