Merge with main

This commit is contained in:
Vladislav Khorev committed 2026-02-08 15:31:25 +03:00
commit 8a374a4231
9 files changed
+794 -241

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+169 -30
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@@ -349,6 +349,7 @@ namespace ZL
uint64_t now = SDL_GetTicks64();
if (now - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
lastProjectileFireTime = now;
const float projectileSpeed = 60.0f;
this->fireProjectiles();
@@ -358,15 +359,21 @@ namespace ZL
Eigen::Vector3f centerPos = Environment::shipState.position +
Environment::shipState.rotation * Vector3f{ 0, 0.9f, 5.0f };
Eigen::Quaternionf q(Environment::shipState.rotation);
float speedToSend = projectileSpeed + Environment::shipState.velocity;
int shotCount = 2;
std::string fireMsg = "FIRE:" +
std::to_string(now) + ":" +
std::to_string(centerPos.x()) + ":" +
std::to_string(centerPos.y()) + ":" +
std::to_string(centerPos.z()) + ":" +
std::to_string(worldForward.x()) + ":" +
std::to_string(worldForward.y()) + ":" +
std::to_string(worldForward.z()) + ":" +
"2";
std::to_string(q.w()) + ":" +
std::to_string(q.x()) + ":" +
std::to_string(q.y()) + ":" +
std::to_string(q.z()) + ":" +
std::to_string(speedToSend) + ":" +
std::to_string(shotCount);
networkClient->Send(fireMsg);
}
@@ -734,13 +741,13 @@ namespace ZL
// Биндим текстуру корабля один раз для всех удаленных игроков (оптимизация батчинга)
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
auto now = std::chrono::system_clock::now();
/*auto now = std::chrono::system_clock::now();
//Apply server delay:
now -= std::chrono::milliseconds(CLIENT_DELAY);
latestRemotePlayers = networkClient->getRemotePlayers();
*/
// Если сервер прислал коробки, применяем их однократно вместо локальной генерации
if (!serverBoxesApplied && networkClient) {
auto sboxes = networkClient->getServerBoxes();
@@ -763,15 +770,9 @@ namespace ZL
}
// Итерируемся по актуальным данным из extrapolateRemotePlayers
for (auto const& [id, remotePlayer] : latestRemotePlayers) {
if (!remotePlayer.canFetchClientStateAtTime(now))
{
continue;
}
ClientState playerState = remotePlayer.fetchClientStateAtTime(now);
for (auto const& [id, remotePlayer] : remotePlayerStates) {
const ClientState& playerState = remotePlayer;
renderer.PushMatrix();
renderer.LoadIdentity();
@@ -811,18 +812,15 @@ namespace ZL
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Берем удаленных игроков
latestRemotePlayers = networkClient->getRemotePlayers();
//latestRemotePlayers = networkClient->getRemotePlayers();
auto now = std::chrono::system_clock::now();
now -= std::chrono::milliseconds(CLIENT_DELAY);
for (auto const& [id, remotePlayer] : latestRemotePlayers)
for (auto const& [id, remotePlayer] : remotePlayerStates)
{
if (!remotePlayer.canFetchClientStateAtTime(now))
continue;
ClientState st = remotePlayer.fetchClientStateAtTime(now);
const ClientState& st = remotePlayer;
// Позиция корабля в мире
Vector3f shipWorld = st.position;
@@ -872,6 +870,9 @@ namespace ZL
lastTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count();
lastTickCount = (lastTickCount / 50)*50;
return;
}
@@ -880,6 +881,8 @@ namespace ZL
std::chrono::system_clock::now().time_since_epoch()
).count();
newTickCount = (newTickCount / 50) * 50;
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
size_t delta = newTickCount - lastTickCount;
@@ -893,15 +896,7 @@ namespace ZL
sparkEmitter.update(static_cast<float>(delta));
planetObject.update(static_cast<float>(delta));
static float pingTimer = 0.0f;
pingTimer += delta;
if (pingTimer >= 1000.0f) {
std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
networkClient->Send(pingMsg);
std::cout << "Sending: " << pingMsg << std::endl;
pingTimer = 0.0f;
}
//Handle input:
@@ -957,9 +952,44 @@ namespace ZL
std::cout << "Sending: " << msg << std::endl;
}
Environment::shipState.simulate_physics(delta);
long long leftoverDelta = delta;
while (leftoverDelta > 0)
{
long long miniDelta = 50;
Environment::shipState.simulate_physics(miniDelta);
leftoverDelta -= miniDelta;
}
Environment::inverseShipMatrix = Environment::shipState.rotation.inverse();
static float pingTimer = 0.0f;
pingTimer += delta;
if (pingTimer >= 1000.0f) {
std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
networkClient->Send(pingMsg);
std::cout << "Sending: " << pingMsg << std::endl;
pingTimer = 0.0f;
}
auto latestRemotePlayers = networkClient->getRemotePlayers();
std::chrono::system_clock::time_point nowRounded{ std::chrono::milliseconds(newTickCount) };
for (auto const& [id, remotePlayer] : latestRemotePlayers) {
if (!remotePlayer.canFetchClientStateAtTime(nowRounded))
{
continue;
}
ClientState playerState = remotePlayer.fetchClientStateAtTime(nowRounded);
remotePlayerStates[id] = playerState;
}
for (auto& p : projectiles) {
if (p && p->isActive()) {
p->update(static_cast<float>(delta), renderer);
@@ -1027,11 +1057,16 @@ namespace ZL
if (!uiGameOverShown) {
if (uiManager.pushMenuFromFile("resources/config/game_over.json", this->renderer, CONST_ZIP_FILE)) {
uiManager.setButtonCallback("restartButton", [this](const std::string& name) {
std::string respawnMsg = "RESPAWN:" + std::to_string(networkClient->GetClientId());
networkClient->Send(respawnMsg);
this->shipAlive = true;
this->gameOver = false;
this->uiGameOverShown = false;
this->showExplosion = false;
this->explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
this->deadRemotePlayers.clear();
Environment::shipState.position = Vector3f{ 0, 0, 45000.f };
Environment::shipState.velocity = 0.0f;
@@ -1358,7 +1393,37 @@ namespace ZL
const float projectileSpeed = 60.0f;
const float lifeMs = 5000.0f;
const float size = 0.5f;
for (const auto& pi : pending) {
const std::vector<Vector3f> localOffsets = {
Vector3f{ -1.5f, 0.9f, 5.0f },
Vector3f{ 1.5f, 0.9f, 5.0f }
//Vector3f{},
//Vector3f{}
};
Vector3f localForward = { 0, 0, -1 };
Vector3f worldForward = pi.rotation * localForward;
float len = worldForward.norm();
if (len <= 1e-6f) {
continue;
}
worldForward /= len;
Vector3f baseVel = worldForward * pi.velocity;
for (const auto& off : localOffsets) {
Vector3f shotPos = pi.position + (pi.rotation * off);
for (auto& p : projectiles) {
if (!p->isActive()) {
p->init(shotPos, baseVel, lifeMs, size, projectileTexture, renderer);
break;
}
}
}
}
/*
auto remotePlayersSnapshot = networkClient->getRemotePlayers();
for (const auto& pi : pending) {
Eigen::Vector3f dir = pi.direction;
@@ -1399,6 +1464,80 @@ namespace ZL
}
}
}
}*/
}
// Обработка событий смерти, присланных сервером
auto deaths = networkClient->getPendingDeaths();
if (!deaths.empty()) {
int localId = networkClient->GetClientId();
std::cout << "Client: Received " << deaths.size() << " death events" << std::endl;
for (const auto& d : deaths) {
std::cout << "Client: Processing death - target=" << d.targetId
<< ", killer=" << d.killerId << ", pos=("
<< d.position.x() << ", " << d.position.y() << ", " << d.position.z() << ")" << std::endl;
showExplosion = true;
explosionEmitter.setUseWorldSpace(true);
explosionEmitter.setEmissionPoints(std::vector<Vector3f>{ d.position });
explosionEmitter.emit();
lastExplosionTime = SDL_GetTicks64();
std::cout << "Client: Explosion emitted at (" << d.position.x() << ", "
<< d.position.y() << ", " << d.position.z() << ")" << std::endl;
if (d.targetId == localId) {
std::cout << "Client: Local ship destroyed!" << std::endl;
shipAlive = false;
gameOver = true;
Environment::shipState.velocity = 0.0f;
if (!uiGameOverShown) {
if (uiManager.pushMenuFromFile("resources/config/game_over.json",
this->renderer, CONST_ZIP_FILE)) {
uiManager.setButtonCallback("restartButton", [this](const std::string& name) {
std::cout << "Client: Restart button clicked, sending RESPAWN" << std::endl;
std::string respawnMsg = "RESPAWN:" + std::to_string(networkClient->GetClientId());
networkClient->Send(respawnMsg);
this->shipAlive = true;
this->gameOver = false;
this->uiGameOverShown = false;
this->showExplosion = false;
this->explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
this->deadRemotePlayers.clear();
Environment::shipState.position = Vector3f{ 0, 0, 45000.f };
Environment::shipState.velocity = 0.0f;
Environment::shipState.rotation = Eigen::Matrix3f::Identity();
Environment::inverseShipMatrix = Eigen::Matrix3f::Identity();
Environment::zoom = DEFAULT_ZOOM;
Environment::tapDownHold = false;
uiManager.popMenu();
std::cerr << "Game restarted\n";
});
uiManager.setButtonCallback("gameOverExitButton", [this](const std::string& name) {
Environment::exitGameLoop = true;
});
uiGameOverShown = true;
}
}
}
else {
deadRemotePlayers.insert(d.targetId);
std::cout << "Marked remote player " << d.targetId << " as dead" << std::endl;
}
}
}
auto respawns = networkClient->getPendingRespawns();
if (!respawns.empty()) {
for (const auto& respawnId : respawns) {
deadRemotePlayers.erase(respawnId);
std::cout << "Client: Remote player " << respawnId << " respawned, removed from dead list" << std::endl;
}
}
}
+11 -2
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@@ -15,6 +15,8 @@
#include <memory>
#include <render/TextRenderer.h>
#include <unordered_set>
namespace ZL {
@@ -73,7 +75,8 @@ namespace ZL {
std::vector<std::string> boxLabels;
std::unique_ptr<TextRenderer> textRenderer;
std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
//std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
std::unordered_map<int, ClientState> remotePlayerStates;
float newShipVelocity = 0;
@@ -116,6 +119,9 @@ namespace ZL {
uint64_t lastExplosionTime = 0;
const uint64_t explosionDurationMs = 500;
bool serverBoxesApplied = false;
static constexpr float MAX_DIST_SQ = 10000.f * 10000.f;
static constexpr float FADE_START = 6000.f;
static constexpr float FADE_RANGE = 4000.f;
@@ -124,7 +130,10 @@ namespace ZL {
static constexpr float MIN_SCALE = 0.4f;
static constexpr float MAX_SCALE = 0.8f;
static constexpr float CLOSE_DIST = 600.0f;
bool serverBoxesApplied = false;
std::unordered_set<int> deadRemotePlayers;
};
+11 -1
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@@ -157,6 +157,16 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
deltaMs = std::chrono::duration_cast<std::chrono::milliseconds>(nowTime - lastUpdateServerTime).count();
}
long long deltaMsLeftover = deltaMs;
while (deltaMsLeftover > 0)
{
long long miniDelta = 50;
simulate_physics(miniDelta);
deltaMsLeftover -= miniDelta;
}
/*
// 3. Защита от слишком больших скачков (Clamp)
// Если лаг более 500мс, ограничиваем его, чтобы избежать резких рывков
long long final_lag_ms = deltaMs;//min(deltaMs, 500ll);
@@ -165,7 +175,7 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
// Доматываем симуляцию на величину задержки
// Мы предполагаем, что за это время параметры управления не менялись
simulate_physics(final_lag_ms);
}
}*/
}
void ClientState::handle_full_sync(const std::vector<std::string>& parts, int startFrom) {
+10 -3
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@@ -1,6 +1,5 @@
#pragma once
// WebSocketClient.h
#include "NetworkInterface.h"
#include <queue>
@@ -16,8 +15,8 @@ namespace ZL {
void Send(const std::string& message) override;
bool IsConnected() const override { return true; }
int GetClientId() const { return 1; }
std::vector<ProjectileInfo> getPendingProjectiles();
int GetClientId() const override { return 1; }
std::vector<ProjectileInfo> getPendingProjectiles() override;
std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
return std::unordered_map<int, ClientStateInterval>();
@@ -26,5 +25,13 @@ namespace ZL {
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override {
return {};
}
std::vector<DeathInfo> getPendingDeaths() override {
return {};
}
std::vector<int> getPendingRespawns() override {
return {};
}
};
}
+30 -17
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@@ -7,24 +7,37 @@
// NetworkInterface.h - »нтерфейс дл¤ разных типов соединений
namespace ZL {
struct ProjectileInfo {
int shooterId = -1;
uint64_t clientTime = 0;
Eigen::Vector3f position = Eigen::Vector3f::Zero();
Eigen::Vector3f direction = Eigen::Vector3f::Zero();
};
struct ProjectileInfo {
int shooterId = -1;
uint64_t clientTime = 0;
Eigen::Vector3f position = Eigen::Vector3f::Zero();
//Eigen::Vector3f direction = Eigen::Vector3f::Zero();
Eigen::Matrix3f rotation = Eigen::Matrix3f::Identity();
float velocity = 0;
};
class INetworkClient {
public:
virtual ~INetworkClient() = default;
virtual void Connect(const std::string& host, uint16_t port) = 0;
virtual void Send(const std::string& message) = 0;
virtual bool IsConnected() const = 0;
virtual void Poll() = 0; // ƒл¤ обработки вход¤щих пакетов
virtual std::unordered_map<int, ClientStateInterval> getRemotePlayers() = 0;
struct DeathInfo {
int targetId = -1;
uint64_t serverTime = 0;
Eigen::Vector3f position = Eigen::Vector3f::Zero();
int killerId = -1;
};
virtual std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() = 0;
class INetworkClient {
public:
virtual ~INetworkClient() = default;
virtual void Connect(const std::string& host, uint16_t port) = 0;
virtual void Send(const std::string& message) = 0;
virtual bool IsConnected() const = 0;
virtual void Poll() = 0; // ƒл¤ обработки вход¤щих пакетов
virtual std::unordered_map<int, ClientStateInterval> getRemotePlayers() = 0;
virtual std::vector<ProjectileInfo> getPendingProjectiles() = 0;
};
virtual std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() = 0;
virtual std::vector<ProjectileInfo> getPendingProjectiles() = 0;
virtual std::vector<DeathInfo> getPendingDeaths() = 0;
virtual std::vector<int> getPendingRespawns() = 0;
virtual int GetClientId() const { return -1; }
};
}
+91 -4
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@@ -71,6 +71,20 @@ namespace ZL {
return copy;
}
std::vector<DeathInfo> WebSocketClient::getPendingDeaths() {
std::lock_guard<std::mutex> lock(deathsMutex_);
auto copy = pendingDeaths_;
pendingDeaths_.clear();
return copy;
}
std::vector<int> WebSocketClient::getPendingRespawns() {
std::lock_guard<std::mutex> lock(respawnMutex_);
auto copy = pendingRespawns_;
pendingRespawns_.clear();
return copy;
}
void WebSocketClient::Poll() {
std::lock_guard<std::mutex> lock(queueMutex);
@@ -125,10 +139,29 @@ namespace ZL {
}
continue;
}
if (msg.rfind("RESPAWN_ACK:", 0) == 0) {
auto parts = split(msg, ':');
if (parts.size() >= 2) {
try {
int respawnedPlayerId = std::stoi(parts[1]);
{
std::lock_guard<std::mutex> rLock(respawnMutex_);
pendingRespawns_.push_back(respawnedPlayerId);
}
{
std::lock_guard<std::mutex> pLock(playersMutex);
remotePlayers.erase(respawnedPlayerId);
}
std::cout << "Client: Received RESPAWN_ACK for player " << respawnedPlayerId << std::endl;
}
catch (...) {}
}
continue;
}
if (msg.rfind("PROJECTILE:", 0) == 0) {
auto parts = split(msg, ':');
if (parts.size() >= 9) {
if (parts.size() >= 10) {
try {
ProjectileInfo pi;
pi.shooterId = std::stoi(parts[1]);
@@ -138,16 +171,41 @@ namespace ZL {
std::stof(parts[4]),
std::stof(parts[5])
);
pi.direction = Eigen::Vector3f(
Eigen::Quaternionf q(
std::stof(parts[6]),
std::stof(parts[7]),
std::stof(parts[8])
std::stof(parts[8]),
std::stof(parts[9])
);
pi.rotation = q.toRotationMatrix();
pi.velocity = std::stof(parts[10]);
std::lock_guard<std::mutex> pl(projMutex_);
pendingProjectiles_.push_back(pi);
}
catch (...) {
catch (...) {}
}
continue;
}
if (msg.rfind("DEAD:", 0) == 0) {
auto parts = split(msg, ':');
if (parts.size() >= 7) {
try {
DeathInfo di;
di.serverTime = std::stoull(parts[1]);
di.targetId = std::stoi(parts[2]);
di.position = Eigen::Vector3f(
std::stof(parts[3]),
std::stof(parts[4]),
std::stof(parts[5])
);
di.killerId = std::stoi(parts[6]);
std::lock_guard<std::mutex> dl(deathsMutex_);
pendingDeaths_.push_back(di);
}
catch (...) {}
}
continue;
}
@@ -198,6 +256,35 @@ namespace ZL {
}
}
if (msg.rfind("SNAPSHOT:", 0) == 0) {
auto mainParts = split(msg.substr(9), '|'); // Отсекаем "SNAPSHOT:" и делим по игрокам
if (mainParts.empty()) continue;
uint64_t serverTimestamp = std::stoull(mainParts[0]);
std::chrono::system_clock::time_point serverTime{ std::chrono::milliseconds(serverTimestamp) };
for (size_t i = 1; i < mainParts.size(); ++i) {
auto playerParts = split(mainParts[i], ':');
if (playerParts.size() < 15) continue; // ID + 14 полей ClientState
int rId = std::stoi(playerParts[0]);
if (rId == clientId) continue; // Свое состояние игрок знает лучше всех (Client Side Prediction)
ClientState remoteState;
remoteState.id = rId;
remoteState.lastUpdateServerTime = serverTime;
// Используем твой handle_full_sync, начиная со 2-го индекса (пропускаем ID в playerParts)
remoteState.handle_full_sync(playerParts, 1);
{
std::lock_guard<std::mutex> pLock(playersMutex);
remotePlayers[rId].add_state(remoteState);
}
}
continue;
}
}
}
void WebSocketClient::Send(const std::string& message) {
+49 -42
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@@ -2,7 +2,6 @@
#ifdef NETWORK
// WebSocketClient.h
#include "NetworkInterface.h"
#include <queue>
#include <boost/beast/core.hpp>
@@ -12,62 +11,70 @@
namespace ZL {
class WebSocketClient : public INetworkClient {
private:
// Переиспользуем io_context из TaskManager
boost::asio::io_context& ioc_;
class WebSocketClient : public INetworkClient {
private:
// Переиспользуем io_context из TaskManager
boost::asio::io_context& ioc_;
// Объекты переехали в члены класса
std::unique_ptr<boost::beast::websocket::stream<boost::beast::tcp_stream>> ws_;
boost::beast::flat_buffer buffer_;
// Объекты переехали в члены класса
std::unique_ptr<boost::beast::websocket::stream<boost::beast::tcp_stream>> ws_;
boost::beast::flat_buffer buffer_;
std::queue<std::string> messageQueue;
std::mutex queueMutex; // Защита для messageQueue
std::queue<std::string> messageQueue;
std::mutex queueMutex; // Защита для messageQueue
std::queue<std::shared_ptr<std::string>> writeQueue_;
bool isWriting_ = false;
std::mutex writeMutex_; // Отдельный мьютекс для очереди записи
std::queue<std::shared_ptr<std::string>> writeQueue_;
bool isWriting_ = false;
std::mutex writeMutex_; // Отдельный мьютекс для очереди записи
bool connected = false;
int clientId = -1;
bool connected = false;
int clientId = -1;
std::unordered_map<int, ClientStateInterval> remotePlayers;
std::mutex playersMutex;
std::unordered_map<int, ClientStateInterval> remotePlayers;
std::mutex playersMutex;
// Серверные коробки
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> serverBoxes_;
std::mutex boxesMutex;
// Серверные коробки
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> serverBoxes_;
std::mutex boxesMutex;
std::vector<ProjectileInfo> pendingProjectiles_;
std::mutex projMutex_;
std::vector<ProjectileInfo> pendingProjectiles_;
std::mutex projMutex_;
void startAsyncRead();
void processIncomingMessage(const std::string& msg);
std::vector<DeathInfo> pendingDeaths_;
std::mutex deathsMutex_;
public:
explicit WebSocketClient(boost::asio::io_context& ioc) : ioc_(ioc) {}
std::vector<int> pendingRespawns_;
std::mutex respawnMutex_;
void Connect(const std::string& host, uint16_t port) override;
void startAsyncRead();
void processIncomingMessage(const std::string& msg);
void Poll() override;
public:
explicit WebSocketClient(boost::asio::io_context& ioc) : ioc_(ioc) {}
void Send(const std::string& message) override;
void doWrite();
void Connect(const std::string& host, uint16_t port) override;
bool IsConnected() const override { return connected; }
int GetClientId() const { return clientId; }
void Poll() override;
std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
std::lock_guard<std::mutex> lock(playersMutex);
return remotePlayers;
}
void Send(const std::string& message) override;
void doWrite();
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override {
std::lock_guard<std::mutex> lock(boxesMutex);
return serverBoxes_;
}
bool IsConnected() const override { return connected; }
int GetClientId() const override { return clientId; }
std::vector<ProjectileInfo> getPendingProjectiles() override;
};
std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
std::lock_guard<std::mutex> lock(playersMutex);
return remotePlayers;
}
std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override {
std::lock_guard<std::mutex> lock(boxesMutex);
return serverBoxes_;
}
std::vector<ProjectileInfo> getPendingProjectiles() override;
std::vector<DeathInfo> getPendingDeaths() override;
std::vector<int> getPendingRespawns() override;
};
}
#endif