Compiler fixes in State classes
This commit is contained in:
parent
fdb7a7e1b6
commit
af85a6efdc
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@ -213,7 +213,7 @@
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<ClCompile Include="GameClientState\LevelLoader\ParseFunctions.cpp" />
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<ClCompile Include="GameClientState\LevelLoader\ParseFunctions.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\LoginState.cpp" />
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<ClCompile Include="GameClientState\MainState.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameClientRecieverFunc.h" />
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<ClInclude Include="GameClientRecieverFunc.h" />
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@ -232,7 +232,7 @@
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<ClInclude Include="GameClientState\LevelLoader\Loader.h" />
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<ClInclude Include="GameClientState\LevelLoader\Loader.h" />
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<ClInclude Include="GameClientState\LevelLoader\ObjectDefines.h" />
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<ClInclude Include="GameClientState\LevelLoader\ObjectDefines.h" />
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<ClInclude Include="GameClientState\LevelLoader\ParseFunctions.h" />
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<ClInclude Include="GameClientState\LevelLoader\ParseFunctions.h" />
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<ClInclude Include="GameClientState\LoginState.h" />
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<ClInclude Include="GameClientState\MainState.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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@ -5,7 +5,7 @@
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#include "GameClientState/GameClientState.h"
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#include "GameClientState/GameClientState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LoginState.h"
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#include "GameClientState\MainState.h"
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#include "GameClientState\LanMenuState.h"
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#include "GameClientState\LanMenuState.h"
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#include <Protocols.h>
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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@ -18,7 +18,9 @@
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#include "GameClientRecieverFunc.h"
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#include "GameClientRecieverFunc.h"
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#include "../Misc/EventHandler/EventHandler.h"
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#include "../Misc/EventHandler/EventHandler.h"
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using namespace Oyster::Event;
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using namespace ::Oyster::Event;
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using namespace ::Utility::DynamicMemory;
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namespace DanBias
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namespace DanBias
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{
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{
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@ -29,20 +31,15 @@ namespace DanBias
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{
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{
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public:
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public:
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DanBiasGamePrivateData()
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DanBiasGamePrivateData() {}
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{
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}
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~DanBiasGamePrivateData() {}
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~DanBiasGamePrivateData()
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{
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}
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public:
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public:
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WindowShell* window;
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WindowShell* window;
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InputClass* inputObj;
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InputClass* inputObj;
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Utility::WinTimer timer;
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Utility::WinTimer timer;
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GameRecieverObject* recieverObj;
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UniquePointer<Client::GameClientState> state;
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bool serverOwner;
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bool serverOwner;
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} data;
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} data;
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@ -69,12 +66,12 @@ namespace DanBias
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if( FAILED( InitInput() ) )
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if( FAILED( InitInput() ) )
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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m_data->recieverObj = new GameRecieverObject;
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//m_data->serverOwner = false;
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m_data->serverOwner = false;
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// Start in lobby state
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LoginState();
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m_data->state = new Client::MainState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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if( !m_data->state->Init() )
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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m_data->timer.reset();
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m_data->timer.reset();
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@ -9,7 +9,6 @@
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#include "GameClientState\GameClientState.h"
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#include "GameClientState\GameClientState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\GameState.h"
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#include <Utilities.h>
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#include <Utilities.h>
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namespace DanBias
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namespace DanBias
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@ -5,7 +5,6 @@ namespace DanBias
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{
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{
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namespace Client
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namespace Client
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{
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{
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struct ModelInitData
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struct ModelInitData
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{
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{
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int id;
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int id;
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@ -16,34 +15,50 @@ namespace DanBias
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bool visible;
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bool visible;
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};
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};
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class C_Object
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class C_Object
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{
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{
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private:
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private:
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Oyster::Math::Float4x4 world;
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Oyster::Math::Float4x4 world;
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Oyster::Math::Float3 position;
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Oyster::Math::Float3 position;
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Oyster::Math::Quaternion rotation;
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Oyster::Math::Quaternion rotation;
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Oyster::Math::Float3 scale;
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Oyster::Math::Float3 scale;
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Oyster::Graphics::Model::Model *model;
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Oyster::Graphics::Model::Model *model;
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int id;
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int id;
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void updateWorld();
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void updateWorld();
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public:
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public:
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virtual void Init(ModelInitData modelInit);
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virtual void Init(ModelInitData modelInit);
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void setWorld(Oyster::Math::Float4x4 world);
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void setWorld(Oyster::Math::Float4x4 world);
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Oyster::Math::Float4x4 getWorld() const;
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Oyster::Math::Float4x4 getWorld() const;
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void setPos(Oyster::Math::Float3 newPos);
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void setPos(Oyster::Math::Float3 newPos);
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Oyster::Math::Float3 getPos() const;
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Oyster::Math::Float3 getPos() const;
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void addPos(Oyster::Math::Float3 deltaPos);
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void addPos(Oyster::Math::Float3 deltaPos);
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void setRot(Oyster::Math::Quaternion newRot);
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void setRot(Oyster::Math::Quaternion newRot);
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Oyster::Math::Quaternion getRotation() const;
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Oyster::Math::Quaternion getRotation() const;
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void addRot(Oyster::Math::Quaternion deltaRot);
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void addRot(Oyster::Math::Quaternion deltaRot);
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void setScale(Oyster::Math::Float3 newScale);
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void setScale(Oyster::Math::Float3 newScale);
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void addScale(Oyster::Math::Float3 deltaScale);
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void addScale(Oyster::Math::Float3 deltaScale);
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Oyster::Math::Float3 getScale() const;
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Oyster::Math::Float3 getScale() const;
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virtual void Render();
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virtual void Release();
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virtual int GetId() const;
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};
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}
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}
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namespace Utility { namespace DynamicMemory
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{ // template specializationto allowuse of dynamicmemory tools
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template<>
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inline void SafeDeleteInstance( ::DanBias::Client::C_Object *dynamicInstance )
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{
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if( dynamicInstance )
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{
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dynamicInstance->Release();
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delete dynamicInstance;
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}
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}
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} }
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virtual void Render();
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virtual void Release();
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virtual int GetId() const;
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};};};
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#endif
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#endif
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#include "GameClientState.h"
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#include "GameClientState.h"
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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using namespace ::Oyster::Network;
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GameClientState::GameClientState(void)
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GameClientState::GameClientState(void)
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{
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{
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}
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}
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GameClientState::~GameClientState(void)
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GameClientState::~GameClientState(void)
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{
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{
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}
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}
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void DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{ /* do nothing */ }
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namespace DanBias { namespace Client
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namespace DanBias { namespace Client
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{
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{
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class GameClientState : public ::Oyster::Network::NetworkClient
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class GameClientState
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{
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{
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public:
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public:
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enum ClientState
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enum ClientState
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@ -27,6 +27,8 @@ namespace DanBias { namespace Client
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virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
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virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
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virtual bool Render() = 0;
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virtual bool Render() = 0;
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virtual bool Release() = 0;
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virtual bool Release() = 0;
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virtual void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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};
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};
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} }
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} }
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#endif
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#endif
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@ -491,7 +491,7 @@ int FindObject( const DynamicArray<SmartPointer<C_Object>> &collection, int id )
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return -1;
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return -1;
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}
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}
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void GameState::DataRecieved( NetEvent<NetworkClient*, ClientEventArgs> e )
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void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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{
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CustomNetProtocol data = e.args.data.protocol;
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CustomNetProtocol data = e.args.data.protocol;
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short ID = data[0].value.netShort; // fetching the id data.
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short ID = data[0].value.netShort; // fetching the id data.
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@ -52,7 +52,7 @@ namespace Client
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bool Render()override;
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bool Render()override;
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bool Release()override;
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bool Release()override;
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void DataRecieved( ::Oyster::Network::NetEvent<NetworkClient*, ClientEventArgs> e );
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void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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};
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};
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}
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}
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}
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}
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#include "LobbyState.h"
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#include "LobbyState.h"
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#include "GameState.h"
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#include "GameState.h"
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#include "../GameClientRecieverFunc.h"
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#include "../Network/NetworkAPI/NetworkClient.h"
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#include <GameServerAPI.h>
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Network;
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struct LanMenuState::myData
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struct LanMenuState::myData
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{
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{
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C_Object* object[2];
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C_Object* object[2];
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int modelCount;
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int modelCount;
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GameRecieverObject* recieverObj;
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NetworkClient* recieverObj;
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bool serverOwner;
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bool serverOwner;
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// UI object
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// UI object
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@ -135,7 +135,7 @@ bool LobbyState::Release()
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Network;
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void LobbyState::DataRecieved( NetEvent<NetworkClient*, ClientEventArgs> e )
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void LobbyState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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{
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CustomNetProtocol data = e.args.data.protocol;
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CustomNetProtocol data = e.args.data.protocol;
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short ID = data[0].value.netShort; // fetching the id data.
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short ID = data[0].value.netShort; // fetching the id data.
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bool Render();
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bool Render();
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bool Release();
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bool Release();
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void DataRecieved( ::Oyster::Network::NetEvent<NetworkClient*, ClientEventArgs> e );
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void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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};
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};
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}
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}
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}
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}
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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#include <GameServerAPI.h>
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#include "NetworkClient.h"
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using namespace DanBias::Client;
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Network;
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using namespace ::Utility::DynamicMemory;
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struct MainState::myData
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struct MainState::MyData
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{
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{
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myData(){}
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MyData() {}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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Float4x4 view;
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C_Object* object[2];
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Float4x4 proj;
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UniquePointer<C_Object> object[2];
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int modelCount;
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int modelCount;
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// UI object
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NetworkClient *nwClient;
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// game client*
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};
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} privData;
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MainState::MainState(void) {}
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MainState::MainState(void) {}
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MainState::~MainState(void) {}
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MainState::~MainState(void) {}
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bool MainState::Init(Oyster::Network::NetworkClient* nwClient)
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bool MainState::Init( NetworkClient* nwClient )
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{
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{
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privData = new myData();
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this->privData = new MyData();
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this->nwClient = nwClient;
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// load models
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// load models
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LoadModels(L"UImodels.txt");
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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InitCamera( Float3(0.0f, 0.0f, 5.4f) );
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return true;
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return true;
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}
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}
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bool MainState::LoadModels(std::wstring file)
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bool MainState::LoadModels(std::wstring file)
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{
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(0,0,5);
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plight.Pos = Float3(0,0,5);
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plight.Color = Oyster::Math::Float3(1,1,1);
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plight.Color = Float3(1,1,1);
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plight.Radius = 100;
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plight.Radius = 100;
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plight.Bright = 1;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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Oyster::Graphics::API::AddLight(plight);
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@ -48,30 +53,30 @@ bool MainState::LoadModels(std::wstring file)
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ModelInitData modelData;
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ModelInitData modelData;
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modelData.rotation = Oyster::Math::Quaternion::identity;
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modelData.rotation = Quaternion::identity;
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modelData.scale = Oyster::Math::Float3(1,1,1);
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modelData.scale = Float3(1,1,1);
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modelData.visible = true;
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modelData.visible = true;
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modelData.modelPath = L"box.dan";
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modelData.modelPath = L"box.dan";
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modelData.position = Oyster::Math::Float3(2,2,2);
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modelData.position = Float3(2,2,2);
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privData->object[0] = new C_StaticObj();
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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privData->object[0]->Init(modelData);
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modelData.position = Oyster::Math::Float3(-2,0,-2);
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modelData.position = Float3(-2,0,-2);
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privData->object[1] = new C_StaticObj();
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privData->object[1] = new C_StaticObj();
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privData->object[1]->Init(modelData);
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privData->object[1]->Init(modelData);
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return true;
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return true;
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}
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}
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bool MainState::InitCamera(Oyster::Math::Float3 startPos)
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bool MainState::InitCamera(Float3 startPos)
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{
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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privData->proj = ProjectionMatrix_Perspective(pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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//privData->proj = ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = OrientationMatrix_LookAtDirection(Float3(0,0,-1),Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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privData->view = InverseOrientationMatrix(privData->view);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -93,9 +98,9 @@ GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyI
|
||||||
DanBias::GameServerAPI::ServerInitiate(desc);
|
DanBias::GameServerAPI::ServerInitiate(desc);
|
||||||
DanBias::GameServerAPI::ServerStart();
|
DanBias::GameServerAPI::ServerStart();
|
||||||
// my ip
|
// my ip
|
||||||
nwClient->Connect(15152, "127.0.0.1");
|
this->privData->nwClient->Connect(15152, "127.0.0.1");
|
||||||
|
|
||||||
if (!nwClient->IsConnected())
|
if (!this->privData->nwClient->IsConnected())
|
||||||
{
|
{
|
||||||
// failed to connect
|
// failed to connect
|
||||||
return ClientState_Same;
|
return ClientState_Same;
|
||||||
|
@ -106,10 +111,10 @@ GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyI
|
||||||
if( KeyInput->IsKeyPressed(DIK_J))
|
if( KeyInput->IsKeyPressed(DIK_J))
|
||||||
{
|
{
|
||||||
// game ip
|
// game ip
|
||||||
nwClient->Connect(15152, "127.0.0.1");
|
this->privData->nwClient->Connect(15152, "127.0.0.1");
|
||||||
//nwClient->Connect(15152, "83.254.217.248");
|
//nwClient->Connect(15152, "83.254.217.248");
|
||||||
|
|
||||||
if (!nwClient->IsConnected())
|
if (!this->privData->nwClient->IsConnected())
|
||||||
{
|
{
|
||||||
// failed to connect
|
// failed to connect
|
||||||
return ClientState_Same;
|
return ClientState_Same;
|
||||||
|
|
|
@ -12,13 +12,12 @@ namespace DanBias
|
||||||
class MainState : public GameClientState
|
class MainState : public GameClientState
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
Oyster::Network::NetworkClient* nwClient;
|
struct MyData;
|
||||||
struct myData;
|
::Utility::DynamicMemory::UniquePointer<MyData> privData;
|
||||||
myData* privData;
|
|
||||||
public:
|
public:
|
||||||
MainState(void);
|
MainState(void);
|
||||||
~MainState(void);
|
~MainState(void);
|
||||||
bool Init(Oyster::Network::NetworkClient* nwClient);
|
bool Init( Oyster::Network::NetworkClient* nwClient );
|
||||||
bool LoadModels(std::wstring file);
|
bool LoadModels(std::wstring file);
|
||||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
bool InitCamera(Oyster::Math::Float3 startPos);
|
||||||
ClientState Update(float deltaTime, InputClass* KeyInput);
|
ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||||
|
@ -26,7 +25,7 @@ namespace DanBias
|
||||||
bool Render();
|
bool Render();
|
||||||
bool Release();
|
bool Release();
|
||||||
|
|
||||||
void DataRecieved( ::Oyster::Network::NetEvent<NetworkClient*, ClientEventArgs> e );
|
void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue