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603 lines
18 KiB
C++
603 lines
18 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "clientenvironment.h"
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#include "irrlichttypes_extrabloated.h"
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#include <ostream>
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#include <map>
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#include <set>
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#include <vector>
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#include <unordered_set>
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#include "clientobject.h"
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#include "gamedef.h"
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#include "inventorymanager.h"
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#include "localplayer.h"
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#include "client/hud.h"
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#include "particles.h"
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#include "mapnode.h"
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#include "tileanimation.h"
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#include "mesh_generator_thread.h"
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#include "network/address.h"
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#include "network/peerhandler.h"
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#include <fstream>
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#define CLIENT_CHAT_MESSAGE_LIMIT_PER_10S 10.0f
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struct ClientEvent;
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struct MeshMakeData;
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struct ChatMessage;
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class MapBlockMesh;
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class IWritableTextureSource;
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class IWritableShaderSource;
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class IWritableItemDefManager;
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class NodeDefManager;
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//class IWritableCraftDefManager;
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class ClientMediaDownloader;
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struct MapDrawControl;
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class ModChannelMgr;
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class MtEventManager;
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struct PointedThing;
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class MapDatabase;
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class Minimap;
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struct MinimapMapblock;
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class Camera;
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class NetworkPacket;
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namespace con {
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class Connection;
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}
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enum LocalClientState {
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LC_Created,
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LC_Init,
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LC_Ready
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};
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/*
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Packet counter
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*/
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class PacketCounter
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{
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public:
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PacketCounter() = default;
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void add(u16 command)
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{
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std::map<u16, u16>::iterator n = m_packets.find(command);
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if(n == m_packets.end())
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{
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m_packets[command] = 1;
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}
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else
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{
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n->second++;
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}
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}
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void clear()
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{
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for (auto &m_packet : m_packets) {
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m_packet.second = 0;
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}
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}
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void print(std::ostream &o)
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{
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for (const auto &m_packet : m_packets) {
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o << "cmd "<< m_packet.first <<" count "<< m_packet.second << std::endl;
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}
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}
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private:
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// command, count
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std::map<u16, u16> m_packets;
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};
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class ClientScripting;
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class GameUI;
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class Client : public con::PeerHandler, public InventoryManager, public IGameDef
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{
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public:
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/*
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NOTE: Nothing is thread-safe here.
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*/
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Client(
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const char *playername,
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const std::string &password,
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const std::string &address_name,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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IWritableItemDefManager *itemdef,
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NodeDefManager *nodedef,
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ISoundManager *sound,
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MtEventManager *event,
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bool ipv6,
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GameUI *game_ui
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);
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~Client();
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DISABLE_CLASS_COPY(Client);
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// Load local mods into memory
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void loadBuiltin();
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void scanModSubfolder(const std::string &mod_name, const std::string &mod_path,
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std::string mod_subpath);
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inline void scanModIntoMemory(const std::string &mod_name, const std::string &mod_path)
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{
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scanModSubfolder(mod_name, mod_path, "");
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}
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/*
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request all threads managed by client to be stopped
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*/
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void Stop();
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bool isShutdown();
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/*
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The name of the local player should already be set when
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calling this, as it is sent in the initialization.
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*/
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void connect(Address address, bool is_local_server);
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/*
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Stuff that references the environment is valid only as
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long as this is not called. (eg. Players)
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If this throws a PeerNotFoundException, the connection has
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timed out.
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*/
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void step(float dtime);
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/*
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* Command Handlers
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*/
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void handleCommand(NetworkPacket* pkt);
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void handleCommand_Null(NetworkPacket* pkt) {};
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void handleCommand_Deprecated(NetworkPacket* pkt);
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void handleCommand_Hello(NetworkPacket* pkt);
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void handleCommand_AuthAccept(NetworkPacket* pkt);
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void handleCommand_AcceptSudoMode(NetworkPacket* pkt);
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void handleCommand_DenySudoMode(NetworkPacket* pkt);
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void handleCommand_AccessDenied(NetworkPacket* pkt);
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void handleCommand_RemoveNode(NetworkPacket* pkt);
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void handleCommand_AddNode(NetworkPacket* pkt);
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void handleCommand_BlockData(NetworkPacket* pkt);
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void handleCommand_Inventory(NetworkPacket* pkt);
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void handleCommand_TimeOfDay(NetworkPacket* pkt);
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void handleCommand_ChatMessage(NetworkPacket *pkt);
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void handleCommand_ActiveObjectRemoveAdd(NetworkPacket* pkt);
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void handleCommand_ActiveObjectMessages(NetworkPacket* pkt);
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void handleCommand_Movement(NetworkPacket* pkt);
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void handleCommand_HP(NetworkPacket* pkt);
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void handleCommand_Breath(NetworkPacket* pkt);
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void handleCommand_MovePlayer(NetworkPacket* pkt);
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void handleCommand_DeathScreen(NetworkPacket* pkt);
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void handleCommand_AnnounceMedia(NetworkPacket* pkt);
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void handleCommand_Media(NetworkPacket* pkt);
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void handleCommand_NodeDef(NetworkPacket* pkt);
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void handleCommand_ItemDef(NetworkPacket* pkt);
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void handleCommand_PlaySound(NetworkPacket* pkt);
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void handleCommand_StopSound(NetworkPacket* pkt);
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void handleCommand_FadeSound(NetworkPacket *pkt);
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void handleCommand_Privileges(NetworkPacket* pkt);
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void handleCommand_InventoryFormSpec(NetworkPacket* pkt);
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void handleCommand_DetachedInventory(NetworkPacket* pkt);
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void handleCommand_ShowFormSpec(NetworkPacket* pkt);
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void handleCommand_SpawnParticle(NetworkPacket* pkt);
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void handleCommand_AddParticleSpawner(NetworkPacket* pkt);
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void handleCommand_DeleteParticleSpawner(NetworkPacket* pkt);
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void handleCommand_HudAdd(NetworkPacket* pkt);
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void handleCommand_HudRemove(NetworkPacket* pkt);
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void handleCommand_HudChange(NetworkPacket* pkt);
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void handleCommand_HudSetFlags(NetworkPacket* pkt);
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void handleCommand_HudSetParam(NetworkPacket* pkt);
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void handleCommand_HudSetSky(NetworkPacket* pkt);
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void handleCommand_CloudParams(NetworkPacket* pkt);
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void handleCommand_OverrideDayNightRatio(NetworkPacket* pkt);
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void handleCommand_LocalPlayerAnimations(NetworkPacket* pkt);
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void handleCommand_EyeOffset(NetworkPacket* pkt);
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void handleCommand_UpdatePlayerList(NetworkPacket* pkt);
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void handleCommand_ModChannelMsg(NetworkPacket *pkt);
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void handleCommand_ModChannelSignal(NetworkPacket *pkt);
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void handleCommand_SrpBytesSandB(NetworkPacket* pkt);
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void handleCommand_CSMFlavourLimits(NetworkPacket *pkt);
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void ProcessData(NetworkPacket *pkt);
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void Send(NetworkPacket* pkt);
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void interact(u8 action, const PointedThing& pointed);
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void sendNodemetaFields(v3s16 p, const std::string &formname,
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const StringMap &fields);
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void sendInventoryFields(const std::string &formname,
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const StringMap &fields);
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void sendInventoryAction(InventoryAction *a);
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void sendChatMessage(const std::wstring &message);
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void clearOutChatQueue();
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void sendChangePassword(const std::string &oldpassword,
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const std::string &newpassword);
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void sendDamage(u8 damage);
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void sendRespawn();
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void sendReady();
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ClientEnvironment& getEnv() { return m_env; }
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ITextureSource *tsrc() { return getTextureSource(); }
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ISoundManager *sound() { return getSoundManager(); }
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static const std::string &getBuiltinLuaPath();
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static const std::string &getClientModsLuaPath();
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virtual const std::vector<ModSpec> &getMods() const;
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virtual const ModSpec* getModSpec(const std::string &modname) const;
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// Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent)
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void removeNode(v3s16 p);
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/**
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* Helper function for Client Side Modding
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* Flavour is applied there, this should not be used for core engine
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* @param p
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* @param is_valid_position
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* @return
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*/
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MapNode getNode(v3s16 p, bool *is_valid_position);
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void addNode(v3s16 p, MapNode n, bool remove_metadata = true);
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void setPlayerControl(PlayerControl &control);
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void selectPlayerItem(u16 item);
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u16 getPlayerItem() const
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{ return m_playeritem; }
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// Returns true if the inventory of the local player has been
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// updated from the server. If it is true, it is set to false.
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bool getLocalInventoryUpdated();
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// Copies the inventory of the local player to parameter
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void getLocalInventory(Inventory &dst);
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/* InventoryManager interface */
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Inventory* getInventory(const InventoryLocation &loc);
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void inventoryAction(InventoryAction *a);
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const std::list<std::string> &getConnectedPlayerNames()
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{
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return m_env.getPlayerNames();
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}
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float getAnimationTime();
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int getCrackLevel();
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v3s16 getCrackPos();
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void setCrack(int level, v3s16 pos);
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u16 getHP();
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bool checkPrivilege(const std::string &priv) const
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{ return (m_privileges.count(priv) != 0); }
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const std::unordered_set<std::string> &getPrivilegeList() const
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{ return m_privileges; }
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bool getChatMessage(std::wstring &message);
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void typeChatMessage(const std::wstring& message);
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u64 getMapSeed(){ return m_map_seed; }
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void addUpdateMeshTask(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
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// Including blocks at appropriate edges
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void addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server=false, bool urgent=false);
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void addUpdateMeshTaskForNode(v3s16 nodepos, bool ack_to_server=false, bool urgent=false);
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void updateCameraOffset(v3s16 camera_offset)
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{ m_mesh_update_thread.m_camera_offset = camera_offset; }
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bool hasClientEvents() const { return !m_client_event_queue.empty(); }
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// Get event from queue. If queue is empty, it triggers an assertion failure.
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ClientEvent * getClientEvent();
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bool accessDenied() const { return m_access_denied; }
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bool reconnectRequested() const { return m_access_denied_reconnect; }
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void setFatalError(const std::string &reason)
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{
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m_access_denied = true;
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m_access_denied_reason = reason;
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}
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// Renaming accessDeniedReason to better name could be good as it's used to
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// disconnect client when CSM failed.
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const std::string &accessDeniedReason() const { return m_access_denied_reason; }
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bool itemdefReceived()
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{ return m_itemdef_received; }
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bool nodedefReceived()
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{ return m_nodedef_received; }
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bool mediaReceived()
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{ return !m_media_downloader; }
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u8 getProtoVersion()
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{ return m_proto_ver; }
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bool connectedToServer();
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void confirmRegistration();
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bool m_is_registration_confirmation_state = false;
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bool m_simple_singleplayer_mode;
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float mediaReceiveProgress();
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void afterContentReceived();
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float getRTT();
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float getCurRate();
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Minimap* getMinimap() { return m_minimap; }
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void setCamera(Camera* camera) { m_camera = camera; }
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Camera* getCamera () { return m_camera; }
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bool shouldShowMinimap() const;
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// IGameDef interface
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virtual IItemDefManager* getItemDefManager();
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virtual const NodeDefManager* getNodeDefManager();
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virtual ICraftDefManager* getCraftDefManager();
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ITextureSource* getTextureSource();
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virtual IShaderSource* getShaderSource();
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IShaderSource *shsrc() { return getShaderSource(); }
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virtual u16 allocateUnknownNodeId(const std::string &name);
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virtual ISoundManager* getSoundManager();
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virtual MtEventManager* getEventManager();
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virtual ParticleManager* getParticleManager();
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bool checkLocalPrivilege(const std::string &priv)
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{ return checkPrivilege(priv); }
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virtual scene::IAnimatedMesh* getMesh(const std::string &filename, bool cache = false);
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const std::string* getModFile(const std::string &filename);
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virtual std::string getModStoragePath() const;
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virtual bool registerModStorage(ModMetadata *meta);
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virtual void unregisterModStorage(const std::string &name);
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// The following set of functions is used by ClientMediaDownloader
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// Insert a media file appropriately into the appropriate manager
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bool loadMedia(const std::string &data, const std::string &filename);
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// Send a request for conventional media transfer
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void request_media(const std::vector<std::string> &file_requests);
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LocalClientState getState() { return m_state; }
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void makeScreenshot();
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inline void pushToChatQueue(ChatMessage *cec)
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{
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m_chat_queue.push(cec);
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}
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ClientScripting *getScript() { return m_script; }
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const bool moddingEnabled() const { return m_modding_enabled; }
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void pushToEventQueue(ClientEvent *event);
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void showMinimap(bool show = true);
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const Address getServerAddress();
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const std::string &getAddressName() const
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{
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return m_address_name;
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}
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inline bool checkCSMFlavourLimit(CSMFlavourLimit flag) const
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{
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return m_csm_flavour_limits & flag;
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}
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u32 getCSMNodeRangeLimit() const
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{
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return m_csm_noderange_limit;
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}
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inline std::unordered_map<u32, u32> &getHUDTranslationMap()
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{
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return m_hud_server_to_client;
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}
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bool joinModChannel(const std::string &channel);
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bool leaveModChannel(const std::string &channel);
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bool sendModChannelMessage(const std::string &channel, const std::string &message);
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ModChannel *getModChannel(const std::string &channel);
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private:
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void loadMods();
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bool checkBuiltinIntegrity();
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// Virtual methods from con::PeerHandler
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void peerAdded(con::Peer *peer);
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void deletingPeer(con::Peer *peer, bool timeout);
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void initLocalMapSaving(const Address &address,
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const std::string &hostname,
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bool is_local_server);
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void ReceiveAll();
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void Receive();
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void sendPlayerPos();
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// Send the item number 'item' as player item to the server
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void sendPlayerItem(u16 item);
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void deleteAuthData();
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// helper method shared with clientpackethandler
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static AuthMechanism choseAuthMech(const u32 mechs);
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void sendInit(const std::string &playerName);
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void promptConfirmRegistration(AuthMechanism chosen_auth_mechanism);
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void startAuth(AuthMechanism chosen_auth_mechanism);
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void sendDeletedBlocks(std::vector<v3s16> &blocks);
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void sendGotBlocks(v3s16 block);
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void sendRemovedSounds(std::vector<s32> &soundList);
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// Helper function
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inline std::string getPlayerName()
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{ return m_env.getLocalPlayer()->getName(); }
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bool canSendChatMessage() const;
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float m_packetcounter_timer = 0.0f;
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float m_connection_reinit_timer = 0.1f;
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float m_avg_rtt_timer = 0.0f;
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float m_playerpos_send_timer = 0.0f;
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IntervalLimiter m_map_timer_and_unload_interval;
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IWritableTextureSource *m_tsrc;
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IWritableShaderSource *m_shsrc;
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IWritableItemDefManager *m_itemdef;
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NodeDefManager *m_nodedef;
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ISoundManager *m_sound;
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MtEventManager *m_event;
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MeshUpdateThread m_mesh_update_thread;
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ClientEnvironment m_env;
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ParticleManager m_particle_manager;
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std::unique_ptr<con::Connection> m_con;
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std::string m_address_name;
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Camera *m_camera = nullptr;
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Minimap *m_minimap = nullptr;
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bool m_minimap_disabled_by_server = false;
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// Server serialization version
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u8 m_server_ser_ver;
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// Used version of the protocol with server
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// Values smaller than 25 only mean they are smaller than 25,
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// and aren't accurate. We simply just don't know, because
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// the server didn't send the version back then.
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// If 0, server init hasn't been received yet.
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u8 m_proto_ver = 0;
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u16 m_playeritem = 0;
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bool m_inventory_updated = false;
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Inventory *m_inventory_from_server = nullptr;
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float m_inventory_from_server_age = 0.0f;
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PacketCounter m_packetcounter;
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// Block mesh animation parameters
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float m_animation_time = 0.0f;
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int m_crack_level = -1;
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v3s16 m_crack_pos;
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// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
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//s32 m_daynight_i;
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//u32 m_daynight_ratio;
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std::queue<std::wstring> m_out_chat_queue;
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u32 m_last_chat_message_sent;
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float m_chat_message_allowance = 5.0f;
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std::queue<ChatMessage *> m_chat_queue;
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// The authentication methods we can use to enter sudo mode (=change password)
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u32 m_sudo_auth_methods;
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// The seed returned by the server in TOCLIENT_INIT is stored here
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u64 m_map_seed = 0;
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// Auth data
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std::string m_playername;
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std::string m_password;
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// If set, this will be sent (and cleared) upon a TOCLIENT_ACCEPT_SUDO_MODE
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std::string m_new_password;
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// Usable by auth mechanisms.
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AuthMechanism m_chosen_auth_mech;
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void *m_auth_data = nullptr;
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bool m_access_denied = false;
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bool m_access_denied_reconnect = false;
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std::string m_access_denied_reason = "";
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std::queue<ClientEvent *> m_client_event_queue;
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bool m_itemdef_received = false;
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bool m_nodedef_received = false;
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bool m_mods_loaded = false;
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ClientMediaDownloader *m_media_downloader;
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// time_of_day speed approximation for old protocol
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bool m_time_of_day_set = false;
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float m_last_time_of_day_f = -1.0f;
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float m_time_of_day_update_timer = 0.0f;
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// An interval for generally sending object positions and stuff
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float m_recommended_send_interval = 0.1f;
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// Sounds
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float m_removed_sounds_check_timer = 0.0f;
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// Mapping from server sound ids to our sound ids
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std::unordered_map<s32, int> m_sounds_server_to_client;
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// And the other way!
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std::unordered_map<int, s32> m_sounds_client_to_server;
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// And relations to objects
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std::unordered_map<int, u16> m_sounds_to_objects;
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// CSM/client IDs to SSM/server IDs Mapping
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// Map server particle spawner IDs to client IDs
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std::unordered_map<u32, u32> m_particles_server_to_client;
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// Map server hud ids to client hud ids
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std::unordered_map<u32, u32> m_hud_server_to_client;
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// Privileges
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std::unordered_set<std::string> m_privileges;
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// Detached inventories
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// key = name
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std::unordered_map<std::string, Inventory*> m_detached_inventories;
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// Storage for mesh data for creating multiple instances of the same mesh
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StringMap m_mesh_data;
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StringMap m_mod_files;
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// own state
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LocalClientState m_state;
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GameUI *m_game_ui;
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// Used for saving server map to disk client-side
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MapDatabase *m_localdb = nullptr;
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IntervalLimiter m_localdb_save_interval;
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u16 m_cache_save_interval;
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ClientScripting *m_script = nullptr;
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bool m_modding_enabled;
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std::unordered_map<std::string, ModMetadata *> m_mod_storages;
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float m_mod_storage_save_timer = 10.0f;
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std::vector<ModSpec> m_mods;
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bool m_shutdown = false;
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// CSM flavour limits byteflag
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u64 m_csm_flavour_limits = CSMFlavourLimit::CSM_FL_NONE;
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u32 m_csm_noderange_limit = 8;
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std::unique_ptr<ModChannelMgr> m_modchannel_mgr;
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};
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