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import analyser and migrate to solidjs, untested
This commit is contained in:
parent
95d48e48e2
commit
fff554c3d3
42 changed files with 2910 additions and 4 deletions
74
script/viewer/Analyse/Render/Building.tsx
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74
script/viewer/Analyse/Render/Building.tsx
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import {BuildingState, WorldBoundaries, BuildingType, Team} from "@demostf/parser-worker";
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export interface BuildingProp {
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building: BuildingState;
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mapBoundary: WorldBoundaries;
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targetSize: {
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width: number;
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height: number;
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};
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scale: number;
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}
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const healthMap = [0, 150, 180, 216];
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function getBuildingType(type: BuildingType) {
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switch (type) {
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case BuildingType.TeleporterEntrance:
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return 'tele_entrance';
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case BuildingType.TeleporterExit:
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return 'tele_exit';
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case BuildingType.Dispenser:
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return 'dispenser';
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case BuildingType.Level1Sentry:
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return 'sentry_1';
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case BuildingType.Level2Sentry:
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return 'sentry_2';
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case BuildingType.Level3Sentry:
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return 'sentry_3';
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case BuildingType.MiniSentry:
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return 'sentry_1';
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default:
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return 'unknown';
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}
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}
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function getIcon(building: BuildingState) {
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const icon = getBuildingType(building.buildingType);
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const team = building.team === Team.Red ? 'red' : 'blue';
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return `/images/building_icons/${icon}_${team}.png`;
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}
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export function Building({building, mapBoundary, targetSize, scale}: BuildingProp) {
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const worldWidth = mapBoundary.boundary_max.x - mapBoundary.boundary_min.x;
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const worldHeight = mapBoundary.boundary_max.y - mapBoundary.boundary_min.y;
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const x = building.position.x - mapBoundary.boundary_min.x;
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const y = building.position.y - mapBoundary.boundary_min.y;
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const scaledX = x / worldWidth * targetSize.width;
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const scaledY = (worldHeight - y) / worldHeight * targetSize.height;
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const maxHealth = healthMap[building.level];
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if (!maxHealth) {
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return null;
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}
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const alpha = building.health / maxHealth;
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try {
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const image = getIcon(building);
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const angle = (building.angle) ?
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<polygon points="-6,14 0, 16 6,14 0,24" fill="white"
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transform={`rotate(${270 - building.angle})`}/> : '';
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return <g transform={`translate(${scaledX} ${scaledY}) scale(${1 / scale})`}
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opacity={alpha}>
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{angle}
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<image href={image} class={"player-icon"} height={32}
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width={32}
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transform={`translate(-16 -16)`}/>
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</g>
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} catch (e) {
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console.log(e);
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return null;
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}
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}
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45
script/viewer/Analyse/Render/KillFeed.css
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45
script/viewer/Analyse/Render/KillFeed.css
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.killfeed {
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position: absolute;
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top: 0;
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right: 0;
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padding: 15px;
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user-select: none;
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.kill {
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.red {
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color: #a75d50;
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}
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.blue {
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color: #5b818f;
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}
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&.active-player {
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background-color: #ddcfb2;
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}
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display: inline-block;
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margin: 3px;
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white-space: nowrap;
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background-color: #2d2727cc;
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border-radius: 5px;
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padding: 5px 15px;
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width: auto;
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text-align: right;
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color: var(--primary-color);
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font-weight: bold;
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float: right;
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clear: both;
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.player {
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padding: 0 5px;
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}
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}
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}
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.kill-icon {
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display: inline-block;
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height: 22px;
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width: auto;
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vertical-align: middle;
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filter: brightness(600%);
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}
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65
script/viewer/Analyse/Render/KillFeed.tsx
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65
script/viewer/Analyse/Render/KillFeed.tsx
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import {Kill, PlayerState} from "@demostf/parser-worker";
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import {killAlias} from "./killAlias";
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export interface KillFeedProps {
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kills: Kill[],
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tick: number;
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players: PlayerState[];
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}
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export function KillFeed({kills, tick, players}: KillFeedProps) {
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let relevantKills: Kill[] = kills.filter(kill => kill.tick <= tick && kill.tick >= (tick - 30 * 10));
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return <div class="killfeed">
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{relevantKills.map((kill, i) => <KillFeedItem kill={kill} players={players}/>)}
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</div>
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}
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const teamMap = {
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0: 'unknown',
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2: 'red',
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3: 'blue'
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};
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export function KillFeedItem({kill, players}: { kill: Kill, players: PlayerState[] }) {
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const alias = killAlias[kill.weapon] ? killAlias[kill.weapon] : kill.weapon;
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const attacker = getPlayer(players, kill.attacker);
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const assister = getPlayer(players, kill.assister);
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let victim = getPlayer(players, kill.victim);
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let killIcon;
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try {
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killIcon = `/images/kill_icons/${alias}.png`;
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} catch (e) {
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console.log(alias);
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killIcon = `/images/kill_icons/skull.png`;
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}
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if (!victim) {
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victim = {
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team: 0,
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info: {
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name: 'Missing player'
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}
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};
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}
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return <div class="kill">
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{(attacker && kill.attacker !== kill.victim) ?
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<span class={"player " + teamMap[attacker.team]}>
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{attacker.info.name}
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</span> : ''}
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{(assister && kill.assister !== kill.victim) ?
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<span class={teamMap[assister.team]}>﹢</span> : ''}
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{(assister && kill.assister !== kill.victim) ?
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(<span class={"player " + teamMap[assister.team]}>
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{assister.info.name}
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</span>) : ''}
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<img src={killIcon} class={`kill-icon ${kill.weapon}`}/>
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<span class={"player " + teamMap[victim.team]}>
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{victim.info.name}
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</span>
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</div>
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}
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function getPlayer(players: PlayerState[], entityId: number): PlayerState {
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return players.find(player => player.info.userId == entityId);
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}
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4
script/viewer/Analyse/Render/Player.css
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4
script/viewer/Analyse/Render/Player.css
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.player-icon {
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mask-size: cover;
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mask-repeat: no-repeat;
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}
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73
script/viewer/Analyse/Render/Player.tsx
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73
script/viewer/Analyse/Render/Player.tsx
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import {PlayerState, WorldBoundaries, Team} from "@demostf/parser-worker";
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export interface PlayerProp {
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player: PlayerState;
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mapBoundary: WorldBoundaries;
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targetSize: {
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width: number;
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height: number;
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};
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scale: number;
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}
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const healthMap = {
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0: 100, //fallback
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1: 125,//scout
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2: 150,//sniper
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3: 200,//soldier,
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4: 175,//demoman,
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5: 150,//medic,
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6: 300,//heavy,
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7: 175,//pyro
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8: 125,//spy
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9: 125,//engineer
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};
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const classMap = {
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0: "empty",
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1: "scout",
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2: "sniper",
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3: "soldier",
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4: "demoman",
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5: "medic",
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6: "heavy",
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7: "pyro",
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8: "spy",
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9: "engineer"
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};
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export function Player({player, mapBoundary, targetSize, scale}: PlayerProp) {
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const worldWidth = mapBoundary.boundary_max.x - mapBoundary.boundary_min.x;
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const worldHeight = mapBoundary.boundary_max.y - mapBoundary.boundary_min.y;
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const x = player.position.x - mapBoundary.boundary_min.x;
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const y = player.position.y - mapBoundary.boundary_min.y;
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const scaledX = x / worldWidth * targetSize.width;
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const scaledY = (worldHeight - y) / worldHeight * targetSize.height;
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const maxHealth = healthMap[player.playerClass];
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const alpha = player.health / maxHealth;
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const teamColor = (player.team === Team.Red) ? '#a75d50' : '#5b818f';
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const imageOpacity = player.health === 0 ? 0 : (1 + alpha) / 2;
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return <g
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transform={`translate(${scaledX} ${scaledY}) scale(${1 / scale})`}>
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<polygon points="-6,14 0, 16 6,14 0,24" fill="white"
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opacity={imageOpacity}
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transform={`rotate(${270 - player.angle})`}/>
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<circle r={16} stroke-width={1} stroke="white" fill={teamColor}
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opacity={alpha}/>
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{getClassImage(player, imageOpacity)}
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</g>
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}
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function getClassImage(player: PlayerState, imageOpacity: number) {
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if (!classMap[player.playerClass]) {
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return [];
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}
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const image = `/images/class_icons/${classMap[player.playerClass]}.svg`;
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return <image href={image}
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class={"player-icon " + player.team}
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opacity={imageOpacity}
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height={32}
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width={32}
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transform={`translate(-16 -16)`}/>
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}
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218
script/viewer/Analyse/Render/PlayerSpec.css
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218
script/viewer/Analyse/Render/PlayerSpec.css
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.blueSpecHolder {
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position: absolute;
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left: 0;
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top: 50%;
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transform: translate(0, -50%);
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}
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.redSpecHolder {
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position: absolute;
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right: 0;
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top: 50%;
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transform: translate(0, -50%);
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}
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.playerspec {
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background-color: black;
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color: white;
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height: 42px;
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width: 200px;
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position: relative;
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font-family: sans-serif;
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margin-bottom: 2px;
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user-select: none;
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&.uber {
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height: 28px;
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}
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.class-icon, .steam-avatar {
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width: 42px;
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height: 42px;
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display: inline-block;
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position: absolute;
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top: 0;
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left: 0;
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background-position: top left;
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background-size: 100% 100%;
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&.uber {
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height: 28px;
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background-size: 28px 28px;
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background-repeat: no-repeat;
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background-position: 50% 50%;
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}
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}
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.player-name {
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display: inline-block;
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position: relative;
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padding: 0 5px;
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white-space: nowrap;
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width: 120px;
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overflow: hidden;
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text-overflow: ellipsis;
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}
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.health-container {
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display: inline-block;
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position: absolute;
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left: 42px;
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top: 0;
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height: 28px;
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width: calc(100% - 42px);
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line-height: 28px;
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font-weight: bold;
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.health {
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position: relative;
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float: right;
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padding: 0 5px;
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}
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.healthbar {
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position: absolute;
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top: 0;
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left: 0;
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height: 28px;
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}
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}
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&.red {
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.health-container {
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background-color: #a75d50aa;
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}
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.healthbar {
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background-color: #a75d50;
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}
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.class-icon.scout {
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background-image: url('../../images/class_portraits/Icon_scout.jpg');
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}
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.class-icon.soldier {
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background-image: url('../../images/class_portraits/Icon_soldier.jpg');
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}
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.class-icon.pyro {
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background-image: url('../../images/class_portraits/Icon_pyro.jpg');
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}
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.class-icon.demoman {
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background-image: url('../../images/class_portraits/Icon_demoman.jpg');
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}
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.class-icon.engineer {
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background-image: url('../../images/class_portraits/Icon_engineer.jpg');
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}
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.class-icon.heavy {
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background-image: url('../../images/class_portraits/Icon_heavy.jpg');
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}
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.class-icon.medic {
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background-image: url('../../images/class_portraits/Icon_medic.jpg');
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}
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.class-icon.sniper {
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background-image: url('../../images/class_portraits/Icon_sniper.jpg');
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}
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.class-icon.spy{
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background-image: url('../../images/class_portraits/Icon_spy.jpg');
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}
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.class-icon.uber {
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background-image: url('../../images/charge_red.svg');
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}
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.class-icon, .steam-avatar {
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right: 0;
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left: auto;
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}
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.health-container {
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right: 42px;
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left: auto;
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}
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.health {
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float: left;
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}
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.player-name {
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float: right;
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direction: ltr;
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text-align: right;
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}
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}
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&.blue {
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.health-container {
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background-color: #5b818faa;
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}
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.healthbar {
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background-color: #5b818f;
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}
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.class-icon.scout {
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background-image: url('../../images/class_portraits/Icon_scout_blue.jpg');
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}
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.class-icon.soldier {
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background-image: url('../../images/class_portraits/Icon_soldier_blue.jpg');
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}
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.class-icon.pyro {
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background-image: url('../../images/class_portraits/Icon_pyro_blue.jpg');
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}
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.class-icon.demoman {
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background-image: url('../../images/class_portraits/Icon_demoman_blue.jpg');
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}
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.class-icon.engineer {
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background-image: url('../../images/class_portraits/Icon_engineer_blue.jpg');
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}
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.class-icon.heavy {
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background-image: url('../../images/class_portraits/Icon_heavy_blue.jpg');
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}
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.class-icon.medic {
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background-image: url('../../images/class_portraits/Icon_medic_blue.jpg');
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}
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.class-icon.sniper {
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background-image: url('../../images/class_portraits/Icon_sniper_blue.jpg');
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}
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.class-icon.spy {
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background-image: url('../../images/class_portraits/Icon_spy_blue.jpg');
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}
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.class-icon.uber {
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background-image: url('../../images/charge_blue.svg');
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}
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}
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&.overhealed {
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.health {
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color: #79d297;
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}
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.health:after {
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position: absolute;
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top: 21px;
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right: 0;
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padding: 0 5px;
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font-size: 10px;
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font-weight: bold;
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content: 'OVERHEALED'
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}
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&.red .health:after {
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position: absolute;
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top: 21px;
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left: 0;
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right: auto;
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}
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}
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&.dead {
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.healthbar, .health {
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display: none;
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}
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.health-container {
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background-color: transparent;
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}
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.class-icon {
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opacity: 0.5;
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}
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}
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}
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139
script/viewer/Analyse/Render/PlayerSpec.tsx
Normal file
139
script/viewer/Analyse/Render/PlayerSpec.tsx
Normal file
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import {PlayerState} from "@demostf/parser-worker";
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export interface PlayerSpecProps {
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player: PlayerState;
|
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}
|
||||
|
||||
const healthMap = {
|
||||
0: 100, //fallback
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||||
1: 125, //scout
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||||
2: 150, //sniper
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||||
3: 200, //soldier,
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4: 175, //demoman,
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5: 150, //medic,
|
||||
6: 300, //heavy,
|
||||
7: 175, //pyro
|
||||
8: 125, //spy
|
||||
9: 125, //engineer
|
||||
};
|
||||
|
||||
const classMap = {
|
||||
1: "scout",
|
||||
2: "sniper",
|
||||
3: "soldier",
|
||||
4: "demoman",
|
||||
5: "medic",
|
||||
6: "heavy",
|
||||
7: "pyro",
|
||||
8: "spy",
|
||||
9: "engineer"
|
||||
};
|
||||
|
||||
const classSort = {
|
||||
1: 1, //scout
|
||||
3: 2, //soldier
|
||||
7: 3, //pyro
|
||||
4: 4, //demoman
|
||||
6: 5, //heavy
|
||||
9: 6, //engineer
|
||||
5: 7, //medic
|
||||
2: 8, //sniper
|
||||
8: 9, //spy
|
||||
};
|
||||
|
||||
const teamMap = {
|
||||
0: "other",
|
||||
1: "spectator",
|
||||
2: "red",
|
||||
3: "blue",
|
||||
}
|
||||
|
||||
export interface PlayersSpecProps {
|
||||
players: PlayerState[];
|
||||
}
|
||||
|
||||
export function PlayersSpec({players}: PlayersSpecProps) {
|
||||
const redPlayers = players
|
||||
.filter((player) => player.team === 2);
|
||||
const bluePlayers = players
|
||||
.filter((player) => player.team === 3);
|
||||
redPlayers.sort((a, b) => classSort[a.playerClass] - classSort[b.playerClass]);
|
||||
bluePlayers.sort((a, b) => classSort[a.playerClass] - classSort[b.playerClass]);
|
||||
|
||||
const redPlayerSpecs = redPlayers
|
||||
.map((player, i) => <PlayerSpec player={player}/>)
|
||||
.concat(
|
||||
redPlayers
|
||||
.filter(player => player.playerClass === 5)
|
||||
.map((player, i) => <UberSpec
|
||||
team={teamMap[player.team]}
|
||||
chargeLevel={player.charge}
|
||||
isDeath={player.health < 1}
|
||||
/>)
|
||||
);
|
||||
const bluePlayerSpecs = bluePlayers
|
||||
.map((player, i) => <PlayerSpec player={player}/>).concat(
|
||||
bluePlayers
|
||||
.filter(player => player.playerClass === 5)
|
||||
.map((player, i) => {
|
||||
// console.log(player);
|
||||
return (<UberSpec
|
||||
team={teamMap[player.team]}
|
||||
chargeLevel={player.charge}
|
||||
isDeath={player.health < 1}
|
||||
/>)
|
||||
})
|
||||
);
|
||||
|
||||
return (<div>
|
||||
<div class="redSpecHolder">{redPlayerSpecs}</div>
|
||||
<div class="blueSpecHolder">{bluePlayerSpecs}</div>
|
||||
</div>);
|
||||
}
|
||||
|
||||
export function PlayerSpec({player}: PlayerSpecProps) {
|
||||
const healthPercent = Math.min(100, player.health / healthMap[player.playerClass] * 100);
|
||||
const healthStatusClass = (player.health > healthMap[player.playerClass]) ? 'overhealed' : (player.health <= 0 ? 'dead' : '');
|
||||
|
||||
return (
|
||||
<div
|
||||
class={"playerspec " + teamMap[player.team] + " webp " + healthStatusClass}>
|
||||
{getPlayerIcon(player)}
|
||||
<div class="health-container">
|
||||
<div class="healthbar"
|
||||
style={{width: healthPercent + '%'}}/>
|
||||
<span class="player-name">{player.info.name}</span>
|
||||
<span class="health">{player.health}</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function getPlayerIcon(player: PlayerState) {
|
||||
if (classMap[player.playerClass]) {
|
||||
return <div class={classMap[player.playerClass] + " class-icon"}/>
|
||||
} else {
|
||||
return <div class={"class-icon"}/>
|
||||
}
|
||||
}
|
||||
|
||||
export interface UberSpecProps {
|
||||
chargeLevel: number;
|
||||
team: string;
|
||||
isDeath: boolean;
|
||||
}
|
||||
|
||||
export function UberSpec({chargeLevel, team, isDeath}: UberSpecProps) {
|
||||
const healthStatusClass = (isDeath) ? 'dead' : '';
|
||||
return (
|
||||
<div class={`playerspec uber ${team} ${healthStatusClass}`}>
|
||||
<div class={"uber class-icon"}/>
|
||||
<div class="health-container">
|
||||
<div class="healthbar"
|
||||
style={{width: chargeLevel + '%'}}/>
|
||||
<span class="player-name">Charge</span>
|
||||
<span class="health">{Math.round(chargeLevel)}</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
19
script/viewer/Analyse/Render/SpecHUD.tsx
Normal file
19
script/viewer/Analyse/Render/SpecHUD.tsx
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
import {PlayersSpec} from './PlayerSpec';
|
||||
import {KillFeed} from './KillFeed';
|
||||
import {AsyncParser} from "../Data/AsyncParser";
|
||||
import {PlayerState, Kill} from "@demostf/parser-worker";
|
||||
|
||||
export interface SpecHUDProps {
|
||||
tick: number;
|
||||
parser: AsyncParser;
|
||||
players: PlayerState[];
|
||||
kills: Kill[]
|
||||
}
|
||||
|
||||
export function SpecHUD({tick, parser, players, kills}: SpecHUDProps) {
|
||||
return (<div class="spechud">
|
||||
<KillFeed tick={tick} kills={kills} players={players}/>
|
||||
<PlayersSpec players={players}/>
|
||||
</div>)
|
||||
}
|
||||
|
||||
23
script/viewer/Analyse/Render/Timeline.css
Normal file
23
script/viewer/Analyse/Render/Timeline.css
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
.timeline {
|
||||
width: 100%;
|
||||
height: 100px;
|
||||
/*bottom: 0;*/
|
||||
/*position: relative;*/
|
||||
}
|
||||
|
||||
.timeline-progress {
|
||||
position: absolute;
|
||||
bottom: -60px;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 160px;
|
||||
}
|
||||
|
||||
.timeline-background {
|
||||
position: absolute;
|
||||
bottom: 22px;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 78px;
|
||||
transform: scale(1, -1);
|
||||
}
|
||||
69
script/viewer/Analyse/Render/Timeline.tsx
Normal file
69
script/viewer/Analyse/Render/Timeline.tsx
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
import {ParsedDemo, PlayerState, Header, WorldBoundaries, Team} from "@demostf/parser-worker";
|
||||
|
||||
export interface TimelineProps {
|
||||
parser: AsyncParser;
|
||||
tick: number;
|
||||
onSetTick: (tick: number) => any;
|
||||
disabled?: boolean;
|
||||
}
|
||||
|
||||
export const Timeline = ({parser, tick, onSetTick, disabled}) => {
|
||||
const background = <TimeLineBackground parser={parser}/>;
|
||||
|
||||
return (<div class="timeline">
|
||||
{background}
|
||||
<input class="timeline-progress" type="range" min={0}
|
||||
max={parser.demo.tickCount} value={tick}
|
||||
disabled={disabled}
|
||||
onChange={(event) => {onSetTick(parseInt(event.target.value, 10))}}
|
||||
/>
|
||||
</div>);
|
||||
}
|
||||
|
||||
import {AsyncParser} from "../Data/AsyncParser";
|
||||
import {createSignal} from "solid-js";
|
||||
|
||||
function TimeLineBackground({parser}:{parser: AsyncParser}) {
|
||||
const length = Math.floor(parser.demo.tickCount / 30);
|
||||
const blueHealth = new Uint16Array(length);
|
||||
const redHealth = new Uint16Array(length);
|
||||
let index = 0;
|
||||
let maxHealth = 0;
|
||||
for (let tick = 0; tick < parser.demo.tickCount; tick += 30) {
|
||||
index++;
|
||||
const players = parser.getPlayersAtTick(tick);
|
||||
for (const player of players) {
|
||||
if (player.team === 2) {
|
||||
redHealth[index] += player.health;
|
||||
} else if (player.team === 3) {
|
||||
blueHealth[index] += player.health;
|
||||
}
|
||||
}
|
||||
if (blueHealth[index] > 0 && redHealth[index] > 0) {
|
||||
maxHealth = Math.max(maxHealth, blueHealth[index], redHealth[index]);
|
||||
}
|
||||
}
|
||||
|
||||
let darkMode = window.matchMedia && window.matchMedia('(prefers-color-scheme: dark)').matches;
|
||||
let redStroke = darkMode ? '#ff756bff' : '#ff000088';
|
||||
let blueStroke = darkMode ? '#7378ffff' : '#0000ff88';
|
||||
|
||||
const redHealthPath = redHealth.reduce(pathReducer, 'M 0 0');
|
||||
const blueHealthPath = blueHealth.reduce(pathReducer, 'M 0 0');
|
||||
|
||||
return (
|
||||
<svg class="timeline-background"
|
||||
viewBox={`0 0 ${length} ${maxHealth}`}
|
||||
preserveAspectRatio="none">
|
||||
<path d={redHealthPath} stroke={redStroke} stroke-width={2}
|
||||
fill="transparent"
|
||||
vector-effect="non-scaling-stroke"/>
|
||||
<path d={blueHealthPath} stroke={blueStroke} stroke-width={2}
|
||||
fill="transparent"
|
||||
vector-effect="non-scaling-stroke"/>
|
||||
</svg>);
|
||||
}
|
||||
|
||||
function pathReducer(path, y, x) {
|
||||
return `${path} L ${x} ${y}`
|
||||
}
|
||||
38
script/viewer/Analyse/Render/killAlias.ts
Normal file
38
script/viewer/Analyse/Render/killAlias.ts
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
export const killAlias = {
|
||||
'world': 'skull',
|
||||
'player': 'skull',
|
||||
'telefrag': 'skull',
|
||||
'shotgun_pyro': 'shotgun',
|
||||
'tf_projectile_pipe_remote': 'stickybomb_launcher',
|
||||
'the_classic': 'classic',
|
||||
'tf_projectile_arrow': 'huntsman',
|
||||
'club': 'kukri',
|
||||
'shotgun_primary': 'shotgun',
|
||||
'shotgun_soldier': 'shotgun',
|
||||
'shotgun_hwg': 'shotgun',
|
||||
'pickaxe': 'escape_plan',
|
||||
'tf_projectile_pipe': 'grenade_launcher',
|
||||
'obj_sentrygun': 'sentrygun1',
|
||||
'steel_fists': 'fists_of_steel',
|
||||
'tf_projectile_rocket': 'rocket_launcher',
|
||||
'obj_sentrygun3': 'sentrygun3',
|
||||
'obj_sentrygun2': 'sentrygun2',
|
||||
'worldspawn': 'skull',
|
||||
'nonnonviolent_protest': 'conscientious_objector',
|
||||
'deflect_promode': 'deflect_rocket',
|
||||
'trigger_hurt': 'bleed',
|
||||
'quake_rl': 'original',
|
||||
'wrangler_kill': 'wrangler',
|
||||
'obj_minisentry': 'minisentry',
|
||||
'pistol_scout': 'pistol',
|
||||
'bleed_kill': 'bleed',
|
||||
'maxgun': 'lugermorph',
|
||||
'rocketlauncher_directhit': 'direct_hit',
|
||||
'frontier_kill': 'frontier_justice',
|
||||
'robot_arm_kill': 'gunslinger',
|
||||
'wrench_jag': 'jag',
|
||||
'loose_cannon_explosion': 'loose_cannon',
|
||||
'samrevolver': 'big_kill',
|
||||
'long_heatmaker': 'huo-long_heater',
|
||||
'pep_pistol': 'pistol'
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue