Enable nullability in Content.Server (#3685)

This commit is contained in:
DrSmugleaf
2021-03-16 15:50:20 +01:00
committed by GitHub
parent 90fec0ed24
commit a5ade526b7
306 changed files with 1616 additions and 1441 deletions

View File

@@ -8,8 +8,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
public class AiActionRequest
{
public EntityUid EntityUid { get; }
public Blackboard Context { get; }
public IEnumerable<IAiUtility> Actions { get; }
public Blackboard? Context { get; }
public IEnumerable<IAiUtility>? Actions { get; }
public AiActionRequest(EntityUid uid, Blackboard context, IEnumerable<IAiUtility> actions)
{

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@@ -9,13 +9,14 @@ using Content.Server.AI.WorldState.States.Utility;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.AI;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
{
public class AiActionRequestJob : Job<UtilityAction>
{
#if DEBUG
public static event Action<SharedAiDebug.UtilityAiDebugMessage> FoundAction;
public static event Action<SharedAiDebug.UtilityAiDebugMessage>? FoundAction;
#endif
private readonly AiActionRequest _request;
@@ -27,7 +28,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
_request = request;
}
protected override async Task<UtilityAction> Process()
protected override async Task<UtilityAction?> Process()
{
if (_request.Context == null)
{
@@ -55,7 +56,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
// Use last action as the basis for the cutoff
var cutoff = _request.Context.GetState<LastUtilityScoreState>().GetValue();
UtilityAction foundAction = null;
UtilityAction? foundAction = null;
// To see what I was trying to do watch these 2 videos about Infinite Axis Utility System (IAUS):
// Architecture Tricks: Managing Behaviors in Time, Space, and Depth
@@ -83,7 +84,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
{
break;
}
foreach (var expanded in expandableUtilityAction.GetActions(_request.Context))
{
actions.Push(expanded);
@@ -116,8 +117,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI.LoadBalancer
#if DEBUG
if (foundAction != null)
{
var selfState = _request.Context.GetState<SelfState>().GetValue();
DebugTools.AssertNotNull(selfState);
FoundAction?.Invoke(new SharedAiDebug.UtilityAiDebugMessage(
_request.Context.GetState<SelfState>().GetValue().Uid,
selfState!.Uid,
DebugTime,
cutoff,
foundAction.GetType().Name,

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@@ -12,7 +12,6 @@ using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -40,7 +39,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private PathfindingSystem _pathfindingSystem;
private PathfindingSystem _pathfindingSystem = default!;
/// <summary>
/// Queued region updates
@@ -180,7 +179,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
var targetNode = _pathfindingSystem.GetNode(targetTile);
var collisionMask = 0;
if (entity.TryGetComponent(out IPhysBody physics))
if (entity.TryGetComponent(out IPhysBody? physics))
{
collisionMask = physics.CollisionMask;
}
@@ -229,7 +228,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
var reachableArgs = ReachableArgs.GetArgs(entity);
var reachableRegions = GetReachableRegions(reachableArgs, targetRegion);
return reachableRegions.Contains(entityRegion);
return entityRegion != null && reachableRegions.Contains(entityRegion);
}
/// <summary>
@@ -238,7 +237,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// <param name="reachableArgs"></param>
/// <param name="region"></param>
/// <returns></returns>
public HashSet<PathfindingRegion> GetReachableRegions(ReachableArgs reachableArgs, PathfindingRegion region)
public HashSet<PathfindingRegion> GetReachableRegions(ReachableArgs reachableArgs, PathfindingRegion? region)
{
// if we're on a node that's not tracked at all atm then region will be null
if (region == null)
@@ -276,7 +275,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// <returns></returns>
private ReachableArgs GetCachedArgs(ReachableArgs accessibleArgs)
{
ReachableArgs foundArgs = null;
ReachableArgs? foundArgs = null;
foreach (var (cachedAccessible, _) in _cachedAccessible)
{
@@ -422,7 +421,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// </summary>
/// <param name="entity"></param>
/// <returns></returns>
public PathfindingRegion GetRegion(IEntity entity)
public PathfindingRegion? GetRegion(IEntity entity)
{
var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
var entityNode = _pathfindingSystem.GetNode(entityTile);
@@ -434,7 +433,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public PathfindingRegion GetRegion(PathfindingNode node)
public PathfindingRegion? GetRegion(PathfindingNode node)
{
// Not sure on the best way to optimise this
// On the one hand, just storing each node's region is faster buuutttt muh memory
@@ -469,7 +468,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// <param name="x">This is already calculated in advance so may as well re-use it</param>
/// <param name="y">This is already calculated in advance so may as well re-use it</param>
/// <returns></returns>
private PathfindingRegion CalculateNode(
private PathfindingRegion? CalculateNode(
PathfindingNode node,
Dictionary<PathfindingNode, PathfindingRegion> existingRegions,
HashSet<PathfindingRegion> chunkRegions,
@@ -499,8 +498,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
// Otherwise, make our own region.
var leftNeighbor = x > 0 ? parentChunk.Nodes[x - 1, y] : null;
var bottomNeighbor = y > 0 ? parentChunk.Nodes[x, y - 1] : null;
PathfindingRegion leftRegion;
PathfindingRegion bottomRegion;
PathfindingRegion? leftRegion;
PathfindingRegion? bottomRegion;
// We'll check if our left or down neighbors are already in a region and join them
@@ -562,7 +561,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// </summary>
/// <param name="source"></param>
/// <param name="target"></param>
private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion> existingRegions = null)
private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion>? existingRegions = null)
{
DebugTools.AssertNotNull(source);
DebugTools.AssertNotNull(target);

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@@ -123,7 +123,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
}
// HashSet wasn't working correctly so uhh we got this.
public bool Equals(PathfindingRegion other)
public bool Equals(PathfindingRegion? other)
{
if (other == null) return false;
if (ReferenceEquals(this, other)) return true;

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@@ -12,11 +12,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
public class AStarPathfindingJob : Job<Queue<TileRef>>
{
#if DEBUG
public static event Action<SharedAiDebug.AStarRouteDebug> DebugRoute;
public static event Action<SharedAiDebug.AStarRouteDebug>? DebugRoute;
#endif
private readonly PathfindingNode _startNode;
private PathfindingNode _endNode;
private readonly PathfindingNode? _startNode;
private PathfindingNode? _endNode;
private readonly PathfindingArgs _pathfindingArgs;
public AStarPathfindingJob(
@@ -31,7 +31,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
_pathfindingArgs = pathfindingArgs;
}
protected override async Task<Queue<TileRef>> Process()
protected override async Task<Queue<TileRef>?> Process()
{
if (_startNode == null ||
_endNode == null ||
@@ -50,7 +50,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
var costSoFar = new Dictionary<PathfindingNode, float>();
var cameFrom = new Dictionary<PathfindingNode, PathfindingNode>();
PathfindingNode currentNode = null;
PathfindingNode? currentNode = null;
frontier.Add((0.0f, _startNode));
costSoFar[_startNode] = 0.0f;
var routeFound = false;
@@ -121,7 +121,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
return null;
}
var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode);
DebugTools.AssertNotNull(currentNode);
var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode!);
if (route.Count == 1)
{

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@@ -16,11 +16,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
// Some of this is probably fugly due to other structural changes in pathfinding so it could do with optimisation
// Realistically it's probably not getting used given it doesn't support tile costs which can be very useful
#if DEBUG
public static event Action<SharedAiDebug.JpsRouteDebug> DebugRoute;
public static event Action<SharedAiDebug.JpsRouteDebug>? DebugRoute;
#endif
private readonly PathfindingNode _startNode;
private PathfindingNode _endNode;
private readonly PathfindingNode? _startNode;
private PathfindingNode? _endNode;
private readonly PathfindingArgs _pathfindingArgs;
public JpsPathfindingJob(double maxTime,
@@ -34,7 +34,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
_pathfindingArgs = pathfindingArgs;
}
protected override async Task<Queue<TileRef>> Process()
protected override async Task<Queue<TileRef>?> Process()
{
// VERY similar to A*; main difference is with the neighbor tiles you look for jump nodes instead
if (_startNode == null ||
@@ -58,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
var jumpNodes = new HashSet<PathfindingNode>();
#endif
PathfindingNode currentNode = null;
PathfindingNode? currentNode = null;
openTiles.Add((0, _startNode));
gScores[_startNode] = 0.0f;
var routeFound = false;
@@ -123,7 +123,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
return null;
}
var route = PathfindingHelpers.ReconstructJumpPath(cameFrom, currentNode);
DebugTools.AssertNotNull(currentNode);
var route = PathfindingHelpers.ReconstructJumpPath(cameFrom, currentNode!);
if (route.Count == 1)
{
return null;
@@ -153,14 +156,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
return route;
}
private PathfindingNode GetJumpPoint(PathfindingNode currentNode, Direction direction, PathfindingNode endNode)
private PathfindingNode? GetJumpPoint(PathfindingNode currentNode, Direction direction, PathfindingNode endNode)
{
var count = 0;
while (count < 1000)
{
count++;
PathfindingNode nextNode = null;
PathfindingNode? nextNode = null;
foreach (var node in currentNode.GetNeighbors())
{
if (PathfindingHelpers.RelativeDirection(node, currentNode) == direction)
@@ -285,10 +288,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
// I tried just casting direction ints and offsets to make it smaller but brain no worky.
// From NorthEast we check (Closed / Open) S - SE, W - NW
PathfindingNode openNeighborOne = null;
PathfindingNode closedNeighborOne = null;
PathfindingNode openNeighborTwo = null;
PathfindingNode closedNeighborTwo = null;
PathfindingNode? openNeighborOne = null;
PathfindingNode? closedNeighborOne = null;
PathfindingNode? openNeighborTwo = null;
PathfindingNode? closedNeighborTwo = null;
switch (direction)
{
@@ -400,10 +403,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
/// </summary>
private bool IsCardinalJumpPoint(Direction direction, PathfindingNode currentNode)
{
PathfindingNode openNeighborOne = null;
PathfindingNode closedNeighborOne = null;
PathfindingNode openNeighborTwo = null;
PathfindingNode closedNeighborTwo = null;
PathfindingNode? openNeighborOne = null;
PathfindingNode? closedNeighborOne = null;
PathfindingNode? openNeighborTwo = null;
PathfindingNode? closedNeighborTwo = null;
switch (direction)
{

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@@ -177,12 +177,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
return _nodes[chunkX, chunkY];
}
private void CreateNode(TileRef tile, PathfindingChunk parent = null)
private void CreateNode(TileRef tile, PathfindingChunk? parent = null)
{
if (parent == null)
{
parent = this;
}
parent ??= this;
var node = new PathfindingNode(parent, tile);
var offsetX = tile.X - Indices.X;

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@@ -36,10 +36,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
// Given there's different collision layers stored for each node in the graph it's probably not worth it to cache this
// Also this will help with corner-cutting
PathfindingNode northNeighbor = null;
PathfindingNode southNeighbor = null;
PathfindingNode eastNeighbor = null;
PathfindingNode westNeighbor = null;
PathfindingNode? northNeighbor = null;
PathfindingNode? southNeighbor = null;
PathfindingNode? eastNeighbor = null;
PathfindingNode? westNeighbor = null;
foreach (var neighbor in currentNode.GetNeighbors())
{
if (neighbor.TileRef.X == currentNode.TileRef.X &&

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@@ -58,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
/// <returns></returns>
public IEnumerable<PathfindingNode> GetNeighbors()
{
List<PathfindingChunk> neighborChunks = null;
List<PathfindingChunk>? neighborChunks = null;
if (ParentChunk.OnEdge(this))
{
neighborChunks = ParentChunk.RelevantChunks(this).ToList();
@@ -80,7 +80,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
DebugTools.AssertNotNull(neighborChunks);
// Get the relevant chunk and then get the node on it
foreach (var neighbor in neighborChunks)
foreach (var neighbor in neighborChunks!)
{
// A lot of edge transitions are going to have a single neighboring chunk
// (given > 1 only affects corners)
@@ -96,7 +96,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
}
}
public PathfindingNode GetNeighbor(Direction direction)
public PathfindingNode? GetNeighbor(Direction direction)
{
var chunkXOffset = TileRef.X - ParentChunk.Indices.X;
var chunkYOffset = TileRef.Y - ParentChunk.Indices.Y;
@@ -266,7 +266,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
// TODO: Check for powered I think (also need an event for when it's depowered
// AccessReader calls this whenever opening / closing but it can seem to get called multiple times
// Which may or may not be intended?
if (entity.TryGetComponent(out AccessReader accessReader) && !_accessReaders.ContainsKey(entity))
if (entity.TryGetComponent(out AccessReader? accessReader) && !_accessReaders.ContainsKey(entity))
{
_accessReaders.Add(entity, accessReader);
ParentChunk.Dirty();

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@@ -237,7 +237,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
}
}
private void QueueGridChange(object sender, GridChangedEventArgs eventArgs)
private void QueueGridChange(object? sender, GridChangedEventArgs eventArgs)
{
foreach (var (position, _) in eventArgs.Modified)
{
@@ -245,7 +245,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
}
}
private void QueueTileChange(object sender, TileChangedEventArgs eventArgs)
private void QueueTileChange(object? sender, TileChangedEventArgs eventArgs)
{
_tileUpdateQueue.Enqueue(eventArgs.NewTile);
}
@@ -264,7 +264,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
if (entity.Deleted ||
_lastKnownPositions.ContainsKey(entity) ||
!entity.TryGetComponent(out IPhysBody physics) ||
!entity.TryGetComponent(out IPhysBody? physics) ||
!PathfindingNode.IsRelevant(entity, physics))
{
return;
@@ -303,7 +303,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
// If we've moved to space or the likes then remove us.
if (moveEvent.Sender.Deleted ||
!moveEvent.Sender.TryGetComponent(out IPhysBody physics) ||
!moveEvent.Sender.TryGetComponent(out IPhysBody? physics) ||
!PathfindingNode.IsRelevant(moveEvent.Sender, physics) ||
moveEvent.NewPosition.GetGridId(EntityManager) == GridId.Invalid)
{
@@ -368,7 +368,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
public bool CanTraverse(IEntity entity, PathfindingNode node)
{
if (entity.TryGetComponent(out IPhysBody physics) &&
if (entity.TryGetComponent(out IPhysBody? physics) &&
(physics.CollisionMask & node.BlockedCollisionMask) != 0)
{
return false;

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@@ -26,7 +26,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPauseManager _pauseManager = default!;
private PathfindingSystem _pathfindingSystem;
private PathfindingSystem _pathfindingSystem = default!;
/// <summary>
/// Whether we try to avoid non-blocking physics objects
@@ -127,7 +127,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <exception cref="InvalidOperationException"></exception>
public void Unregister(IEntity entity)
{
if (entity.TryGetComponent(out AiControllerComponent controller))
if (entity.TryGetComponent(out AiControllerComponent? controller))
{
controller.VelocityDir = Vector2.Zero;
}
@@ -245,7 +245,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
private SteeringStatus Steer(IEntity entity, IAiSteeringRequest steeringRequest, float frameTime)
{
// Main optimisation to be done below is the redundant calls and adding more variables
if (entity.Deleted || !entity.TryGetComponent(out AiControllerComponent controller) || !ActionBlockerSystem.CanMove(entity))
if (entity.Deleted || !entity.TryGetComponent(out AiControllerComponent? controller) || !ActionBlockerSystem.CanMove(entity))
{
return SteeringStatus.NoPath;
}
@@ -414,7 +414,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
var collisionMask = 0;
if (entity.TryGetComponent(out IPhysBody physics))
if (entity.TryGetComponent(out IPhysBody? physics))
{
collisionMask = physics.CollisionMask;
}
@@ -600,7 +600,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
return Vector2.Zero;
}
if (target.TryGetComponent(out IPhysBody physics))
if (target.TryGetComponent(out IPhysBody? physics))
{
var targetDistance = (targetPos.Position - entityPos.Position);
targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
@@ -618,7 +618,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <returns></returns>
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
{
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody physics))
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody? physics))
{
return Vector2.Zero;
}
@@ -659,7 +659,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// if we're moving in the same direction then ignore
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
// i.e. towards the right
if (physicsEntity.TryGetComponent(out IPhysBody otherPhysics) &&
if (physicsEntity.TryGetComponent(out IPhysBody? otherPhysics) &&
Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
{
continue;

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@@ -41,6 +41,9 @@ namespace Content.Server.GameObjects.EntitySystems
if (highScoreEntries.Min(e => e.Score) >= entry.Score) return null;
var lowestHighscore = highScoreEntries.Min();
if (lowestHighscore == null) return null;
highScoreEntries.Remove(lowestHighscore);
highScoreEntries.Add(entry);
return GetPlacement(highScoreEntries, entry);

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@@ -1,8 +1,9 @@
using System.Collections.Generic;
using Content.Shared.Prototypes.Cargo;
using Content.Shared.GameTicking;
using System.Diagnostics.CodeAnalysis;
using Content.Server.Cargo;
using Content.Server.GameObjects.Components.Cargo;
using Content.Shared.GameTicking;
using Content.Shared.Prototypes.Cargo;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
@@ -104,12 +105,12 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// Returns whether the account exists, eventually passing the account in the out parameter.
/// </summary>
public bool TryGetBankAccount(int id, out CargoBankAccount account)
public bool TryGetBankAccount(int id, [NotNullWhen(true)] out CargoBankAccount? account)
{
return _accountsDict.TryGetValue(id, out account);
}
public bool TryGetOrderDatabase(int id, out CargoOrderDatabase database)
public bool TryGetOrderDatabase(int id, [NotNullWhen(true)] out CargoOrderDatabase? database)
{
return _databasesDict.TryGetValue(id, out database);
}
@@ -182,7 +183,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
foreach (var comp in ComponentManager.EntityQuery<CargoOrderDatabaseComponent>(true))
{
if (!comp.ConnectedToDatabase || comp.Database.Id != id)
if (comp.Database == null || comp.Database.Id != id)
continue;
comp.Dirty();
}

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@@ -61,6 +61,8 @@ namespace Content.Server.GameObjects.EntitySystems.Click
private void HandleDragDropMessage(DragDropMessage msg, EntitySessionEventArgs args)
{
var performer = args.SenderSession.AttachedEntity;
if (performer == null) return;
if (!EntityManager.TryGetEntity(msg.Dropped, out var dropped)) return;
if (!EntityManager.TryGetEntity(msg.Target, out var target)) return;
@@ -93,12 +95,12 @@ namespace Content.Server.GameObjects.EntitySystems.Click
}
}
private bool HandleActivateItemInWorld(ICommonSession session, EntityCoordinates coords, EntityUid uid)
private bool HandleActivateItemInWorld(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (!EntityManager.TryGetEntity(uid, out var used))
return false;
var playerEnt = ((IPlayerSession) session).AttachedEntity;
var playerEnt = ((IPlayerSession?) session)?.AttachedEntity;
if (playerEnt == null || !playerEnt.IsValid())
{
@@ -118,7 +120,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
/// Activates the IActivate behavior of an object
/// Verifies that the user is capable of doing the use interaction first
/// </summary>
public void TryInteractionActivate(IEntity user, IEntity used)
public void TryInteractionActivate(IEntity? user, IEntity? used)
{
if (user != null && used != null && ActionBlockerSystem.CanUse(user))
{
@@ -135,7 +137,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
return;
}
if (!used.TryGetComponent(out IActivate activateComp))
if (!used.TryGetComponent(out IActivate? activateComp))
{
return;
}
@@ -148,7 +150,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
}
}
private bool HandleWideAttack(ICommonSession session, EntityCoordinates coords, EntityUid uid)
private bool HandleWideAttack(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!coords.IsValid(_entityManager))
@@ -164,14 +166,14 @@ namespace Content.Server.GameObjects.EntitySystems.Click
return true;
}
var userEntity = ((IPlayerSession) session).AttachedEntity;
var userEntity = ((IPlayerSession?) session)?.AttachedEntity;
if (userEntity == null || !userEntity.IsValid())
{
return true;
}
if (userEntity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
if (userEntity.TryGetComponent(out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
{
DoAttack(userEntity, coords, true);
}
@@ -193,7 +195,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
throw new InvalidOperationException();
}
if (entity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
if (entity.TryGetComponent(out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
{
DoAttack(entity, coords, false, uid);
}
@@ -203,7 +205,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
}
}
public bool HandleClientUseItemInHand(ICommonSession session, EntityCoordinates coords, EntityUid uid)
public bool HandleClientUseItemInHand(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!coords.IsValid(_entityManager))
@@ -219,14 +221,14 @@ namespace Content.Server.GameObjects.EntitySystems.Click
return true;
}
var userEntity = ((IPlayerSession) session).AttachedEntity;
var userEntity = ((IPlayerSession?) session)?.AttachedEntity;
if (userEntity == null || !userEntity.IsValid())
{
return true;
}
if (userEntity.TryGetComponent(out CombatModeComponent combat) && combat.IsInCombatMode)
if (userEntity.TryGetComponent(out CombatModeComponent? combat) && combat.IsInCombatMode)
DoAttack(userEntity, coords, false, uid);
else
UserInteraction(userEntity, coords, uid);
@@ -234,7 +236,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
return true;
}
private bool HandleTryPullObject(ICommonSession session, EntityCoordinates coords, EntityUid uid)
private bool HandleTryPullObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!coords.IsValid(_entityManager))
@@ -250,7 +252,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
return false;
}
var player = session.AttachedEntity;
var player = session?.AttachedEntity;
if (player == null)
{
@@ -269,7 +271,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
return false;
}
if (!pulledObject.TryGetComponent(out PullableComponent pull))
if (!pulledObject.TryGetComponent(out PullableComponent? pull))
{
return false;
}

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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.EntitySystems
return Minds.ContainsValue(mind);
}
public Dictionary<int, string> GetIdToUser()
public Dictionary<int, string?> GetIdToUser()
{
return Minds.ToDictionary(m => m.Key, m => m.Value.CharacterName);
}

View File

@@ -12,9 +12,9 @@ namespace Content.Server.GameObjects.EntitySystems
{
[Dependency] public readonly IRobustRandom Random = default!;
public AudioSystem AudioSystem { get; private set; }
public AudioSystem AudioSystem { get; private set; } = default!;
public ActSystem ActSystem { get; private set; }
public ActSystem ActSystem { get; private set; } = default!;
public override void Initialize()
{

View File

@@ -129,7 +129,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
if (player.AttachedEntity == null
|| player.AttachedEntity.Transform.GridID != gridId
|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
{
continue;
}

View File

@@ -1,4 +1,5 @@
using System;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items;
@@ -11,7 +12,6 @@ using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Interfaces;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
@@ -57,20 +57,20 @@ namespace Content.Server.GameObjects.EntitySystems
private static void HandleContainerModified(ContainerModifiedMessage args)
{
if (args.Container.Owner.TryGetComponent(out IHandsComponent handsComponent))
if (args.Container.Owner.TryGetComponent(out IHandsComponent? handsComponent))
{
handsComponent.HandleSlotModifiedMaybe(args);
}
}
private static bool TryGetAttachedComponent<T>(IPlayerSession session, out T component)
private static bool TryGetAttachedComponent<T>(IPlayerSession? session, [NotNullWhen(true)] out T? component)
where T : Component
{
component = default;
var ent = session.AttachedEntity;
var ent = session?.AttachedEntity;
if (ent == null || !ent.IsValid() || !ent.TryGetComponent(out T comp))
if (ent == null || !ent.IsValid() || !ent.TryGetComponent(out T? comp))
{
return false;
}
@@ -79,9 +79,9 @@ namespace Content.Server.GameObjects.EntitySystems
return true;
}
private static void HandleSwapHands(ICommonSession session)
private static void HandleSwapHands(ICommonSession? session)
{
if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent handsComp))
if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent? handsComp))
{
return;
}
@@ -105,14 +105,14 @@ namespace Content.Server.GameObjects.EntitySystems
}
}
private bool HandleDrop(ICommonSession session, EntityCoordinates coords, EntityUid uid)
private bool HandleDrop(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
var ent = ((IPlayerSession) session).AttachedEntity;
var ent = ((IPlayerSession?) session)?.AttachedEntity;
if (ent == null || !ent.IsValid())
return false;
if (!ent.TryGetComponent(out HandsComponent handsComp))
if (!ent.TryGetComponent(out HandsComponent? handsComp))
return false;
if (handsComp.ActiveHand == null || handsComp.GetActiveHand == null)
@@ -136,41 +136,44 @@ namespace Content.Server.GameObjects.EntitySystems
return true;
}
private static void HandleActivateItem(ICommonSession session)
private static void HandleActivateItem(ICommonSession? session)
{
if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent handsComp))
if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent? handsComp))
return;
handsComp.ActivateItem();
}
private bool HandleThrowItem(ICommonSession session, EntityCoordinates coords, EntityUid uid)
private bool HandleThrowItem(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
var playerEnt = ((IPlayerSession)session).AttachedEntity;
var playerEnt = ((IPlayerSession?)session)?.AttachedEntity;
if (playerEnt == null || !playerEnt.IsValid())
return false;
if (!playerEnt.TryGetComponent(out HandsComponent handsComp))
if (!playerEnt.TryGetComponent(out HandsComponent? handsComp))
return false;
if (!handsComp.CanDrop(handsComp.ActiveHand))
if (handsComp.ActiveHand == null || !handsComp.CanDrop(handsComp.ActiveHand))
return false;
var throwEnt = handsComp.GetItem(handsComp.ActiveHand).Owner;
var throwEnt = handsComp.GetItem(handsComp.ActiveHand)?.Owner;
if (throwEnt == null)
return false;
if (!handsComp.ThrowItem())
return false;
// throw the item, split off from a stack if it's meant to be thrown individually
if (!throwEnt.TryGetComponent(out StackComponent stackComp) || stackComp.Count < 2 || !stackComp.ThrowIndividually)
if (!throwEnt.TryGetComponent(out StackComponent? stackComp) || stackComp.Count < 2 || !stackComp.ThrowIndividually)
{
handsComp.Drop(handsComp.ActiveHand);
}
else
{
stackComp.Use(1);
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype.ID, playerEnt.Transform.Coordinates);
throwEnt = throwEnt.EntityManager.SpawnEntity(throwEnt.Prototype?.ID, playerEnt.Transform.Coordinates);
// can only throw one item at a time, regardless of what the prototype stack size is.
if (throwEnt.TryGetComponent<StackComponent>(out var newStackComp))
@@ -196,28 +199,28 @@ namespace Content.Server.GameObjects.EntitySystems
return true;
}
private void HandleSmartEquipBackpack(ICommonSession session)
private void HandleSmartEquipBackpack(ICommonSession? session)
{
HandleSmartEquip(session, Slots.BACKPACK);
}
private void HandleSmartEquipBelt(ICommonSession session)
private void HandleSmartEquipBelt(ICommonSession? session)
{
HandleSmartEquip(session, Slots.BELT);
}
private void HandleSmartEquip(ICommonSession session, Slots equipmentSlot)
private void HandleSmartEquip(ICommonSession? session, Slots equipmentSlot)
{
var plyEnt = ((IPlayerSession) session).AttachedEntity;
var plyEnt = ((IPlayerSession?) session)?.AttachedEntity;
if (plyEnt == null || !plyEnt.IsValid())
return;
if (!plyEnt.TryGetComponent(out HandsComponent handsComp) ||
!plyEnt.TryGetComponent(out InventoryComponent inventoryComp))
if (!plyEnt.TryGetComponent(out HandsComponent? handsComp) ||
!plyEnt.TryGetComponent(out InventoryComponent? inventoryComp))
return;
if (!inventoryComp.TryGetSlotItem(equipmentSlot, out ItemComponent equipmentItem)
if (!inventoryComp.TryGetSlotItem(equipmentSlot, out ItemComponent? equipmentItem)
|| !equipmentItem.Owner.TryGetComponent<ServerStorageComponent>(out var storageComponent))
{
plyEnt.PopupMessage(Loc.GetString("You have no {0} to take something out of!",
@@ -231,7 +234,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
storageComponent.PlayerInsertHeldEntity(plyEnt);
}
else
else if (storageComponent.StoredEntities != null)
{
if (storageComponent.StoredEntities.Count == 0)
{

View File

@@ -23,10 +23,10 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
/// <summary>
/// Represents the status of this job as a regular task.
/// </summary>
public Task<T> AsTask { get; }
public Task<T?> AsTask { get; }
public T Result { get; private set; }
public Exception Exception { get; private set; }
public T? Result { get; private set; }
public Exception? Exception { get; private set; }
protected CancellationToken Cancellation { get; }
public double DebugTime { get; private set; }
@@ -34,11 +34,11 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
protected readonly IStopwatch StopWatch;
// TCS for the Task property.
private readonly TaskCompletionSource<T> _taskTcs;
private readonly TaskCompletionSource<T?> _taskTcs;
// TCS to call to resume the suspended job.
private TaskCompletionSource<object> _resume;
private Task _workInProgress;
private TaskCompletionSource<object?>? _resume;
private Task? _workInProgress;
protected Job(double maxTime, CancellationToken cancellation = default)
: this(maxTime, new Stopwatch(), cancellation)
@@ -51,7 +51,7 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
StopWatch = stopwatch;
Cancellation = cancellation;
_taskTcs = new TaskCompletionSource<T>();
_taskTcs = new TaskCompletionSource<T?>();
AsTask = _taskTcs.Task;
}
@@ -66,7 +66,7 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
{
DebugTools.AssertNull(_resume);
_resume = new TaskCompletionSource<object>();
_resume = new TaskCompletionSource<object?>();
Status = JobStatus.Paused;
DebugTime += StopWatch.Elapsed.TotalSeconds;
return _resume.Task;
@@ -99,7 +99,7 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
// Immediately block on resume so that everything stays correct.
Status = JobStatus.Paused;
_resume = new TaskCompletionSource<object>();
_resume = new TaskCompletionSource<object?>();
await _resume.Task;
@@ -119,7 +119,7 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
await task;
// Immediately block on resume so that everything stays correct.
_resume = new TaskCompletionSource<object>();
_resume = new TaskCompletionSource<object?>();
Status = JobStatus.Paused;
await _resume.Task;
@@ -144,11 +144,11 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
if (Cancellation.IsCancellationRequested)
{
resume.TrySetCanceled();
resume?.TrySetCanceled();
}
else
{
resume.SetResult(null);
resume?.SetResult(null);
}
if (Status != JobStatus.Finished && Status != JobStatus.Waiting)
@@ -158,7 +158,7 @@ namespace Content.Server.GameObjects.EntitySystems.JobQueues
}
}
protected abstract Task<T> Process();
protected abstract Task<T?> Process();
private async Task ProcessWrap()
{

View File

@@ -25,7 +25,7 @@ namespace Content.Server.GameObjects.EntitySystems
private void RotateEvent(RotateEvent ev)
{
if (!ev.Sender.TryGetComponent(out NodeContainerComponent container))
if (!ev.Sender.TryGetComponent(out NodeContainerComponent? container))
{
return;
}

View File

@@ -23,7 +23,7 @@ namespace Content.Server.GameObjects.EntitySystems
mapManager.TileChanged -= HandleTileChanged;
}
private void HandleTileChanged(object sender, TileChangedEventArgs eventArgs)
private void HandleTileChanged(object? sender, TileChangedEventArgs eventArgs)
{
// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
foreach (var (puddle, snapGrid) in ComponentManager.EntityQuery<PuddleComponent, SnapGridComponent>(true))

View File

@@ -1,6 +1,6 @@
using Content.Server.Interfaces;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Interfaces;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
@@ -9,14 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems
[UsedImplicitly]
public class RadioSystem : EntitySystem
{
private List<string> _messages;
public override void Initialize()
{
base.Initialize();
_messages = new List<string>();
}
private readonly List<string> _messages = new();
public void SpreadMessage(IRadio source, IEntity speaker, string message, int channel)
{

View File

@@ -30,7 +30,7 @@ namespace Content.Server.GameObjects.EntitySystems
_servers.Remove(server);
}
public ResearchServerComponent GetServerById(int id)
public ResearchServerComponent? GetServerById(int id)
{
foreach (var server in Servers)
{

View File

@@ -3,7 +3,6 @@ using System.Threading;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.GameTicking;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -33,16 +32,16 @@ namespace Content.Server.GameObjects.EntitySystems
public TimeSpan CallCooldown { get; } = TimeSpan.FromSeconds(30);
public delegate void RoundEndCountdownStarted();
public event RoundEndCountdownStarted OnRoundEndCountdownStarted;
public event RoundEndCountdownStarted? OnRoundEndCountdownStarted;
public delegate void RoundEndCountdownCancelled();
public event RoundEndCountdownCancelled OnRoundEndCountdownCancelled;
public event RoundEndCountdownCancelled? OnRoundEndCountdownCancelled;
public delegate void RoundEndCountdownFinished();
public event RoundEndCountdownFinished OnRoundEndCountdownFinished;
public event RoundEndCountdownFinished? OnRoundEndCountdownFinished;
public delegate void CallCooldownEnded();
public event CallCooldownEnded OnCallCooldownEnded;
public event CallCooldownEnded? OnCallCooldownEnded;
void IResettingEntitySystem.Reset()
{

View File

@@ -12,14 +12,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
public class SignalLinkerSystem : EntitySystem
{
private Dictionary<NetUserId, SignalTransmitterComponent> _transmitters;
public override void Initialize()
{
base.Initialize();
_transmitters = new Dictionary<NetUserId, SignalTransmitterComponent>();
}
private readonly Dictionary<NetUserId, SignalTransmitterComponent?> _transmitters = new();
public bool SignalLinkerKeybind(NetUserId id, bool? enable)
{
@@ -35,7 +28,9 @@ namespace Content.Server.GameObjects.EntitySystems
if (_transmitters.Count == 0)
{
CommandBinds.Builder
.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(HandleUse), typeof(InteractionSystem))
.BindBefore(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse),
typeof(InteractionSystem))
.Register<SignalLinkerSystem>();
}
@@ -59,8 +54,13 @@ namespace Content.Server.GameObjects.EntitySystems
return enable.Value;
}
private bool HandleUse(ICommonSession session, EntityCoordinates coords, EntityUid uid)
private bool HandleUse(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (session?.AttachedEntity == null)
{
return false;
}
if (!_transmitters.TryGetValue(session.UserId, out var signalTransmitter))
{
return false;
@@ -88,6 +88,5 @@ namespace Content.Server.GameObjects.EntitySystems
return false;
}
}
}

View File

@@ -11,7 +11,14 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
{
private const string RadiationPrototype = "RadiationPulse";
public IEntity RadiationPulse(EntityCoordinates coordinates, float range, int dps, bool decay = true, float minPulseLifespan = 0.8f, float maxPulseLifespan = 2.5f, string sound = null)
public IEntity RadiationPulse(
EntityCoordinates coordinates,
float range,
int dps,
bool decay = true,
float minPulseLifespan = 0.8f,
float maxPulseLifespan = 2.5f,
string? sound = null)
{
var radiationEntity = EntityManager.SpawnEntity(RadiationPrototype, coordinates);
var radiation = radiationEntity.GetComponent<RadiationPulseComponent>();

View File

@@ -2,7 +2,6 @@
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems.Click;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
@@ -34,7 +33,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
var oldParentEntity = message.Container.Owner;
if (oldParentEntity.TryGetComponent(out ServerStorageComponent storageComp))
if (oldParentEntity.TryGetComponent(out ServerStorageComponent? storageComp))
{
storageComp.HandleEntityMaybeRemoved(message);
}
@@ -44,7 +43,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
var oldParentEntity = message.Container.Owner;
if (oldParentEntity.TryGetComponent(out ServerStorageComponent storageComp))
if (oldParentEntity.TryGetComponent(out ServerStorageComponent? storageComp))
{
storageComp.HandleEntityMaybeInserted(message);
}

View File

@@ -19,6 +19,12 @@ namespace Content.Server.GameObjects.EntitySystems
public class TimerTriggerEventArgs : EventArgs
{
public TimerTriggerEventArgs(IEntity user, IEntity source)
{
User = user;
Source = source;
}
public IEntity User { get; set; }
public IEntity Source { get; set; }
}
@@ -31,11 +37,7 @@ namespace Content.Server.GameObjects.EntitySystems
Timer.Spawn(delay, () =>
{
var timerTriggerEventArgs = new TimerTriggerEventArgs
{
User = user,
Source = trigger
};
var timerTriggerEventArgs = new TimerTriggerEventArgs(user, trigger);
var timerTriggers = trigger.GetAllComponents<ITimerTrigger>().ToList();
foreach (var timerTrigger in timerTriggers)

View File

@@ -97,13 +97,13 @@ namespace Content.Server.GameObjects.EntitySystems
private void EntParentChanged(EntParentChangedMessage ev)
{
if (!ev.Entity.TryGetComponent(out ServerAlertsComponent status))
if (!ev.Entity.TryGetComponent(out ServerAlertsComponent? status))
{
return;
}
if (ev.OldParent != null &&
ev.OldParent.TryGetComponent(out IMapGridComponent mapGrid))
ev.OldParent.TryGetComponent(out IMapGridComponent? mapGrid))
{
var oldGrid = mapGrid.GridIndex;

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameTicking;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
@@ -11,7 +12,7 @@ namespace Content.Server.GameObjects.EntitySystems
[ViewVariables] private readonly Dictionary<string, WireLayout> _layouts =
new();
public bool TryGetLayout(string id, out WireLayout layout)
public bool TryGetLayout(string id, [NotNullWhen(true)] out WireLayout? layout)
{
return _layouts.TryGetValue(id, out layout);
}