1 |
|
2 |
/* |
3 |
* static char *rcsid_loop_c = |
4 |
* "$Id: loop.C,v 1.5 2006-09-09 21:48:29 root Exp $"; |
5 |
*/ |
6 |
|
7 |
/* |
8 |
CrossFire, A Multiplayer game for X-windows |
9 |
|
10 |
Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team |
11 |
Copyright (C) 1992 Frank Tore Johansen |
12 |
|
13 |
This program is free software; you can redistribute it and/or modify |
14 |
it under the terms of the GNU General Public License as published by |
15 |
the Free Software Foundation; either version 2 of the License, or |
16 |
(at your option) any later version. |
17 |
|
18 |
This program is distributed in the hope that it will be useful, |
19 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
GNU General Public License for more details. |
22 |
|
23 |
You should have received a copy of the GNU General Public License |
24 |
along with this program; if not, write to the Free Software |
25 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
|
27 |
The author can be reached via e-mail to crossfire-devel@real-time.com |
28 |
*/ |
29 |
|
30 |
/** |
31 |
* \file |
32 |
* Main client/server loops. |
33 |
* |
34 |
* \date 2003-12-02 |
35 |
* |
36 |
* loop.c mainly deals with initialization and higher level socket |
37 |
* maintenance (checking for lost connections and if data has arrived.) |
38 |
* The reading of data is handled in ericserver.c |
39 |
*/ |
40 |
|
41 |
|
42 |
#include <global.h> |
43 |
#ifndef __CEXTRACT__ |
44 |
# include <sproto.h> |
45 |
# include <sockproto.h> |
46 |
#endif |
47 |
|
48 |
#ifndef WIN32 /* ---win32 exclude unix headers */ |
49 |
# include <sys/types.h> |
50 |
# include <sys/time.h> |
51 |
# include <sys/socket.h> |
52 |
# include <netinet/in.h> |
53 |
# include <netdb.h> |
54 |
#endif /* end win32 */ |
55 |
|
56 |
#ifdef HAVE_UNISTD_H |
57 |
# include <unistd.h> |
58 |
#endif |
59 |
|
60 |
#ifdef HAVE_ARPA_INET_H |
61 |
# include <arpa/inet.h> |
62 |
#endif |
63 |
|
64 |
#include <loader.h> |
65 |
#include <newserver.h> |
66 |
|
67 |
/***************************************************************************** |
68 |
* Start of command dispatch area. |
69 |
* The commands here are protocol commands. |
70 |
****************************************************************************/ |
71 |
|
72 |
/* Either keep this near the start or end of the file so it is |
73 |
* at least reasonablye easy to find. |
74 |
* There are really 2 commands - those which are sent/received |
75 |
* before player joins, and those happen after the player has joined. |
76 |
* As such, we have function types that might be called, so |
77 |
* we end up having 2 tables. |
78 |
*/ |
79 |
|
80 |
typedef void (*func_uint8_int_ns) (char *, int, NewSocket *); |
81 |
|
82 |
struct NsCmdMapping |
83 |
{ |
84 |
const char *cmdname; |
85 |
func_uint8_int_ns cmdproc; |
86 |
}; |
87 |
|
88 |
typedef void (*func_uint8_int_pl) (char *, int, player *); |
89 |
struct PlCmdMapping |
90 |
{ |
91 |
const char *cmdname; |
92 |
func_uint8_int_pl cmdproc; |
93 |
uint8 flag; |
94 |
}; |
95 |
|
96 |
/** |
97 |
* Dispatch table for the server. |
98 |
* |
99 |
* CmdMapping is the dispatch table for the server, used in HandleClient, |
100 |
* which gets called when the client has input. All commands called here |
101 |
* use the same parameter form (char* data, int len, int clientnum. |
102 |
* We do implicit casts, because the data that is being passed is |
103 |
* unsigned (pretty much needs to be for binary data), however, most |
104 |
* of these treat it only as strings, so it makes things easier |
105 |
* to cast it here instead of a bunch of times in the function itself. |
106 |
* flag is 1 if the player must be in the playing state to issue the |
107 |
* command, 0 if they can issue it at any time. |
108 |
*/ |
109 |
static struct PlCmdMapping plcommands[] = { |
110 |
{"examine", ExamineCmd, 1}, |
111 |
{"apply", ApplyCmd, 1}, |
112 |
{"move", MoveCmd, 1}, |
113 |
{"reply", ReplyCmd, 0}, |
114 |
{"command", PlayerCmd, 1}, |
115 |
{"ncom", (func_uint8_int_pl) NewPlayerCmd, 1}, |
116 |
{"lookat", LookAt, 1}, |
117 |
{"lock", (func_uint8_int_pl) LockItem, 1}, |
118 |
{"mark", (func_uint8_int_pl) MarkItem, 1}, |
119 |
{"mapredraw", MapRedrawCmd, 0}, /* Added: phil */ |
120 |
{"mapinfo", MapInfoCmd, 2}, /* CF+ */ |
121 |
{"ext", ExtCmd, 2}, /* CF+ */ |
122 |
{NULL, NULL, 0} /* terminator */ |
123 |
}; |
124 |
|
125 |
/** Face-related commands */ |
126 |
static struct NsCmdMapping nscommands[] = { |
127 |
{"addme", AddMeCmd}, |
128 |
{"askface", SendFaceCmd}, /* Added: phil */ |
129 |
{"requestinfo", RequestInfo}, |
130 |
{"setfacemode", SetFaceMode}, |
131 |
{"setsound", SetSound}, |
132 |
{"setup", SetUp}, |
133 |
{"version", VersionCmd}, |
134 |
{"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */ |
135 |
{"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */ |
136 |
{"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */ |
137 |
{NULL, NULL} /* terminator (I, II & III) */ |
138 |
}; |
139 |
|
140 |
/** |
141 |
* RequestInfo is sort of a meta command. There is some specific |
142 |
* request of information, but we call other functions to provide |
143 |
* that information. |
144 |
*/ |
145 |
void |
146 |
RequestInfo (char *buf, int len, NewSocket * ns) |
147 |
{ |
148 |
char *params = NULL, *cp; |
149 |
|
150 |
/* No match */ |
151 |
char bigbuf[MAX_BUF]; |
152 |
int slen; |
153 |
|
154 |
/* Set up replyinfo before we modify any of the buffers - this is used |
155 |
* if we don't find a match. |
156 |
*/ |
157 |
strcpy (bigbuf, "replyinfo "); |
158 |
slen = strlen (bigbuf); |
159 |
safe_strcat (bigbuf, buf, &slen, MAX_BUF); |
160 |
|
161 |
/* find the first space, make it null, and update the |
162 |
* params pointer. |
163 |
*/ |
164 |
for (cp = buf; *cp != '\0'; cp++) |
165 |
if (*cp == ' ') |
166 |
{ |
167 |
*cp = '\0'; |
168 |
params = cp + 1; |
169 |
break; |
170 |
} |
171 |
if (!strcmp (buf, "image_info")) |
172 |
send_image_info (ns, params); |
173 |
else if (!strcmp (buf, "image_sums")) |
174 |
send_image_sums (ns, params); |
175 |
else if (!strcmp (buf, "skill_info")) |
176 |
send_skill_info (ns, params); |
177 |
else if (!strcmp (buf, "spell_paths")) |
178 |
send_spell_paths (ns, params); |
179 |
else |
180 |
Write_String_To_Socket (ns, bigbuf, len); |
181 |
} |
182 |
|
183 |
/** |
184 |
* Handle client input. |
185 |
* |
186 |
* HandleClient is actually not named really well - we only get here once |
187 |
* there is input, so we don't do exception or other stuff here. |
188 |
* sock is the output socket information. pl is the player associated |
189 |
* with this socket, null if no player (one of the init_sockets for just |
190 |
* starting a connection) |
191 |
*/ |
192 |
|
193 |
void |
194 |
HandleClient (NewSocket * ns, player *pl) |
195 |
{ |
196 |
int len = 0, i, cnt; |
197 |
char *data; |
198 |
|
199 |
/* Loop through this - maybe we have several complete packets here. */ |
200 |
// limit to a few commands only, though, as to not monopolise the server |
201 |
for (cnt = 16; cnt--;) |
202 |
{ |
203 |
/* If it is a player, and they don't have any speed left, we |
204 |
* return, and will read in the data when they do have time. |
205 |
*/ |
206 |
if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) |
207 |
{ |
208 |
return; |
209 |
} |
210 |
|
211 |
i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1); |
212 |
|
213 |
if (i < 0) |
214 |
{ |
215 |
#ifdef ESRV_DEBUG |
216 |
LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None")); |
217 |
#endif |
218 |
/* Caller will take care of cleaning this up */ |
219 |
ns->status = Ns_Dead; |
220 |
return; |
221 |
} |
222 |
/* Still dont have a full packet */ |
223 |
if (i == 0) |
224 |
return; |
225 |
|
226 |
// //D//TODO//temporarily log long commands |
227 |
// if (ns->inbuf.len >= 40 && pl && pl->ob) |
228 |
// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2); |
229 |
|
230 |
/* First, break out beginning word. There are at least |
231 |
* a few commands that do not have any paremeters. If |
232 |
* we get such a command, don't worry about trying |
233 |
* to break it up. |
234 |
*/ |
235 |
data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' '); |
236 |
if (data) |
237 |
{ |
238 |
*data = '\0'; |
239 |
data++; |
240 |
len = ns->inbuf.len - (data - (char *) ns->inbuf.buf); |
241 |
} |
242 |
else |
243 |
len = 0; |
244 |
|
245 |
ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */ |
246 |
for (i = 0; nscommands[i].cmdname != NULL; i++) |
247 |
{ |
248 |
if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0) |
249 |
{ |
250 |
nscommands[i].cmdproc ((char *) data, len, ns); |
251 |
ns->inbuf.len = 0; |
252 |
return; //D// not doing this causes random memory corruption |
253 |
goto next_packet; |
254 |
} |
255 |
} |
256 |
/* Player must be in the playing state or the flag on the |
257 |
* the command must be zero for the user to use the command - |
258 |
* otherwise, a player cam save, be in the play_again state, and |
259 |
* the map they were on gets swapped out, yet things that try to look |
260 |
* at the map causes a crash. If the command is valid, but |
261 |
* one they can't use, we still swallow it up. |
262 |
*/ |
263 |
if (pl) |
264 |
for (i = 0; plcommands[i].cmdname != NULL; i++) |
265 |
{ |
266 |
if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0) |
267 |
{ |
268 |
if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1)) |
269 |
plcommands[i].cmdproc ((char *) data, len, pl); |
270 |
ns->inbuf.len = 0; |
271 |
//D// not doing this causes random memory corruption |
272 |
if (plcommands[i].flag & 2) |
273 |
goto next_packet; |
274 |
return; |
275 |
} |
276 |
} |
277 |
/* If we get here, we didn't find a valid command. Logging |
278 |
* this might be questionable, because a broken client/malicious |
279 |
* user could certainly send a whole bunch of invalid commands. |
280 |
*/ |
281 |
LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2); |
282 |
next_packet: |
283 |
; |
284 |
} |
285 |
} |
286 |
|
287 |
|
288 |
/***************************************************************************** |
289 |
* |
290 |
* Low level socket looping - select calls and watchdog udp packet |
291 |
* sending. |
292 |
* |
293 |
******************************************************************************/ |
294 |
|
295 |
#ifdef WATCHDOG |
296 |
|
297 |
/** |
298 |
* Tell watchdog that we are still alive |
299 |
* |
300 |
* I put the function here since we should hopefully already be getting |
301 |
* all the needed include files for socket support |
302 |
*/ |
303 |
|
304 |
void |
305 |
watchdog (void) |
306 |
{ |
307 |
static int fd = -1; |
308 |
static struct sockaddr_in insock; |
309 |
|
310 |
if (fd == -1) |
311 |
{ |
312 |
struct protoent *protoent; |
313 |
|
314 |
if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1) |
315 |
{ |
316 |
return; |
317 |
} |
318 |
insock.sin_family = AF_INET; |
319 |
insock.sin_port = htons ((unsigned short) 13325); |
320 |
insock.sin_addr.s_addr = inet_addr ("127.0.0.1"); |
321 |
} |
322 |
sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock)); |
323 |
} |
324 |
#endif |
325 |
|
326 |
void |
327 |
flush_sockets (void) |
328 |
{ |
329 |
player *pl; |
330 |
|
331 |
for (pl = first_player; pl != NULL; pl = pl->next) |
332 |
if (pl->socket.status != Ns_Dead) |
333 |
Socket_Flush (&pl->socket); |
334 |
} |
335 |
|
336 |
/** |
337 |
* This checks the sockets for input and exceptions, does the right thing. |
338 |
* |
339 |
* A bit of this code is grabbed out of socket.c |
340 |
* There are 2 lists we need to look through - init_sockets is a list |
341 |
* |
342 |
*/ |
343 |
void |
344 |
doeric_server (void) |
345 |
{ |
346 |
int i, pollret; |
347 |
fd_set tmp_read, tmp_exceptions, tmp_write; |
348 |
struct sockaddr_in addr; |
349 |
socklen_t addrlen = sizeof (struct sockaddr); |
350 |
player *pl, *next; |
351 |
|
352 |
#ifdef CS_LOGSTATS |
353 |
if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) |
354 |
write_cs_stats (); |
355 |
#endif |
356 |
|
357 |
FD_ZERO (&tmp_read); |
358 |
FD_ZERO (&tmp_write); |
359 |
FD_ZERO (&tmp_exceptions); |
360 |
|
361 |
for (i = 0; i < socket_info.allocated_sockets; i++) |
362 |
{ |
363 |
if (init_sockets[i].status == Ns_Dead) |
364 |
{ |
365 |
free_newsocket (&init_sockets[i]); |
366 |
init_sockets[i].status = Ns_Avail; |
367 |
socket_info.nconns--; |
368 |
} |
369 |
else if (init_sockets[i].status != Ns_Avail) |
370 |
{ |
371 |
FD_SET ((uint32) init_sockets[i].fd, &tmp_read); |
372 |
FD_SET ((uint32) init_sockets[i].fd, &tmp_write); |
373 |
FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions); |
374 |
} |
375 |
} |
376 |
|
377 |
/* Go through the players. Let the loop set the next pl value, |
378 |
* since we may remove some |
379 |
*/ |
380 |
for (pl = first_player; pl != NULL;) |
381 |
{ |
382 |
if (pl->socket.status == Ns_Dead) |
383 |
{ |
384 |
player *npl = pl->next; |
385 |
|
386 |
save_player (pl->ob, 0); |
387 |
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
388 |
{ |
389 |
terminate_all_pets (pl->ob); |
390 |
remove_ob (pl->ob); |
391 |
} |
392 |
leave (pl, 1); |
393 |
final_free_player (pl); |
394 |
pl = npl; |
395 |
} |
396 |
else |
397 |
{ |
398 |
FD_SET ((uint32) pl->socket.fd, &tmp_read); |
399 |
FD_SET ((uint32) pl->socket.fd, &tmp_write); |
400 |
FD_SET ((uint32) pl->socket.fd, &tmp_exceptions); |
401 |
pl = pl->next; |
402 |
} |
403 |
} |
404 |
|
405 |
/* Reset timeout each time, since some OS's will change the values on |
406 |
* the return from select. |
407 |
*/ |
408 |
socket_info.timeout.tv_sec = 0; |
409 |
socket_info.timeout.tv_usec = 0; |
410 |
|
411 |
pollret = select (socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &socket_info.timeout); |
412 |
|
413 |
if (pollret == -1) |
414 |
{ |
415 |
LOG (llevError, "select failed: %s\n", strerror (errno)); |
416 |
return; |
417 |
} |
418 |
|
419 |
/* We need to do some of the processing below regardless */ |
420 |
|
421 |
/* if (!pollret) return;*/ |
422 |
|
423 |
/* Following adds a new connection */ |
424 |
if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read)) |
425 |
{ |
426 |
int newsocknum = 0; |
427 |
|
428 |
#ifdef ESRV_DEBUG |
429 |
LOG (llevDebug, "doeric_server: New Connection\n"); |
430 |
#endif |
431 |
/* If this is the case, all sockets currently in used */ |
432 |
if (socket_info.allocated_sockets <= socket_info.nconns) |
433 |
{ |
434 |
init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1)); |
435 |
if (!init_sockets) |
436 |
fatal (OUT_OF_MEMORY); |
437 |
newsocknum = socket_info.allocated_sockets; |
438 |
socket_info.allocated_sockets++; |
439 |
init_sockets[newsocknum].faces_sent_len = nrofpixmaps; |
440 |
init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent)); |
441 |
if (!init_sockets[newsocknum].faces_sent) |
442 |
fatal (OUT_OF_MEMORY); |
443 |
init_sockets[newsocknum].status = Ns_Avail; |
444 |
} |
445 |
else |
446 |
{ |
447 |
int j; |
448 |
|
449 |
for (j = 1; j < socket_info.allocated_sockets; j++) |
450 |
if (init_sockets[j].status == Ns_Avail) |
451 |
{ |
452 |
newsocknum = j; |
453 |
break; |
454 |
} |
455 |
} |
456 |
init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen); |
457 |
if (init_sockets[newsocknum].fd == -1) |
458 |
{ |
459 |
LOG (llevError, "accept failed: %s\n", strerror (errno)); |
460 |
} |
461 |
else |
462 |
{ |
463 |
char buf[MAX_BUF]; |
464 |
long ip; |
465 |
NewSocket *ns; |
466 |
|
467 |
ns = &init_sockets[newsocknum]; |
468 |
|
469 |
ip = ntohl (addr.sin_addr.s_addr); |
470 |
sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255); |
471 |
|
472 |
if (checkbanned (NULL, buf)) |
473 |
{ |
474 |
LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf); |
475 |
close (init_sockets[newsocknum].fd); |
476 |
init_sockets[newsocknum].fd = -1; |
477 |
} |
478 |
else |
479 |
{ |
480 |
InitConnection (ns, buf); |
481 |
socket_info.nconns++; |
482 |
} |
483 |
} |
484 |
} |
485 |
|
486 |
/* Check for any exceptions/input on the sockets */ |
487 |
if (pollret) |
488 |
for (i = 1; i < socket_info.allocated_sockets; i++) |
489 |
{ |
490 |
if (init_sockets[i].status == Ns_Avail) |
491 |
continue; |
492 |
if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions)) |
493 |
{ |
494 |
free_newsocket (&init_sockets[i]); |
495 |
init_sockets[i].status = Ns_Avail; |
496 |
socket_info.nconns--; |
497 |
continue; |
498 |
} |
499 |
if (FD_ISSET (init_sockets[i].fd, &tmp_read)) |
500 |
{ |
501 |
HandleClient (&init_sockets[i], NULL); |
502 |
} |
503 |
if (FD_ISSET (init_sockets[i].fd, &tmp_write)) |
504 |
{ |
505 |
init_sockets[i].can_write = 1; |
506 |
} |
507 |
} |
508 |
|
509 |
/* This does roughly the same thing, but for the players now */ |
510 |
for (pl = first_player; pl != NULL; pl = next) |
511 |
{ |
512 |
|
513 |
next = pl->next; |
514 |
if (pl->socket.status == Ns_Dead) |
515 |
continue; |
516 |
|
517 |
if (FD_ISSET (pl->socket.fd, &tmp_write)) |
518 |
{ |
519 |
if (!pl->socket.can_write) |
520 |
{ |
521 |
#if 0 |
522 |
LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name); |
523 |
#endif |
524 |
pl->socket.can_write = 1; |
525 |
write_socket_buffer (&pl->socket); |
526 |
} |
527 |
/* if we get an error on the write_socket buffer, no reason to |
528 |
* continue on this socket. |
529 |
*/ |
530 |
if (pl->socket.status == Ns_Dead) |
531 |
continue; |
532 |
} |
533 |
else |
534 |
pl->socket.can_write = 0; |
535 |
|
536 |
if (FD_ISSET (pl->socket.fd, &tmp_exceptions)) |
537 |
{ |
538 |
save_player (pl->ob, 0); |
539 |
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
540 |
{ |
541 |
terminate_all_pets (pl->ob); |
542 |
remove_ob (pl->ob); |
543 |
} |
544 |
leave (pl, 1); |
545 |
final_free_player (pl); |
546 |
} |
547 |
else |
548 |
{ |
549 |
HandleClient (&pl->socket, pl); |
550 |
/* If the player has left the game, then the socket status |
551 |
* will be set to this be the leave function. We don't |
552 |
* need to call leave again, as it has already been called |
553 |
* once. |
554 |
*/ |
555 |
if (pl->socket.status == Ns_Dead) |
556 |
{ |
557 |
save_player (pl->ob, 0); |
558 |
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
559 |
{ |
560 |
terminate_all_pets (pl->ob); |
561 |
remove_ob (pl->ob); |
562 |
} |
563 |
leave (pl, 1); |
564 |
final_free_player (pl); |
565 |
} |
566 |
else |
567 |
{ |
568 |
|
569 |
/* Update the players stats once per tick. More efficient than |
570 |
* sending them whenever they change, and probably just as useful |
571 |
*/ |
572 |
esrv_update_stats (pl); |
573 |
if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) |
574 |
{ |
575 |
esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); |
576 |
if (pl->last_weight != WEIGHT (pl->ob)) |
577 |
LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", |
578 |
(unsigned long) pl->last_weight, WEIGHT (pl->ob)); |
579 |
} |
580 |
/* draw_client_map does sanity checking that map is |
581 |
* valid, so don't do it here. |
582 |
*/ |
583 |
draw_client_map (pl->ob); |
584 |
if (pl->socket.update_look) |
585 |
esrv_draw_look (pl->ob); |
586 |
} |
587 |
} |
588 |
} |
589 |
} |