cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) + the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame, stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell. - LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet. Objects keep SelectForObject (minimize_object_lighting). Pins: SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap. - Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies 0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump (corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb. #176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence): NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable 100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY: docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
437 lines
18 KiB
C#
437 lines
18 KiB
C#
using System.Numerics;
|
|
using AcDream.Core.Lighting;
|
|
using Xunit;
|
|
|
|
namespace AcDream.Core.Tests.Lighting;
|
|
|
|
public sealed class LightManagerTests
|
|
{
|
|
private static LightSource MakePoint(Vector3 pos, float range, uint ownerId = 0, bool lit = true, uint cellId = 0)
|
|
=> new LightSource
|
|
{
|
|
Kind = LightKind.Point,
|
|
WorldPosition = pos,
|
|
Range = range,
|
|
IsLit = lit,
|
|
OwnerId = ownerId,
|
|
CellId = cellId,
|
|
};
|
|
|
|
private static LightSource MakeDynamic(Vector3 pos, float range, uint cellId = 0)
|
|
=> new LightSource
|
|
{
|
|
Kind = LightKind.Point,
|
|
WorldPosition = pos,
|
|
Range = range,
|
|
IsLit = true,
|
|
IsDynamic = true,
|
|
CellId = cellId,
|
|
};
|
|
|
|
[Fact]
|
|
public void Register_Unregister_TracksList()
|
|
{
|
|
var mgr = new LightManager();
|
|
var a = MakePoint(Vector3.Zero, 5f);
|
|
var b = MakePoint(new Vector3(10, 0, 0), 5f);
|
|
mgr.Register(a);
|
|
mgr.Register(b);
|
|
Assert.Equal(2, mgr.RegisteredCount);
|
|
|
|
mgr.Unregister(a);
|
|
Assert.Equal(1, mgr.RegisteredCount);
|
|
}
|
|
|
|
[Fact]
|
|
public void Register_DuplicateInstance_Idempotent()
|
|
{
|
|
var mgr = new LightManager();
|
|
var light = MakePoint(Vector3.Zero, 5f);
|
|
mgr.Register(light);
|
|
mgr.Register(light);
|
|
Assert.Equal(1, mgr.RegisteredCount);
|
|
}
|
|
|
|
[Fact]
|
|
public void Tick_SelectsByDistance_Top8()
|
|
{
|
|
var mgr = new LightManager();
|
|
// 12 lights at varying distances, all with range 100 so none filter out.
|
|
for (int i = 0; i < 12; i++)
|
|
mgr.Register(MakePoint(new Vector3(i, 0, 0), 100f));
|
|
|
|
mgr.Tick(viewerWorldPos: Vector3.Zero);
|
|
|
|
Assert.Equal(8, mgr.ActiveCount);
|
|
// Top 8 should be the closest (i=0..7).
|
|
foreach (var l in mgr.Active)
|
|
{
|
|
Assert.NotNull(l);
|
|
Assert.True(l!.WorldPosition.X <= 7f);
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void Tick_SelectsByDistance_RegardlessOfViewerRange()
|
|
{
|
|
// Retail D3D-style: candidacy is distance-only (the nearest 8). A torch
|
|
// lights its OWN surfaces — the shader applies the hard `d < range` cutoff
|
|
// PER FRAGMENT (mesh_modern.frag) — so a torch the VIEWER is standing
|
|
// outside the range of is still selected; it lights the wall it sits on.
|
|
// Replaces the old viewer-range candidacy filter that suppressed it, which
|
|
// left dungeon rooms (2227 registered torches) at activeLights≈1 / flat 0.2
|
|
// ambient — the "dungeon lighting off" report (#133 A7).
|
|
var mgr = new LightManager();
|
|
mgr.Register(MakePoint(new Vector3(20, 0, 0), range: 5f)); // viewer outside the torch's range
|
|
|
|
mgr.Tick(viewerWorldPos: Vector3.Zero);
|
|
|
|
Assert.Equal(1, mgr.ActiveCount); // selected by distance; the shader culls per-surface
|
|
}
|
|
|
|
[Fact]
|
|
public void Tick_IncludesNearbyLight()
|
|
{
|
|
var mgr = new LightManager();
|
|
// A nearby point light is selected (distance-only candidacy; the shader
|
|
// applies the per-fragment range cutoff).
|
|
mgr.Register(MakePoint(new Vector3(5, 0, 0), range: 5f));
|
|
|
|
mgr.Tick(viewerWorldPos: Vector3.Zero);
|
|
Assert.Equal(1, mgr.ActiveCount);
|
|
}
|
|
|
|
[Fact]
|
|
public void Tick_SunSlot0_PreservedAcrossTicks()
|
|
{
|
|
var mgr = new LightManager();
|
|
var sun = new LightSource { Kind = LightKind.Directional, WorldForward = -Vector3.UnitZ };
|
|
mgr.Sun = sun;
|
|
|
|
mgr.Register(MakePoint(Vector3.Zero, 100f));
|
|
mgr.Tick(Vector3.Zero);
|
|
|
|
Assert.Equal(2, mgr.ActiveCount);
|
|
Assert.Same(sun, mgr.Active[0]);
|
|
}
|
|
|
|
[Fact]
|
|
public void Tick_UnlitLight_Excluded()
|
|
{
|
|
var mgr = new LightManager();
|
|
var light = MakePoint(Vector3.Zero, 100f, lit: false);
|
|
mgr.Register(light);
|
|
|
|
mgr.Tick(Vector3.Zero);
|
|
Assert.Equal(0, mgr.ActiveCount);
|
|
|
|
// Toggle lit: should now appear.
|
|
light.IsLit = true;
|
|
mgr.Tick(Vector3.Zero);
|
|
Assert.Equal(1, mgr.ActiveCount);
|
|
}
|
|
|
|
[Fact]
|
|
public void UnregisterByOwner_RemovesAttachedLights()
|
|
{
|
|
var mgr = new LightManager();
|
|
mgr.Register(MakePoint(Vector3.Zero, 5f, ownerId: 42));
|
|
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, ownerId: 42));
|
|
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, ownerId: 99));
|
|
|
|
mgr.UnregisterByOwner(42);
|
|
Assert.Equal(1, mgr.RegisteredCount);
|
|
}
|
|
|
|
[Fact]
|
|
public void DistSq_UpdatedEachTick()
|
|
{
|
|
var mgr = new LightManager();
|
|
var light = MakePoint(new Vector3(3, 0, 4), 10f); // dist 5
|
|
mgr.Register(light);
|
|
|
|
mgr.Tick(Vector3.Zero);
|
|
Assert.Equal(25f, light.DistSq, 2);
|
|
|
|
mgr.Tick(new Vector3(3, 0, 0)); // same x, same y, z diff 4
|
|
Assert.Equal(16f, light.DistSq, 2);
|
|
}
|
|
|
|
// ── Fix B: per-object selection (minimize_object_lighting) ────────────────
|
|
|
|
[Fact]
|
|
public void BuildPointLightSnapshot_ExcludesDirectionalAndUnlit()
|
|
{
|
|
var mgr = new LightManager();
|
|
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // in
|
|
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, lit: false)); // unlit → out
|
|
mgr.Register(new LightSource { Kind = LightKind.Directional }); // sun → out
|
|
|
|
mgr.BuildPointLightSnapshot(Vector3.Zero);
|
|
|
|
Assert.Single(mgr.PointSnapshot);
|
|
Assert.Equal(1f, mgr.PointSnapshot[0].WorldPosition.X, 3);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuildPointLightSnapshot_IndexStable_InBudget()
|
|
{
|
|
var mgr = new LightManager();
|
|
// Registration order preserved when under MaxGlobalLights (no sort).
|
|
mgr.Register(MakePoint(new Vector3(100, 0, 0), 5f)); // far
|
|
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f)); // near
|
|
|
|
mgr.BuildPointLightSnapshot(Vector3.Zero);
|
|
|
|
Assert.Equal(2, mgr.PointSnapshot.Count);
|
|
Assert.Equal(100f, mgr.PointSnapshot[0].WorldPosition.X, 3); // index 0 = first registered
|
|
Assert.Equal(1f, mgr.PointSnapshot[1].WorldPosition.X, 3);
|
|
}
|
|
|
|
// ── Visible-cell scoping (retail: add_*_lights over visible_cell_table) ────
|
|
// A7 #176/#177: the per-frame pool is built from ONLY the lights of currently-
|
|
// visible cells (plus cell-less globals), not a flat world-space set.
|
|
|
|
[Fact]
|
|
public void BuildPointLightSnapshot_VisibleScope_ExcludesLightsOfNonVisibleCells()
|
|
{
|
|
var mgr = new LightManager();
|
|
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAA0101u)); // visible cell
|
|
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u)); // under-room, NOT visible
|
|
|
|
var visible = new System.Collections.Generic.HashSet<uint> { 0xAAAA0101u };
|
|
mgr.BuildPointLightSnapshot(Vector3.Zero, visible);
|
|
|
|
// Only the visible cell's light survives — the under-room light can't wash
|
|
// through the floor (retail: its cell isn't in visible_cell_table).
|
|
Assert.Single(mgr.PointSnapshot);
|
|
Assert.Equal(0xAAAA0101u, mgr.PointSnapshot[0].CellId);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuildPointLightSnapshot_VisibleScope_AlwaysIncludesCellLessGlobals()
|
|
{
|
|
var mgr = new LightManager();
|
|
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0u)); // viewer/global — CellId 0
|
|
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u)); // non-visible cell
|
|
|
|
var visible = new System.Collections.Generic.HashSet<uint> { 0xAAAA0101u }; // does NOT contain 0102
|
|
mgr.BuildPointLightSnapshot(Vector3.Zero, visible);
|
|
|
|
// The cell-less light (viewer fill) is always a candidate; the non-visible
|
|
// cell's light is dropped.
|
|
Assert.Single(mgr.PointSnapshot);
|
|
Assert.Equal(0u, mgr.PointSnapshot[0].CellId);
|
|
}
|
|
|
|
[Fact]
|
|
public void BuildPointLightSnapshot_NullScope_KeepsFullPool()
|
|
{
|
|
var mgr = new LightManager();
|
|
mgr.Register(MakePoint(new Vector3(1, 0, 0), 5f, cellId: 0xAAAA0101u));
|
|
mgr.Register(MakePoint(new Vector3(2, 0, 0), 5f, cellId: 0xAAAA0102u));
|
|
|
|
// Null visible set = outdoor root / no flood → legacy full-pool behaviour.
|
|
mgr.BuildPointLightSnapshot(Vector3.Zero, visibleCells: null);
|
|
|
|
Assert.Equal(2, mgr.PointSnapshot.Count);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectForObject_EmptySnapshot_ReturnsZero()
|
|
{
|
|
Span<int> idx = stackalloc int[8];
|
|
int n = LightManager.SelectForObject(System.Array.Empty<LightSource>(), Vector3.Zero, 1f, idx);
|
|
Assert.Equal(0, n);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectForObject_InRange_Selected()
|
|
{
|
|
var snapshot = new[] { MakePoint(new Vector3(3, 0, 0), range: 5f) }; // dist 3 < range 5
|
|
Span<int> idx = stackalloc int[8];
|
|
int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
|
|
Assert.Equal(1, n);
|
|
Assert.Equal(0, idx[0]);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectForObject_OutOfRange_Excluded()
|
|
{
|
|
// dist 10, range 5, radius 0 → 10 >= 5 → excluded.
|
|
var snapshot = new[] { MakePoint(new Vector3(10, 0, 0), range: 5f) };
|
|
Span<int> idx = stackalloc int[8];
|
|
int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
|
|
Assert.Equal(0, n);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectForObject_ObjectRadiusExtendsReach()
|
|
{
|
|
// dist 7, range 5: out of reach at radius 0, but a radius-3 object sphere
|
|
// overlaps (7 < 5+3). The whole object catches the light — retail uses the
|
|
// object's bounding sphere, not its centre point.
|
|
var snapshot = new[] { MakePoint(new Vector3(7, 0, 0), range: 5f) };
|
|
Span<int> idx = stackalloc int[8];
|
|
|
|
Assert.Equal(0, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx));
|
|
Assert.Equal(1, LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 3f, idx));
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectForObject_MoreThan8_KeepsNearest8()
|
|
{
|
|
// 10 candidate lights all in range; expect the 8 nearest the object centre,
|
|
// ascending by distance, with the two farthest dropped.
|
|
var snapshot = new LightSource[10];
|
|
for (int i = 0; i < 10; i++)
|
|
snapshot[i] = MakePoint(new Vector3(i + 1, 0, 0), range: 100f); // dist i+1, all in range
|
|
|
|
Span<int> idx = stackalloc int[8];
|
|
int n = LightManager.SelectForObject(snapshot, Vector3.Zero, radius: 0f, idx);
|
|
|
|
Assert.Equal(8, n);
|
|
// Nearest-first: index 0 (dist 1) … index 7 (dist 8). The two farthest
|
|
// (indices 8,9 / dist 9,10) are evicted.
|
|
for (int k = 0; k < 8; k++)
|
|
Assert.Equal(k, idx[k]);
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectForObject_CameraIndependent_DependsOnlyOnObjectCentre()
|
|
{
|
|
// Same snapshot, same object centre → identical selection regardless of
|
|
// where any "camera" is (the method takes no camera). This is the property
|
|
// that kills the "lights up as I approach" popping.
|
|
var snapshot = new[]
|
|
{
|
|
MakePoint(new Vector3(2, 0, 0), range: 10f),
|
|
MakePoint(new Vector3(20, 0, 0), range: 10f), // out of reach of centre 0
|
|
};
|
|
Span<int> a = stackalloc int[8];
|
|
Span<int> b = stackalloc int[8];
|
|
int na = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, a);
|
|
int nb = LightManager.SelectForObject(snapshot, Vector3.Zero, 1f, b);
|
|
|
|
Assert.Equal(1, na);
|
|
Assert.Equal(na, nb);
|
|
Assert.Equal(a[0], b[0]);
|
|
}
|
|
|
|
// ── SelectForCell — retail minimize_envcell_lighting (all dynamics on every cell) ──
|
|
|
|
[Fact]
|
|
public void SelectForCell_AppliesAllDynamicLights_EvenOutOfReach()
|
|
{
|
|
// Retail enables the WHOLE dynamic subset for every cell (cdb-verified: the same
|
|
// portal lights on every Facility Hub cell) — including ones that don't reach it,
|
|
// since the shader's range cutoff zeroes those. Static lights still cull by reach.
|
|
var snapshot = new[]
|
|
{
|
|
MakePoint(new Vector3(1, 0, 0), range: 5f), // 0: static, reaches
|
|
MakeDynamic(new Vector3(100, 0, 0), range: 5f), // 1: dynamic, FAR (out of reach)
|
|
MakeDynamic(new Vector3(2, 0, 0), range: 5f), // 2: dynamic, near
|
|
MakePoint(new Vector3(50, 0, 0), range: 5f), // 3: static, far (out of reach)
|
|
};
|
|
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
|
|
int n = LightManager.SelectForCell(snapshot, Vector3.Zero, radius: 1f, sel);
|
|
|
|
bool d1 = false, d2 = false, s0 = false, s3 = false;
|
|
for (int i = 0; i < n; i++)
|
|
{
|
|
if (sel[i] == 1) d1 = true;
|
|
if (sel[i] == 2) d2 = true;
|
|
if (sel[i] == 0) s0 = true;
|
|
if (sel[i] == 3) s3 = true;
|
|
}
|
|
Assert.True(d1, "the FAR dynamic light must still be applied — retail enables all dynamics");
|
|
Assert.True(d2, "the near dynamic light is applied");
|
|
Assert.True(s0, "the near static light reaches the cell → selected");
|
|
Assert.False(s3, "the far static light doesn't reach → not selected");
|
|
}
|
|
|
|
[Fact]
|
|
public void SelectForCell_SameDynamicSet_ForCellsFarApart_NoFlap()
|
|
{
|
|
// The stability retail has and we lacked: two cells far apart get the SAME dynamic
|
|
// set. A per-cell sphere-overlap cull of dynamics (the old SelectForObject path) let
|
|
// that set differ/flip as the flood shifted → the floor lighting FLAPPED (#176).
|
|
var snapshot = new[]
|
|
{
|
|
MakeDynamic(new Vector3(0, 0, 0), range: 5f),
|
|
MakeDynamic(new Vector3(100, 0, 0), range: 5f),
|
|
};
|
|
Span<int> a = stackalloc int[8];
|
|
Span<int> b = stackalloc int[8];
|
|
int na = LightManager.SelectForCell(snapshot, new Vector3(0, 0, 0), 1f, a);
|
|
int nb = LightManager.SelectForCell(snapshot, new Vector3(500, 0, 0), 1f, b);
|
|
|
|
Assert.Equal(2, na); // both dynamics on the near cell
|
|
Assert.Equal(2, nb); // both dynamics on the far cell too — identical, no flap
|
|
}
|
|
|
|
/// <summary>
|
|
/// #176/#177 (2026-07-06) — the end-state pin, via the SHIPPED fix (visible-cell
|
|
/// scoping, not "uncap"). Before: <c>BuildPointLightSnapshot</c> kept only the
|
|
/// <c>MaxGlobalLights</c> nearest THE CAMERA over the WHOLE registered set, so in
|
|
/// the Facility Hub (366 fixtures) an in-range torch of a VISIBLE cell could rank
|
|
/// past the cap and be evicted → the cell's 8-set (and its Gouraud vertex lighting)
|
|
/// flipped as the camera moved (#176 seam flash / #177 stair-room pop-in). The fix
|
|
/// is retail's per-frame collection: the pool is built from ONLY the lights of the
|
|
/// currently-VISIBLE cells (<c>CObjCell::add_*_to_global_lights</c> over
|
|
/// <c>CEnvCell::visible_cell_table</c>), so the visible pool is a handful of cells,
|
|
/// the cap never bites, and a visible cell's in-range light is never camera-evicted.
|
|
/// The same scoping keeps a NON-visible cell's light out of the pool entirely
|
|
/// (through-floor prevention). See <c>docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md</c>.
|
|
/// </summary>
|
|
[Fact]
|
|
public void PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant()
|
|
{
|
|
var mgr = new LightManager();
|
|
|
|
// 400 fixtures clustered near the origin, all in the UNDER-ROOM cell (not
|
|
// visible from the target room). These would have filled every low
|
|
// camera-distance rank under the old camera-nearest cap.
|
|
const uint underRoom = 0xAAAA0102u;
|
|
for (int i = 0; i < 400; i++)
|
|
mgr.Register(MakePoint(new Vector3(i * 0.05f, 0, 0), range: 5f, ownerId: (uint)(i + 1), cellId: underRoom));
|
|
|
|
// The target torch: far from the origin-side camera, in the VISIBLE room
|
|
// cell, squarely in range of the target object around (200, 0, 0).
|
|
const uint targetRoom = 0xAAAA0101u;
|
|
var torch = MakePoint(new Vector3(198f, 0, 0), range: 15f, ownerId: 0xF00DF00Du, cellId: targetRoom);
|
|
mgr.Register(torch);
|
|
|
|
// The portal flood says only the target room is visible.
|
|
var visible = new System.Collections.Generic.HashSet<uint> { targetRoom };
|
|
Span<int> sel = stackalloc int[LightManager.MaxLightsPerObject];
|
|
|
|
// Camera parked at the origin end — the torch must still light the visible cell.
|
|
mgr.BuildPointLightSnapshot(cameraWorldPos: Vector3.Zero, visible);
|
|
int n1 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
|
|
bool torchSelectedFar = SelectedContains(mgr.PointSnapshot, sel, n1, torch);
|
|
// The 400 under-room lights are NOT in the pool (their cell isn't visible).
|
|
int underRoomInPool = 0;
|
|
foreach (var l in mgr.PointSnapshot) if (l.CellId == underRoom) underRoomInPool++;
|
|
|
|
// Camera next to the cell — the reference behaviour.
|
|
mgr.BuildPointLightSnapshot(cameraWorldPos: new Vector3(200f, 0, 0), visible);
|
|
int n2 = LightManager.SelectForObject(mgr.PointSnapshot, new Vector3(200f, 0, 0), 6f, sel);
|
|
bool torchSelectedNear = SelectedContains(mgr.PointSnapshot, sel, n2, torch);
|
|
|
|
Assert.True(torchSelectedNear, "sanity: the torch reaches the cell when the camera is beside it");
|
|
Assert.True(torchSelectedFar,
|
|
"an in-range light of a VISIBLE cell was evicted by the snapshot cap — " +
|
|
"per-cell lighting would pop with camera movement (the #176/#177 mechanism)");
|
|
Assert.Equal(0, underRoomInPool); // through-floor prevention: non-visible cell's lights excluded
|
|
|
|
static bool SelectedContains(
|
|
System.Collections.Generic.IReadOnlyList<LightSource> snapshot,
|
|
Span<int> indices, int count, LightSource target)
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
if (ReferenceEquals(snapshot[indices[i]], target)) return true;
|
|
return false;
|
|
}
|
|
}
|
|
}
|