]> Dogcows Code - chaz/carfire/blobdiff - Project06/CS 3505 Project 06/CS 3505 Project 06/NetworkGame.cs
Chat implemented. Needs testing.
[chaz/carfire] / Project06 / CS 3505 Project 06 / CS 3505 Project 06 / NetworkGame.cs
index d2b4846489967f504ac36634be1aebbaed6f54b1..03b6e90481812e40680b720009379c554f43b089 100644 (file)
@@ -11,64 +11,56 @@ using Microsoft.Xna.Framework.Input;
 \r
 namespace CS_3505_Project_06\r
 {\r
+    /// <summary>\r
+    /// A manager class to handle network interactions between peers and\r
+    /// lobby/game switching.\r
+    /// </summary>\r
     public class NetworkGame\r
     {\r
-        NetworkSession mNetworkSession;\r
-\r
-        ILobby mLobby;\r
-        IDeterministicGame mGame;\r
-\r
-        TimeSpan mTargetTimeSpan = new TimeSpan(166666);\r
-        public TimeSpan TargetTimeSpan\r
-        {\r
-            get\r
-            {\r
-                return mTargetTimeSpan;\r
-            }\r
-        }\r
-\r
-        List<Keys> lastPressedKeys;\r
-        bool lastButtonPressed;\r
-\r
-        Object[] playerIdentifiers = { "One", "Two", "Three", "Four" };  // Any objects will do, strings are easy to debug.\r
-\r
-        // For debugging\r
-\r
-        Object activePlayer;\r
-        bool paused;\r
-        long lastAutoPause;\r
-\r
-        public SpriteFont font;\r
-\r
-\r
+        /// <summary>\r
+        /// Called when a session has been created or joined using CreateSession() or JoinSession().\r
+        /// </summary>\r
+        /// <param name="session">The new session that was created or joined.</param>\r
+        /// <param name="networkGame">The NetworkGame that joined the session.</param>\r
+        public delegate void JoinedSessionDelegate(NetworkSession session, NetworkGame networkGame);\r
+\r
+        /// <summary>\r
+        /// Called when sessions are found as a result of calling FindSessions().\r
+        /// </summary>\r
+        /// <param name="sessions">A container of the available sessions.</param>\r
+        /// <param name="networkGame">The NetworkGame that searched for the sessions.</param>\r
+        public delegate void FoundSessionsDelegate(AvailableNetworkSessionCollection sessions, NetworkGame networkGame);\r
+\r
+\r
+        /// <summary>\r
+        /// Construct a NetworkGame with a lobby and a game.\r
+        /// </summary>\r
+        /// <param name="lobby">Provides an associated lobby to update and draw.</param>\r
+        /// <param name="game">Provides a game object to be played over the network.</param>\r
         public NetworkGame(ILobby lobby, IDeterministicGame game)\r
         {\r
             Debug.Assert(lobby != null && game != null);\r
 \r
             mLobby = lobby;\r
             mGame = game;\r
-\r
-            // Begin: Test harness stuff\r
-            lastPressedKeys = new List<Keys>();\r
-            activePlayer = playerIdentifiers[0];\r
-            paused = false;\r
-\r
-            // Reset the game - indicate that player #1 (player 0) owns this instance of the game.\r
-\r
-            mGame.ResetGame(playerIdentifiers, playerIdentifiers[0]);\r
         }\r
 \r
 \r
+        /// <summary>\r
+        /// Get the Gamer object for the local player.\r
+        /// </summary>\r
         public LocalNetworkGamer LocalGamer\r
         {\r
             get\r
             {\r
+                // TODO: Is this the correct way to get the single local gamer?\r
                 return mNetworkSession.LocalGamers[0];\r
             }\r
         }\r
 \r
-        // I added this as I needed a way to display all gamers not just the first gamer\r
-        //    -Brady\r
+        /// <summary>\r
+        /// Get all the gamers associated with the active network session.\r
+        /// </summary>\r
         public GamerCollection<NetworkGamer> NetworkGamers\r
         {\r
             get\r
@@ -78,52 +70,99 @@ namespace CS_3505_Project_06
         }\r
 \r
 \r
-        public NetworkSession CreateSession()\r
+        /// <summary>\r
+        /// Begin a new network session with the local gamer as the host.  You must not\r
+        /// call this method or use JoinSession without first using LeaveSession.\r
+        /// </summary>\r
+        /// <param name="callback">The delegate/method to call when the session is created.</param>\r
+        public void CreateSession(JoinedSessionDelegate callback)\r
         {\r
-            return CreateSession(mGame.MaximumSupportedPlayers);\r
+            CreateSession(mGame.MaximumSupportedPlayers, callback);\r
         }\r
 \r
-        public NetworkSession CreateSession(int maxGamers)\r
+        /// <summary>\r
+        /// Begin a new network session with the local gamer as the host.  You must not\r
+        /// call this method or use JoinSession without first using LeaveSession.\r
+        /// </summary>\r
+        /// <param name="maxGamers">Provide the maximum number of players allowed to connect.</param>\r
+        /// <param name="callback">The delegate/method to call when the session is created.</param>\r
+        public void CreateSession(int maxGamers, JoinedSessionDelegate callback)\r
+        {\r
+            Debug.Assert(mNetworkSession == null);\r
+\r
+            mJoinedSessionDelegate = callback;\r
+            NetworkSession.BeginCreate(NetworkSessionType.SystemLink, 1, maxGamers, CreateSessionEnd, null);\r
+        }\r
+        private void CreateSessionEnd(IAsyncResult result)\r
         {\r
-            Debug.Assert(mNetworkSession == null); \r
+            Debug.Assert(mNetworkSession == null);\r
 \r
-            mNetworkSession = NetworkSession.Create(NetworkSessionType.SystemLink, 1, maxGamers);\r
+            mNetworkSession = NetworkSession.EndCreate(result);\r
             mNetworkSession.AllowHostMigration = true;\r
             mNetworkSession.AllowJoinInProgress = false;\r
 \r
-            return mNetworkSession;\r
+            mJoinedSessionDelegate(mNetworkSession, this);\r
         }\r
 \r
-        // added so I can test if sessionExists and thus be able to call things on NetworkGame safely\r
-        //    -Brady\r
-        public bool sessionExists()\r
+        /// <summary>\r
+        /// Determine whether or not the network game object is associated with any network session.\r
+        /// </summary>\r
+        /// <returns>True if there exists a NetworkSession; false otherwise.</returns>\r
+        public bool HasActiveSession\r
         {\r
-            return mNetworkSession != null;\r
+            get\r
+            {\r
+                return mNetworkSession != null;\r
+            }\r
         }\r
 \r
-        public AvailableNetworkSessionCollection FindSessions()\r
+\r
+        /// <summary>\r
+        /// Find available sessions to join.  You should not already be in a session when\r
+        /// calling this method; call LeaveSession first.\r
+        /// </summary>\r
+        /// <param name="callback">The delegate/method to call when the search finishes.</param>\r
+        public void FindSessions(FoundSessionsDelegate callback)\r
+        {\r
+            Debug.Assert(mNetworkSession == null);\r
+\r
+            mFoundSessionsDelegate = callback;\r
+            NetworkSession.BeginFind(NetworkSessionType.SystemLink, 1, null, new AsyncCallback(FindSessionsEnd), null);\r
+        }\r
+        private void FindSessionsEnd(IAsyncResult result)\r
         {\r
-            return NetworkSession.Find(NetworkSessionType.SystemLink, 1, new NetworkSessionProperties());\r
+            AvailableNetworkSessionCollection sessions = NetworkSession.EndFind(result);\r
+            mFoundSessionsDelegate(sessions, this);\r
         }\r
 \r
-        public NetworkSession JoinSession(AvailableNetworkSession availableSession)\r
+        /// <summary>\r
+        /// Join a network session found using FindSessions().  This is for joining a game that\r
+        /// somebody else has already started hosting.  You must not already be in a session.\r
+        /// </summary>\r
+        /// <param name="availableSession">Pass the session object to try to join.</param>\r
+        /// <param name="callback">The delegate/method to call when the search finishes.</param>\r
+        public void JoinSession(AvailableNetworkSession availableSession, JoinedSessionDelegate callback)\r
         {\r
             Debug.Assert(mNetworkSession == null);\r
 \r
-            mNetworkSession = NetworkSession.Join(availableSession);\r
-\r
-            return mNetworkSession;\r
+            mJoinedSessionDelegate = callback;\r
+            NetworkSession.BeginJoin(availableSession, JoinSessionEnd, null);\r
         }\r
-\r
-        // added to begin the game. I made the LobbyGUI make sure that only the host will call it when everyone is ready.\r
-        // This is already taken care of in the update method below. But it may be nice to allow the host to signal the start\r
-        // rather then having it start automatically. Just a suggestion. \r
-        //    -Brady\r
-        public void StartGame()\r
+        private void JoinSessionEnd(IAsyncResult result)\r
         {\r
-            mNetworkSession.StartGame();\r
+            Debug.Assert(mNetworkSession == null);\r
+\r
+            mNetworkSession = NetworkSession.EndJoin(result);\r
+\r
+            mJoinedSessionDelegate(mNetworkSession, this);\r
+            mJoinedSessionDelegate = null;\r
         }\r
 \r
+\r
+        /// <summary>\r
+        /// Leave and dispose of any currently associated network session.  You will find yourself\r
+        /// back in the lobby.  You must already be in a session to leave it.\r
+        /// </summary>\r
         public void LeaveSession()\r
         {\r
             Debug.Assert(mNetworkSession != null);\r
@@ -133,6 +172,9 @@ namespace CS_3505_Project_06
         }\r
 \r
 \r
+        /// <summary>\r
+        /// Set up the network session to simulate 200ms latency and 10% packet loss.\r
+        /// </summary>\r
         public void SimulateBadNetwork()\r
         {\r
             Debug.Assert(mNetworkSession != null);\r
@@ -142,6 +184,23 @@ namespace CS_3505_Project_06
         }\r
 \r
 \r
+        /// <summary>\r
+        /// Indicate that the game should begin (moving players from the lobby to the game).\r
+        /// You must call CreateSession() before calling this.\r
+        /// </summary>\r
+        public void StartGame()\r
+        {\r
+            Debug.Assert(mNetworkSession != null && mNetworkSession.IsHost);\r
+\r
+            mNetworkSession.StartGame();\r
+            mNetworkSession.ResetReady();\r
+        }\r
+\r
+\r
+        /// <summary>\r
+        /// Manages the network session and allows either the lobby or game to update.\r
+        /// </summary>\r
+        /// <param name="gameTime">Pass the time away.</param>\r
         public void Update(GameTime gameTime)\r
         {\r
             if (mNetworkSession == null)\r
@@ -151,6 +210,7 @@ namespace CS_3505_Project_06
             else\r
             {\r
                 mNetworkSession.Update();\r
+                ReadPackets();\r
 \r
                 if (mNetworkSession.SessionState == NetworkSessionState.Lobby)\r
                 {\r
@@ -168,115 +228,319 @@ namespace CS_3505_Project_06
                 }\r
                 else if (mNetworkSession.SessionState == NetworkSessionState.Playing)\r
                 {\r
-                    // TODO: in-game update stuff\r
-                    UpdateTestHarness(gameTime);\r
-\r
-                    mGame.Update(mTargetTimeSpan);\r
+                    if (HaveNeededEvents)\r
+                    {\r
+                        if (IsLatencyAdjustmentFrame) AdjustLatency();\r
+                        mStallCount = 0;\r
+                        SendLocalEvents();\r
+                        ApplyEvents();\r
+                        mGame.Update(mTargetTimeSpan);\r
+                    }\r
+                    else // Stall!\r
+                    {\r
+                    }\r
                 }\r
             }\r
         }\r
 \r
+        /// <summary>\r
+        /// Allows either the lobby or the game to draw, depending on the state\r
+        /// of the network connection and whether or not a game is in progress.\r
+        /// </summary>\r
+        /// <param name="gameTime">Pass the time away.</param>\r
+        /// <param name="spriteBatch">The sprite batch.</param>\r
         public void Draw(GameTime gameTime, SpriteBatch spriteBatch)\r
         {\r
-            mLobby.Draw(spriteBatch);\r
-            DrawTestHarness(gameTime, spriteBatch);\r
+            if (mNetworkSession == null)\r
+            {\r
+                mLobby.Draw(spriteBatch);\r
+            }\r
+            else\r
+            {\r
+                if (mNetworkSession.SessionState == NetworkSessionState.Lobby)\r
+                {\r
+                    mLobby.Draw(spriteBatch);\r
+                }\r
+                else if (mNetworkSession.SessionState == NetworkSessionState.Playing)\r
+                {\r
+                    mLobby.Draw(spriteBatch);\r
+                }\r
+            }\r
         }\r
 \r
 \r
+        /// <summary>\r
+        /// Get the chat messages that have been receive since the last time this\r
+        /// method was called.\r
+        /// </summary>\r
+        /// <returns>List container of the chat messages.</returns>\r
+        public List<ChatPacket> ReceiveChats()\r
+        {\r
+            List<ChatPacket> chats = mChatPackets;\r
+            mChatPackets = new List<ChatPacket>();\r
+            return chats;\r
+        }\r
 \r
+        /// <summary>\r
+        /// Send a chat message to all gamers in the session.  You should already be\r
+        /// in a session before calling this method.\r
+        /// </summary>\r
+        /// <param name="message">The text of the message.</param>\r
+        public void SendChat(String message)\r
+        {\r
+            WriteChat(message);\r
+            LocalGamer.SendData(mPacketWriter, SendDataOptions.ReliableInOrder);\r
+        }\r
 \r
-        void UpdateTestHarness(GameTime gameTime)\r
+        /// <summary>\r
+        /// Send a chat message to a specific gamer in the session.  You should already\r
+        /// be in a session before calling this method.\r
+        /// </summary>\r
+        /// <param name="message">The text of the message.</param>\r
+        /// <param name="recipient">The gamer to receive the message.</param>\r
+        public void SendChat(String message, NetworkGamer recipient)\r
         {\r
-            // Get user's input state.\r
+            WriteChat(message);\r
+            LocalGamer.SendData(mPacketWriter, SendDataOptions.ReliableInOrder, recipient);\r
+        }\r
 \r
-            KeyboardState keyState = Keyboard.GetState();\r
-            MouseState mouseState = Mouse.GetState();\r
 \r
-            // Make a list of the keys pressed or released this frame.\r
+        // Private class variable members\r
+        #region Instance Variables\r
 \r
-            List<Keys> pressedKeys = new List<Keys>();\r
-            List<Keys> releasedKeys = new List<Keys>();\r
+        NetworkSession mNetworkSession;\r
+        PacketReader mPacketReader = new PacketReader();\r
+        PacketWriter mPacketWriter = new PacketWriter();\r
 \r
-            Keys[] pressedKeysArray = keyState.GetPressedKeys();\r
-            foreach (Keys k in pressedKeysArray)\r
-                if (!lastPressedKeys.Contains(k))\r
-                    pressedKeys.Add(k);\r
-                else\r
-                    lastPressedKeys.Remove(k);\r
+        JoinedSessionDelegate mJoinedSessionDelegate;\r
+        FoundSessionsDelegate mFoundSessionsDelegate;\r
 \r
-            releasedKeys = lastPressedKeys;\r
-            lastPressedKeys = new List<Keys>(pressedKeysArray);\r
+        ILobby mLobby;\r
+        IDeterministicGame mGame;\r
 \r
-            // Get mouse button state.\r
+        List<ChatPacket> mChatPackets = new List<ChatPacket>();\r
 \r
-            bool buttonPressed = mouseState.LeftButton == ButtonState.Pressed;\r
+        List<Keys> mLastPressedKeys = new List<Keys>();\r
+        bool mLastButtonPressed;\r
+\r
+        int mLatency;\r
+        long mNextLatencyAdjustmentFrame;\r
+        int mStallCount;\r
+        int mAverageOwd;\r
 \r
-            /***** Begining of game logic. *****/\r
+        TimeSpan mTargetTimeSpan = new TimeSpan(166666);\r
+        public TimeSpan TargetTimeSpan\r
+        {\r
+            get\r
+            {\r
+                return mTargetTimeSpan;\r
+            }\r
+        }\r
+\r
+        #endregion\r
+\r
+\r
+        // Private implementation methods of the network protocol\r
+        #region Private Implementation Methods\r
+        \r
+        enum PacketType\r
+        {\r
+            Chat = 1,\r
+            Event = 2,\r
+            Stall = 3\r
+        }\r
 \r
-            // Debug - allow user on this machine to direct input to any player's state in the game.\r
+        enum EventType\r
+        {\r
+            KeyDown = 1,\r
+            KeyUp = 2,\r
+            MouseDown = 3,\r
+            MouseUp = 4,\r
+            MouseMove = 5\r
+        }\r
 \r
-            if (pressedKeys.Contains(Keys.F1)) activePlayer = playerIdentifiers[0];\r
-            if (pressedKeys.Contains(Keys.F2)) activePlayer = playerIdentifiers[1];\r
-            if (pressedKeys.Contains(Keys.F3)) activePlayer = playerIdentifiers[2];\r
-            if (pressedKeys.Contains(Keys.F4)) activePlayer = playerIdentifiers[3];\r
 \r
-            // Debug - allow user on this machine to pause/resume game state advances.\r
+        /// <summary>\r
+        /// Reinitialize the private variables in preparation for new game to start.\r
+        /// </summary>\r
+        void Reset()\r
+        {\r
+            mLatency = 1;\r
+            mNextLatencyAdjustmentFrame = 1;\r
+            mStallCount = 0;\r
+            mAverageOwd = AverageOneWayDelay;\r
 \r
-            if (pressedKeys.Contains(Keys.F12) ||\r
-                pressedKeys.Contains(Keys.P) && (keyState.IsKeyDown(Keys.LeftControl) || keyState.IsKeyDown(Keys.RightControl)))\r
+            // TODO: The game object needs to be reset, too.\r
+            //mGame.ResetGame(playerIdentifiers, playerIdentifiers[0]);\r
+        }\r
+\r
+\r
+        /// <summary>\r
+        /// Allows either the lobby or the game to draw, depending on the state\r
+        /// of the network connection and whether or not a game is in progress.\r
+        /// </summary>\r
+        /// <param name="gameTime">Pass the time away.</param>\r
+        /// <param name="spriteBatch">The sprite batch.</param>\r
+        void ReadPackets()\r
+        {\r
+            foreach (LocalNetworkGamer gamer in mNetworkSession.LocalGamers)\r
             {\r
-                paused = !paused;\r
-                return;  // Don't update on pause start or stop\r
+                while (gamer.IsDataAvailable)\r
+                {\r
+                    NetworkGamer sender;\r
+\r
+                    gamer.ReceiveData(mPacketReader, out sender);\r
+                    PacketType packetId = (PacketType)mPacketReader.ReadByte();\r
+\r
+                    switch (packetId)\r
+                    {\r
+                        case PacketType.Chat:\r
+\r
+                            short messageLength = mPacketReader.ReadInt16();\r
+                            char[] message = mPacketReader.ReadChars(messageLength);\r
+\r
+                            ChatPacket chatPacket = new ChatPacket(sender, new String(message));\r
+                            mChatPackets.Add(chatPacket);\r
+                            break;\r
+\r
+                        case PacketType.Event:\r
+\r
+                            short stallCount = mPacketReader.ReadInt16();\r
+                            short averageOwd = mPacketReader.ReadInt16();\r
+                            int frameNumber = mPacketReader.ReadInt32();\r
+                            byte numEvents = mPacketReader.ReadByte();\r
+\r
+                            for (byte i = 0; i < numEvents; ++i)\r
+                            {\r
+                                ReadEvent(mPacketReader, sender);\r
+                            }\r
+\r
+                            break;\r
+\r
+                        case PacketType.Stall:\r
+\r
+                            byte numStalledPeers = mPacketReader.ReadByte();\r
+                            byte[] stalledPeers = mPacketReader.ReadBytes(numStalledPeers);\r
+\r
+                            break;\r
+                    }\r
+                }\r
             }\r
+        }\r
 \r
-            // Debug - automatically pause every 1000 frames.\r
+        void ReadEvent(PacketReader packetReader, NetworkGamer sender)\r
+        {\r
+            EventType eventId = (EventType)packetReader.ReadByte();\r
+            long applicationFrame = packetReader.ReadInt32();\r
 \r
-            if (mGame.CurrentFrameNumber % 1000 == 0 && mGame.CurrentFrameNumber != lastAutoPause)\r
+            switch (eventId)\r
             {\r
-                paused = true;\r
-                lastAutoPause = mGame.CurrentFrameNumber;\r
-            }\r
+                case EventType.KeyDown:\r
 \r
+                    int keyCode1 = packetReader.ReadInt32();\r
 \r
-            //if (pressedKeys.Contains(Keys.Escape))\r
-              //  this.Exit();\r
+                    break;\r
 \r
-            // Game update\r
+                case EventType.KeyUp:\r
 \r
-            // Direct inputs to the game engine - only report changes.\r
+                    int keyCode2 = packetReader.ReadInt32();\r
 \r
-            foreach (Keys k in pressedKeys)\r
-                mGame.ApplyKeyInput(activePlayer, k, true);\r
+                    break;\r
 \r
-            foreach (Keys k in releasedKeys)\r
-                mGame.ApplyKeyInput(activePlayer, k, false);\r
+                case EventType.MouseDown:\r
 \r
-            mGame.ApplyMouseLocationInput(activePlayer, mouseState.X, mouseState.Y);\r
+                    byte buttonId1 = packetReader.ReadByte();\r
 \r
-            if (lastButtonPressed != buttonPressed)\r
-                mGame.ApplyMouseButtonInput(activePlayer, buttonPressed);\r
+                    break;\r
 \r
-            lastButtonPressed = buttonPressed;\r
+                case EventType.MouseUp:\r
 \r
-            if (!paused)\r
-            {\r
-                // Advance the game engine.\r
+                    byte buttonId2 = packetReader.ReadByte();\r
 \r
-                mGame.Update(mTargetTimeSpan);\r
+                    break;\r
+\r
+                case EventType.MouseMove:\r
+\r
+                    short x = packetReader.ReadInt16();\r
+                    short y = packetReader.ReadInt16();\r
+\r
+                    break;\r
             }\r
         }\r
 \r
-        void DrawTestHarness(GameTime gameTime, SpriteBatch spriteBatch)\r
+        void WriteChat(String message)\r
         {\r
+            mPacketWriter.Write((byte)PacketType.Chat);\r
+            mPacketWriter.Write((short)message.Length);\r
+            mPacketWriter.Write(message.ToCharArray());\r
+        }\r
 \r
-            // BEGIN: Test harness stuff.\r
-            if (paused && gameTime.TotalRealTime.Milliseconds < 500)\r
-                spriteBatch.DrawString(font, "-=> Paused <=-", new Vector2(10, 130), Color.White);\r
 \r
-            spriteBatch.DrawString(font, "Press [F1]...[F4] to simulate input for each player.  Click X's to end game or terminate player.", new Vector2(10, 540), Color.White);\r
-            spriteBatch.DrawString(font, "Press [ESC] to exit and [F12] to pause/unpause.  Game auto-pauses every 1000 frames.", new Vector2(10, 570), Color.White);\r
-            //END: Test harness stuff.\r
+        bool IsLatencyAdjustmentFrame\r
+        {\r
+            get\r
+            {\r
+                // TODO\r
+                return false;\r
+            }\r
+        }\r
 \r
+        void AdjustLatency()\r
+        {\r
+            // TODO\r
         }\r
+\r
+\r
+        void SendLocalEvents()\r
+        {\r
+            // TODO: Not finished.\r
+\r
+            KeyboardState keyState = Keyboard.GetState();\r
+            MouseState mouseState = Mouse.GetState();\r
+\r
+            // Make a list of the keys pressed or released this frame.\r
+\r
+            List<Keys> pressedKeys = new List<Keys>();\r
+            List<Keys> releasedKeys = new List<Keys>();\r
+\r
+            Keys[] pressedKeysArray = keyState.GetPressedKeys();\r
+            foreach (Keys k in pressedKeysArray)\r
+                if (!mLastPressedKeys.Contains(k))\r
+                    pressedKeys.Add(k);\r
+                else\r
+                    mLastPressedKeys.Remove(k);\r
+\r
+            releasedKeys = mLastPressedKeys;\r
+            mLastPressedKeys = new List<Keys>(pressedKeysArray);\r
+\r
+            bool buttonPressed = mouseState.LeftButton == ButtonState.Pressed;\r
+        }\r
+\r
+\r
+        bool HaveNeededEvents\r
+        {\r
+            get\r
+            {\r
+                // TODO\r
+                return true;\r
+            }\r
+        }\r
+\r
+        void ApplyEvents()\r
+        {\r
+            // TODO\r
+        }\r
+\r
+\r
+        int AverageOneWayDelay\r
+        {\r
+            get\r
+            {\r
+                // TODO\r
+                return 12;\r
+            }\r
+        }\r
+\r
+        #endregion\r
     }\r
 }\r
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