Tidy up a part of the code

This commit is contained in:
Perfare
2017-02-12 04:57:24 +08:00
parent b580b293f3
commit 16ed347a30
14 changed files with 299 additions and 318 deletions

View File

@ -11,52 +11,40 @@ using System.Runtime.InteropServices;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.Drawing.Text;
using System.Threading.Tasks;
using static Unity_Studio.UnityStudio;
/*TODO
For extracting bundles, first check if file exists then decompress
Font index error in Dreamfall Chapters
*/
namespace Unity_Studio
{
partial class UnityStudioForm : Form
{
private UnityStudio ustudio = new UnityStudio();
private AssetPreloadData lastSelectedItem;
private AssetPreloadData lastLoadedAsset;
private AssetPreloadData lastSelectedItem = null;
private AssetPreloadData lastLoadedAsset = null;
//private AssetsFile mainDataFile = null;
private string[] fileTypes = new string[] { "globalgamemanagers", "maindata.", "level*.", "*.assets", "*.sharedAssets", "CustomAssetBundle-*", "CAB-*", "BuildPlayer-*" };
private FMOD.System system = null;
private FMOD.Sound sound = null;
private FMOD.Channel channel = null;
private FMOD.SoundGroup masterSoundGroup = null;
//private FMOD.ChannelGroup channelGroup = null;
private string[] fileTypes = { "globalgamemanagers", "maindata.", "level*.", "*.assets", "*.sharedAssets", "CustomAssetBundle-*", "CAB-*", "BuildPlayer-*" };
private FMOD.System system;
private FMOD.Sound sound;
private FMOD.Channel channel;
private FMOD.SoundGroup masterSoundGroup;
private FMOD.MODE loopMode = FMOD.MODE.LOOP_OFF;
private uint FMODlenms = 0;
private uint FMODlenms;
private float FMODVolume = 0.8f;
private float FMODfrequency;
private Bitmap imageTexture = null;
private Bitmap imageTexture;
//asset list sorting helpers
private int firstSortColumn = -1;
private int secondSortColumn = 0;
private bool reverseSort = false;
private bool enableFiltering = false;
private int secondSortColumn;
private bool reverseSort;
private bool enableFiltering;
//tree search
private int nextGObject = 0;
List<GameObject> treeSrcResults = new List<GameObject>();
private int nextGObject;
private List<GameObject> treeSrcResults = new List<GameObject>();
//counters for progress bar
//private int totalAssetCount = 0;
//private int totalTreeNodes = 0;
PrivateFontCollection pfc = new PrivateFontCollection();
private PrivateFontCollection pfc = new PrivateFontCollection();
[DllImport("gdi32.dll")]
private static extern IntPtr AddFontMemResourceEx(IntPtr pbFont, uint cbFont, IntPtr pdv, [In] ref uint pcFonts);
@ -67,47 +55,43 @@ namespace Unity_Studio
if (openFileDialog1.ShowDialog() == DialogResult.OK)
{
resetForm();
ustudio.mainPath = Path.GetDirectoryName(openFileDialog1.FileNames[0]);
Task task = null;
if (openFileDialog1.FilterIndex == 1)
mainPath = Path.GetDirectoryName(openFileDialog1.FileNames[0]);
ThreadPool.QueueUserWorkItem(state =>
{
ustudio.MergeSplitAssets(ustudio.mainPath);
if (openFileDialog1.FilterIndex == 1)
{
MergeSplitAssets(mainPath);
//unityFiles.AddRange(openFileDialog1.FileNames);
foreach (var i in openFileDialog1.FileNames)
{
ustudio.unityFiles.Add(i);
ustudio.unityFilesHash.Add(Path.GetFileName(i));
}
progressBar1.Value = 0;
progressBar1.Maximum = ustudio.unityFiles.Count;
task = new Task(() =>
{
//use a for loop because list size can change
for (int f = 0; f < ustudio.unityFiles.Count; f++)
//unityFiles.AddRange(openFileDialog1.FileNames);
foreach (var i in openFileDialog1.FileNames)
{
StatusStripUpdate("Loading " + Path.GetFileName(ustudio.unityFiles[f]));
ustudio.LoadAssetsFile(ustudio.unityFiles[f]);
unityFiles.Add(i);
unityFilesHash.Add(Path.GetFileName(i));
}
SetProgressBarValue(0);
SetProgressBarMaximum(unityFiles.Count);
//use a for loop because list size can change
for (int f = 0; f < unityFiles.Count; f++)
{
StatusStripUpdate("Loading " + Path.GetFileName(unityFiles[f]));
LoadAssetsFile(unityFiles[f]);
ProgressBarPerformStep();
}
});
}
else
{
progressBar1.Value = 0;
progressBar1.Maximum = openFileDialog1.FileNames.Length;
task = new Task(() =>
}
else
{
SetProgressBarValue(0);
SetProgressBarMaximum(unityFiles.Count);
foreach (var filename in openFileDialog1.FileNames)
{
ustudio.LoadBundleFile(filename);
LoadBundleFile(filename);
ProgressBarPerformStep();
}
});
}
task.ContinueWith(task2 => { BuildAssetStrucutres(); });
task.ContinueWith(task2 => { ustudio.unityFilesHash.Clear(); ustudio.assetsfileListHash.Clear(); });
task.Start();
}
BuildAssetStrucutres();
unityFilesHash.Clear();
assetsfileListHash.Clear();
});
}
}
@ -123,20 +107,20 @@ namespace Unity_Studio
if (openFolderDialog1.ShowDialog() == DialogResult.OK)
{
//mainPath = folderBrowserDialog1.SelectedPath;
ustudio.mainPath = openFolderDialog1.FileName;
if (Path.GetFileName(ustudio.mainPath) == "Select folder")
{ ustudio.mainPath = Path.GetDirectoryName(ustudio.mainPath); }
mainPath = openFolderDialog1.FileName;
if (Path.GetFileName(mainPath) == "Select folder")
{ mainPath = Path.GetDirectoryName(mainPath); }
if (Directory.Exists(ustudio.mainPath))
if (Directory.Exists(mainPath))
{
resetForm();
//TODO find a way to read data directly instead of merging files
ustudio.MergeSplitAssets(ustudio.mainPath);
MergeSplitAssets(mainPath);
for (int t = 0; t < fileTypes.Length; t++)
{
string[] fileNames = Directory.GetFiles(ustudio.mainPath, fileTypes[t], SearchOption.AllDirectories);
string[] fileNames = Directory.GetFiles(mainPath, fileTypes[t], SearchOption.AllDirectories);
#region sort specific types alphanumerically
if (fileNames.Length > 0 && (t == 1 || t == 2))
{
@ -156,8 +140,8 @@ namespace Unity_Studio
});
foreach (var i in sortedList)
{
ustudio.unityFiles.Add(i);
ustudio.unityFilesHash.Add(Path.GetFileName(i));
unityFiles.Add(i);
unityFilesHash.Add(Path.GetFileName(i));
}
}
@ -166,27 +150,27 @@ namespace Unity_Studio
{
foreach (var i in fileNames)
{
ustudio.unityFiles.Add(i);
ustudio.unityFilesHash.Add(Path.GetFileName(i));
unityFiles.Add(i);
unityFilesHash.Add(Path.GetFileName(i));
}
}
}
ustudio.unityFiles = ustudio.unityFiles.Distinct().ToList();
unityFiles = unityFiles.Distinct().ToList();
progressBar1.Value = 0;
progressBar1.Maximum = ustudio.unityFiles.Count;
progressBar1.Maximum = unityFiles.Count;
ThreadPool.QueueUserWorkItem(delegate
{
//use a for loop because list size can change
for (int f = 0; f < ustudio.unityFiles.Count; f++)
for (int f = 0; f < unityFiles.Count; f++)
{
var fileName = ustudio.unityFiles[f];
var fileName = unityFiles[f];
StatusStripUpdate("Loading " + Path.GetFileName(fileName));
ustudio.LoadAssetsFile(fileName);
LoadAssetsFile(fileName);
ProgressBarPerformStep();
}
ustudio.unityFilesHash.Clear();
ustudio.assetsfileListHash.Clear();
unityFilesHash.Clear();
assetsfileListHash.Clear();
BuildAssetStrucutres();
});
}
@ -211,10 +195,10 @@ namespace Unity_Studio
{
foreach (var fileName in openBundleDialog.FileNames)
{
extractedCount += ustudio.extractBundleFile(fileName);
extractedCount += extractBundleFile(fileName);
ProgressBarPerformStep();
}
StatusStripUpdate("Finished extracting " + extractedCount.ToString() + " files.");
StatusStripUpdate("Finished extracting " + extractedCount + " files.");
});
}
}
@ -246,10 +230,10 @@ namespace Unity_Studio
{
foreach (var fileName in bundleFiles)
{
extractedCount += ustudio.extractBundleFile(fileName);
extractedCount += extractBundleFile(fileName);
ProgressBarPerformStep();
}
StatusStripUpdate("Finished extracting " + extractedCount.ToString() + " files.");
StatusStripUpdate("Finished extracting " + extractedCount + " files.");
});
}
}
@ -261,34 +245,34 @@ namespace Unity_Studio
bool optionBuildHierarchyMenuItem = !dontBuildHierarchyMenuItem.Checked;
bool optionBuildClassStructuresMenuItem = buildClassStructuresMenuItem.Checked;
ustudio.BuildAssetStructures(optionLoadAssetsMenuItem, optionDisplayAll, optionBuildHierarchyMenuItem, optionBuildClassStructuresMenuItem);
BuildAssetStructures(optionLoadAssetsMenuItem, optionDisplayAll, optionBuildHierarchyMenuItem, optionBuildClassStructuresMenuItem);
BeginInvoke(new Action(() =>
{
if (ustudio.productName != "")
if (productName != "")
{
this.Text = "Unity Studio - " + ustudio.productName + " - " + ustudio.assetsfileList[0].m_Version + " - " + ustudio.assetsfileList[0].platformStr;
this.Text = "Unity Studio - " + productName + " - " + assetsfileList[0].m_Version + " - " + assetsfileList[0].platformStr;
}
else if (ustudio.assetsfileList.Count > 0)
else if (assetsfileList.Count > 0)
{
this.Text = "Unity Studio - no productName - " + ustudio.assetsfileList[0].m_Version + " - " + ustudio.assetsfileList[0].platformStr;
this.Text = "Unity Studio - no productName - " + assetsfileList[0].m_Version + " - " + assetsfileList[0].platformStr;
}
if (!dontLoadAssetsMenuItem.Checked)
{
assetListView.VirtualListSize = ustudio.visibleAssets.Count;
assetListView.VirtualListSize = visibleAssets.Count;
resizeAssetListColumns();
}
if (!dontBuildHierarchyMenuItem.Checked)
{
sceneTreeView.BeginUpdate();
sceneTreeView.Nodes.AddRange(ustudio.fileNodes.ToArray());
ustudio.fileNodes.Clear();
sceneTreeView.Nodes.AddRange(fileNodes.ToArray());
fileNodes.Clear();
sceneTreeView.EndUpdate();
}
if (buildClassStructuresMenuItem.Checked)
{
classesListView.BeginUpdate();
foreach (var version in ustudio.AllClassStructures)
foreach (var version in AllClassStructures)
{
ListViewGroup versionGroup = new ListViewGroup(version.Key);
classesListView.Groups.Add(versionGroup);
@ -301,9 +285,9 @@ namespace Unity_Studio
}
classesListView.EndUpdate();
}
StatusStripUpdate("Finished loading " + ustudio.assetsfileList.Count.ToString() + " files with " + (assetListView.Items.Count + sceneTreeView.Nodes.Count).ToString() + " exportable assets.");
StatusStripUpdate("Finished loading " + assetsfileList.Count + " files with " + (assetListView.Items.Count + sceneTreeView.Nodes.Count) + " exportable assets.");
treeSearch.Select();
saveFolderDialog1.InitialDirectory = ustudio.mainPath;
saveFolderDialog1.InitialDirectory = mainPath;
}));
}
@ -332,18 +316,18 @@ namespace Unity_Studio
private void exportClassStructuresMenuItem_Click(object sender, EventArgs e)
{
if (ustudio.AllClassStructures.Count > 0)
if (AllClassStructures.Count > 0)
{
if (saveFolderDialog1.ShowDialog() == DialogResult.OK)
{
progressBar1.Value = 0;
progressBar1.Maximum = ustudio.AllClassStructures.Count;
progressBar1.Maximum = AllClassStructures.Count;
var savePath = saveFolderDialog1.FileName;
if (Path.GetFileName(savePath) == "Select folder or write folder name to create")
{ savePath = Path.GetDirectoryName(saveFolderDialog1.FileName); }
foreach (var version in ustudio.AllClassStructures)
foreach (var version in AllClassStructures)
{
if (version.Value.Count > 0)
{
@ -468,7 +452,7 @@ namespace Unity_Studio
private void assetListView_RetrieveVirtualItem(object sender, RetrieveVirtualItemEventArgs e)
{
e.Item = ustudio.visibleAssets[e.ItemIndex];
e.Item = visibleAssets[e.ItemIndex];
}
private void tabPageSelected(object sender, TabControlEventArgs e)
@ -537,7 +521,7 @@ namespace Unity_Studio
{
if (treeSrcResults.Count == 0)
{
foreach (var aFile in ustudio.assetsfileList)
foreach (var aFile in assetsfileList)
{
foreach (var GObject in aFile.GameObjectList.Values)
{
@ -583,7 +567,7 @@ namespace Unity_Studio
assetListView.AutoResizeColumn(2, ColumnHeaderAutoResizeStyle.ColumnContent);
var vscrollwidth = SystemInformation.VerticalScrollBarWidth;
var hasvscroll = ((float)ustudio.visibleAssets.Count / (float)assetListView.Height) > 0.0567f;
var hasvscroll = (visibleAssets.Count / (float)assetListView.Height) > 0.0567f;
columnHeaderName.Width = assetListView.Width - columnHeaderType.Width - columnHeaderSize.Width - (hasvscroll ? (5 + vscrollwidth) : 5);
}
@ -635,8 +619,8 @@ namespace Unity_Studio
assetListView.BeginUpdate();
assetListView.SelectedIndices.Clear();
//visibleListAssets = exportableAssets.FindAll(ListAsset => ListAsset.Text.StartsWith(ListSearch.Text, System.StringComparison.CurrentCultureIgnoreCase));
ustudio.visibleAssets = ustudio.exportableAssets.FindAll(ListAsset => ListAsset.Text.IndexOf(listSearch.Text, System.StringComparison.CurrentCultureIgnoreCase) >= 0);
assetListView.VirtualListSize = ustudio.visibleAssets.Count;
visibleAssets = exportableAssets.FindAll(ListAsset => ListAsset.Text.IndexOf(listSearch.Text, System.StringComparison.CurrentCultureIgnoreCase) >= 0);
assetListView.VirtualListSize = visibleAssets.Count;
assetListView.EndUpdate();
}
}
@ -657,7 +641,7 @@ namespace Unity_Studio
switch (e.Column)
{
case 0:
ustudio.visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
{
int xdiff = reverseSort ? b.Text.CompareTo(a.Text) : a.Text.CompareTo(b.Text);
if (xdiff != 0) return xdiff;
@ -665,7 +649,7 @@ namespace Unity_Studio
});
break;
case 1:
ustudio.visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
{
int xdiff = reverseSort ? b.TypeString.CompareTo(a.TypeString) : a.TypeString.CompareTo(b.TypeString);
if (xdiff != 0) return xdiff;
@ -673,7 +657,7 @@ namespace Unity_Studio
});
break;
case 2:
ustudio.visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
visibleAssets.Sort(delegate (AssetPreloadData a, AssetPreloadData b)
{
int xdiff = reverseSort ? b.Size.CompareTo(a.Size) : a.Size.CompareTo(b.Size);
if (xdiff != 0) return xdiff;
@ -726,7 +710,7 @@ namespace Unity_Studio
}
private void PreviewAsset(AssetPreloadData asset)
{
{
switch (asset.Type2)
{
#region Texture2D
@ -783,7 +767,7 @@ namespace Unity_Studio
result = channel.getFrequency(out FMODfrequency);
if (ERRCHECK(result)) { break; }
FMODinfoLabel.Text = FMODfrequency.ToString() + " Hz";
FMODinfoLabel.Text = FMODfrequency + " Hz";
FMODtimerLabel.Text = "0:0.0 / " + (FMODlenms / 1000 / 60) + ":" + (FMODlenms / 1000 % 60) + "." + (FMODlenms / 10 % 100);
break;
}
@ -1234,7 +1218,7 @@ namespace Unity_Studio
//选中它和它的子节点
sceneTreeView.Invoke(new Action(() => j.Checked = true));
//导出FBX
ustudio.WriteFBX(savePath + filename + ".fbx", false);
WriteFBX(savePath + filename + ".fbx", false);
//取消选中
sceneTreeView.Invoke(new Action(() => j.Checked = false));
}
@ -1262,7 +1246,7 @@ namespace Unity_Studio
var timestamp = DateTime.Now;
saveFileDialog1.FileName = ustudio.productName + timestamp.ToString("_yy_MM_dd__HH_mm_ss");
saveFileDialog1.FileName = productName + timestamp.ToString("_yy_MM_dd__HH_mm_ss");
//extension will be added by the file save dialog
if (saveFileDialog1.ShowDialog() == DialogResult.OK)
@ -1277,7 +1261,7 @@ namespace Unity_Studio
switch (saveFileDialog1.FilterIndex)
{
case 1:
ustudio.WriteFBX(saveFileDialog1.FileName, exportSwitch);
WriteFBX(saveFileDialog1.FileName, exportSwitch);
break;
case 2:
break;
@ -1294,17 +1278,17 @@ namespace Unity_Studio
private void ExportAssets_Click(object sender, EventArgs e)
{
if (ustudio.exportableAssets.Count > 0 && saveFolderDialog1.ShowDialog() == DialogResult.OK)
if (exportableAssets.Count > 0 && saveFolderDialog1.ShowDialog() == DialogResult.OK)
{
timer.Stop();
List<AssetPreloadData> toExportAssets = null;
if (((ToolStripItem)sender).Name == "exportAllAssetsMenuItem")
{
toExportAssets = ustudio.exportableAssets;
toExportAssets = exportableAssets;
}
else if (((ToolStripItem)sender).Name == "exportFilteredAssetsMenuItem")
{
toExportAssets = ustudio.visibleAssets;
toExportAssets = visibleAssets;
}
else if (((ToolStripItem)sender).Name == "exportSelectedAssetsMenuItem")
{
@ -1334,58 +1318,58 @@ namespace Unity_Studio
string exportpath = savePath + "\\";
if (assetGroupSelectedIndex == 1) { exportpath += Path.GetFileNameWithoutExtension(asset.sourceFile.filePath) + "_export\\"; }
else if (assetGroupSelectedIndex == 0) { exportpath = savePath + "\\" + asset.TypeString + "\\"; }
StatusStripUpdate("Exporting " + asset.TypeString + ": " + asset.Text);
//AudioClip and Texture2D extensions are set when the list is built
//so their overwrite tests can be done without loading them again
switch (asset.Type2)
{
case 28:
if (ustudio.ExportTexture(asset, exportpath, true))
if (ExportTexture(asset, exportpath, true))
{
exportedCount++;
}
break;
case 83:
if (ustudio.ExportAudioClip(asset, exportpath + asset.Text, asset.extension))
if (ExportAudioClip(asset, exportpath + asset.Text, asset.extension))
{
exportedCount++;
}
break;
case 48:
if (!ustudio.ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ustudio.ExportShader(new Shader(asset, true), exportpath + asset.Text + ".txt");
ExportShader(new Shader(asset, true), exportpath + asset.Text + ".txt");
exportedCount++;
}
break;
case 49:
TextAsset m_TextAsset = new TextAsset(asset, true);
if (!ustudio.ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ustudio.ExportText(m_TextAsset, exportpath + asset.Text + asset.extension);
ExportText(m_TextAsset, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
case 114:
MonoBehaviour m_MonoBehaviour = new MonoBehaviour(asset, true);
if (!ustudio.ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ustudio.ExportMonoBehaviour(m_MonoBehaviour, exportpath + asset.Text + asset.extension);
ExportMonoBehaviour(m_MonoBehaviour, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
case 128:
unityFont m_Font = new unityFont(asset, true);
if (!ustudio.ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ustudio.ExportFont(m_Font, exportpath + asset.Text + asset.extension);
ExportFont(m_Font, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
default:
if (!ustudio.ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
if (!ExportFileExists(exportpath + asset.Text + asset.extension, asset.TypeString))
{
ustudio.ExportRawFile(asset, exportpath + asset.Text + asset.extension);
ExportRawFile(asset, exportpath + asset.Text + asset.extension);
exportedCount++;
}
break;
@ -1400,11 +1384,11 @@ namespace Unity_Studio
statusText = "Nothing exported.";
break;
default:
statusText = "Finished exporting " + exportedCount.ToString() + " assets.";
statusText = "Finished exporting " + exportedCount + " assets.";
break;
}
if (toExport > exportedCount) { statusText += " " + (toExport - exportedCount).ToString() + " assets skipped (not extractable or files already exist)"; }
if (toExport > exportedCount) { statusText += " " + (toExport - exportedCount) + " assets skipped (not extractable or files already exist)"; }
StatusStripUpdate(statusText);
@ -1465,6 +1449,18 @@ namespace Unity_Studio
}
}
private void ProgressBarMaximumAdd(int value)
{
if (InvokeRequired)
{
BeginInvoke(new Action(() => { progressBar1.Maximum += value; }));
}
else
{
progressBar1.Maximum += value;
}
}
public UnityStudioForm()
{
Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US");
@ -1475,6 +1471,12 @@ namespace Unity_Studio
openAfterExport.Checked = (bool)Properties.Settings.Default["openAfterExport"];
assetGroupOptions.SelectedIndex = (int)Properties.Settings.Default["assetGroupOption"];
FMODinit();
//UI
UnityStudio.SetProgressBarValue = SetProgressBarValue;
UnityStudio.SetProgressBarMaximum = SetProgressBarMaximum;
UnityStudio.ProgressBarPerformStep = ProgressBarPerformStep;
UnityStudio.StatusStripUpdate = StatusStripUpdate;
UnityStudio.ProgressBarMaximumAdd = ProgressBarMaximumAdd;
}
private void resetForm()
@ -1486,10 +1488,10 @@ namespace Unity_Studio
base.Text = "Unity Studio";
ustudio.unityFiles.Clear();
ustudio.assetsfileList.Clear();
ustudio.exportableAssets.Clear();
ustudio.visibleAssets.Clear();
unityFiles.Clear();
assetsfileList.Clear();
exportableAssets.Clear();
visibleAssets.Clear();
UnityStudio.assetsfileandstream.Clear();
sceneTreeView.Nodes.Clear();
@ -1518,15 +1520,5 @@ namespace Unity_Studio
FMODreset();
}
private void UnityStudioForm_FormClosing(object sender, FormClosingEventArgs e)
{
/*Properties.Settings.Default["uniqueNames"] = uniqueNamesMenuItem.Checked;
Properties.Settings.Default["enablePreview"] = enablePreviewMenuItem.Checked;
Properties.Settings.Default["displayInfo"] = displayAssetInfoMenuItem.Checked;
Properties.Settings.Default.Save();
foreach (var assetsFile in assetsfileList) { assetsFile.a_Stream.Dispose(); } //is this needed?*/
}
}
}