614 lines
16 KiB
C++
614 lines
16 KiB
C++
#include "global.h"
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#include "ActorUtil.h"
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#include "ThemeManager.h"
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#include "RageFileManager.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "EnumHelper.h"
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#include "XmlFile.h"
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#include "XmlFileUtil.h"
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#include "LuaManager.h"
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#include "Foreach.h"
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#include "arch/Dialog/Dialog.h"
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// Actor registration
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static map<RString,CreateActorFn> *g_pmapRegistrees = NULL;
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static bool IsRegistered( const RString& sClassName )
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{
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return g_pmapRegistrees->find( sClassName ) != g_pmapRegistrees->end();
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}
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void ActorUtil::Register( const RString& sClassName, CreateActorFn pfn )
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{
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if( g_pmapRegistrees == NULL )
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g_pmapRegistrees = new map<RString,CreateActorFn>;
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map<RString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Actor class '%s' already registered.", sClassName.c_str()) );
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(*g_pmapRegistrees)[sClassName] = pfn;
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}
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Actor* ActorUtil::Create( const RString& sClassName, const XNode* pNode, Actor *pParentActor )
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{
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map<RString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter != g_pmapRegistrees->end(), ssprintf("Actor '%s' is not registered.",sClassName.c_str()) );
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const CreateActorFn &pfn = iter->second;
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Actor *pRet = pfn();
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if( pParentActor )
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pRet->SetParent( pParentActor );
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pRet->LoadFromNode( pNode );
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return pRet;
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}
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bool ActorUtil::ResolvePath( RString &sPath, const RString &sName )
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{
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retry:
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CollapsePath( sPath );
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// If we know this is an exact match, don't bother with the GetDirListing,
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// so "foo" doesn't partial match "foobar" if "foo" exists.
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RageFileManager::FileType ft = FILEMAN->GetFileType( sPath );
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if( ft != RageFileManager::TYPE_FILE && ft != RageFileManager::TYPE_DIR )
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{
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vector<RString> asPaths;
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GetDirListing( sPath + "*", asPaths, false, true ); // return path too
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if( asPaths.empty() )
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{
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RString sError = ssprintf( "%s: references a file \"%s\" which doesn't exist", sName.c_str(), sPath.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "BROKEN_FILE_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( "%s", sError.c_str() );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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return false;
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default:
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ASSERT(0);
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}
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}
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THEME->FilterFileLanguages( asPaths );
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if( asPaths.size() > 1 )
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{
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RString sError = ssprintf( "%s: references a file \"%s\" which has multiple matches", sName.c_str(), sPath.c_str() );
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sError += "\n" + join( "\n", asPaths );
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switch( Dialog::AbortRetryIgnore( sError, "BROKEN_FILE_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( "%s", sError.c_str() );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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asPaths.erase( asPaths.begin()+1, asPaths.end() );
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break;
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default:
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ASSERT(0);
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}
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}
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sPath = asPaths[0];
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}
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if( ft == RageFileManager::TYPE_DIR )
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{
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RString sXMLPath = sPath + "/default.xml";
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if( DoesFileExist(sXMLPath) )
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{
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sPath = sXMLPath;
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return true;
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}
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RString sLuaPath = sPath + "/default.lua";
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if( DoesFileExist(sLuaPath) )
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{
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sPath = sLuaPath;
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return true;
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}
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}
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sPath = DerefRedir( sPath );
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return true;
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}
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Actor* ActorUtil::LoadFromNode( const XNode* pNode, Actor *pParentActor )
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{
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ASSERT( pNode );
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{
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bool bCond;
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if( pNode->GetAttrValue("Condition", bCond) && !bCond )
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return NULL;
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}
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// Element name is the type in XML.
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// Type= is the name in INI.
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// TODO: Remove the backward compat fallback
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RString sClass = pNode->GetName();
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bool bHasClass = pNode->GetAttrValue( "Class", sClass );
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if( !bHasClass )
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bHasClass = pNode->GetAttrValue( "Type", sClass ); // for backward compatibility
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// backward compat hack
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if( !bHasClass )
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{
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RString sText;
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if( pNode->GetAttrValue( "Text", sText ) )
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sClass = "BitmapText";
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}
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Actor *pReturn = NULL;
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if( IsRegistered(sClass) )
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{
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pReturn = ActorUtil::Create( sClass, pNode, pParentActor );
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}
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else // sClass is empty or garbage (e.g. "1" or "0 // 0==Sprite")
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{
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// automatically figure out the type
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RString sFile;
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ActorUtil::GetAttrPath( pNode, "File", sFile );
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/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
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* loading the layer we're in. */
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if( sFile == "" )
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{
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RString sError = ssprintf( "%s: missing the File attribute or has an invalid Class \"%s\"",
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ActorUtil::GetWhere(pNode).c_str(), sClass.c_str() );
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Dialog::OK( sError );
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pReturn = new Actor; // Return a dummy object so that we don't crash in AutoActor later.
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goto all_done;
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}
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pReturn = ActorUtil::MakeActor( sFile, pParentActor, pNode );
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if( pReturn == NULL )
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goto all_done;
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}
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all_done:
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return pReturn;
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}
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/*
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* Merge commands from a parent into a child. For example,
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*
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* parent.xml: <Layer File="child" OnCommand="x,10" />
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* child.xml: <Layer1 File="image" OffCommand="y,10" />
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*
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* results in:
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*
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* <Layer1 File="image" OnCommand="x,10" OffCommand="y,10" />
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*
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* Warn about duplicate commands.
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*/
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static void MergeActorXML( XNode *pChild, const XNode *pParent )
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{
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FOREACH_CONST_Child( pParent, p )
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pChild->AppendChild( new XNode(*p) );
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FOREACH_CONST_Attr( pParent, p )
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{
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const RString &sName = p->first;
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if( !EndsWith(sName, "Command") )
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continue;
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if( pChild->GetAttr(p->first) != NULL )
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{
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RString sWarning =
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ssprintf( "%s: overriding \"%s\" in %s node \"%s\"",
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ActorUtil::GetWhere(pParent).c_str(),
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sName.c_str(),
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ActorUtil::GetWhere(pChild).c_str(),
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pParent->GetName().c_str() );
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Dialog::OK( sWarning, "XML_ATTRIB_OVERRIDE" );
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}
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pChild->AppendAttrFrom( p->first, p->second->Copy() );
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}
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}
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namespace
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{
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void AnnotateXMLTree( XNode *pNode, const RString &sFile )
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{
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RString sDir = Dirname( sFile );
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vector<XNode *> queue;
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queue.push_back( pNode );
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while( !queue.empty() )
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{
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pNode = queue.back();
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queue.pop_back();
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FOREACH_Child( pNode, pChild )
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queue.push_back( pChild );
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/* Source file, for error messages: */
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pNode->AppendAttr( "_Source", sFile );
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/* Directory of caller, for relative paths: */
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pNode->AppendAttr( "_Dir", sDir );
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}
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}
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XNode *LoadXNodeFromLuaShowErrors( const RString &sFile )
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{
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RString sScript;
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if( !GetFileContents(sFile, sScript) )
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return NULL;
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Lua *L = LUA->Get();
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RString sError;
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if( !LuaHelpers::RunScript(L, sScript, "@" + sFile, sError, 0, 1) )
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{
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lua_pop( L, 1 );
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LUA->Release( L );
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sError = ssprintf( "Lua runtime error: %s", sError.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return NULL;
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}
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if( lua_type(L, -1) != LUA_TTABLE )
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{
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lua_pop( L, 1 );
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LUA->Release( L );
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sError = ssprintf( "%s: must return a table", sFile.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return NULL;
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}
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XNode *pRet = XmlFileUtil::XNodeFromTable( L );
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LUA->Release( L );
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return pRet;
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}
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}
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/*
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* If pParent is non-NULL, it's the parent node when nesting XML, which is
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* used only by ActorUtil::LoadFromNode.
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*/
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Actor* ActorUtil::MakeActor( const RString &sPath_, Actor *pParentActor, const XNode *pParent )
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{
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static const XNode dummy;
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if( pParent == NULL )
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pParent = &dummy;
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RString sPath( sPath_ );
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FileType ft = GetFileType( sPath );
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if( ft == FT_Directory && sPath.Right(1) != "/" )
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sPath += '/';
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switch( ft )
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{
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case FT_Xml:
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{
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XNode xml;
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if( !XmlFileUtil::LoadFromFileShowErrors(xml, sPath) )
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{
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// XNode will warn about the error
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return new Actor;
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}
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XmlFileUtil::CompileXNodeTree( &xml, sPath );
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AnnotateXMLTree( &xml, sPath );
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MergeActorXML( &xml, pParent );
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return ActorUtil::LoadFromNode( &xml, pParentActor );
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}
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case FT_Lua:
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{
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auto_ptr<XNode> pNode( LoadXNodeFromLuaShowErrors(sPath) );
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if( pNode.get() == NULL )
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{
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// XNode will warn about the error
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return new Actor;
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}
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MergeActorXML( pNode.get(), pParent );
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Actor *pRet = ActorUtil::LoadFromNode( pNode.get(), pParentActor );
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return pRet;
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}
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case FT_Directory:
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{
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XNode xml( *pParent );
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xml.AppendAttr( "AniDir", sPath );
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return ActorUtil::Create( "BGAnimation", &xml, pParentActor );
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}
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case FT_Bitmap:
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case FT_Movie:
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{
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XNode xml( *pParent );
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xml.AppendAttr( "Texture", sPath );
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return ActorUtil::Create( "Sprite", &xml, pParentActor );
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}
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case FT_Model:
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{
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XNode xml( *pParent );
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xml.AppendAttr( "Meshes", sPath );
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xml.AppendAttr( "Materials", sPath );
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xml.AppendAttr( "Bones", sPath );
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return ActorUtil::Create( "Model", &xml, pParentActor );
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}
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default:
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{
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LOG->Warn( "File \"%s\" has unknown type, \"%s\".", sPath.c_str(), FileTypeToString(ft).c_str() );
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XNode xml( *pParent );
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return ActorUtil::Create( "Actor", &xml, pParentActor );
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}
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}
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}
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RString ActorUtil::GetSourcePath( const XNode *pNode )
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{
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RString sRet;
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pNode->GetAttrValue( "_Source", sRet );
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if( sRet.substr(0, 1) == "@" )
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sRet.erase( 0, 1 );
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return sRet;
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}
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RString ActorUtil::GetWhere( const XNode *pNode )
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{
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RString sPath = GetSourcePath( pNode );
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int iLine;
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if( pNode->GetAttrValue("_Line", iLine) )
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sPath += ssprintf( ":%i", iLine );
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return sPath;
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}
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bool ActorUtil::GetAttrPath( const XNode *pNode, const RString &sName, RString &sOut )
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{
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if( !pNode->GetAttrValue(sName, sOut) )
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return false;
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bool bIsRelativePath = sOut.Left(1) != "/";
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if( bIsRelativePath )
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{
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RString sDir;
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if( !pNode->GetAttrValue("_Dir", sDir) )
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{
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LOG->Warn( "Relative path \"%s\", but path is unknown", sOut.c_str() );
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return false;
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}
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sOut = sDir+sOut;
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}
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return ActorUtil::ResolvePath( sOut, ActorUtil::GetWhere(pNode) );
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}
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apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands, const RString &sName )
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{
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Lua *L = LUA->Get();
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LuaHelpers::ParseCommandList( L, sCommands, sName );
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LuaReference *pRet = new LuaReference;
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pRet->SetFromStack( L );
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LUA->Release( L );
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return apActorCommands( pRet );
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}
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void ActorUtil::SetXY( Actor& actor, const RString &sType )
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{
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ASSERT( !actor.GetName().empty() );
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/*
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* Hack: We normally SET_XY in Init(), and run ON_COMMAND in BeginScreen. We
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* want to load the actor's commands in Init(), since that takes long enough
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* to skip. So, run LoadAllCommands here if it hasn't been run yet.
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*/
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if( !actor.HasCommand("On") ) // this actor hasn't loaded commands yet
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LoadAllCommands( actor, sType );
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/*
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* Hack: This is run after InitCommand, and InitCommand might set X/Y. If
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* these are both 0, leave the actor where it is. If InitCommand doesn't,
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* then 0,0 is the default, anyway.
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*/
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float fX = THEME->GetMetricF(sType,actor.GetName()+"X");
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float fY = THEME->GetMetricF(sType,actor.GetName()+"Y");
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if( fX != 0 || fY != 0 )
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actor.SetXY( fX, fY );
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}
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void ActorUtil::LoadCommand( Actor& actor, const RString &sType, const RString &sCommandName )
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{
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ActorUtil::LoadCommandFromName( actor, sType, sCommandName, actor.GetName() );
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}
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void ActorUtil::LoadCommandFromName( Actor& actor, const RString &sType, const RString &sCommandName, const RString &sName )
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{
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actor.AddCommand( sCommandName, THEME->GetMetricA(sType,sName+sCommandName+"Command") );
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}
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void ActorUtil::LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName )
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{
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// HACK: It's very often that we command things to TweenOffScreen
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// that we aren't drawing. We know that an Actor is not being
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// used if its name is blank. So, do nothing on Actors with a blank name.
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// (Do "playcommand" anyway; BGAs often have no name.)
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if( sCommandName=="Off" && actor.GetName().empty() )
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return;
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ASSERT_M(
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!actor.GetName().empty(),
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ssprintf("!actor.GetName().empty() ('%s', '%s')", sType.c_str(), sCommandName.c_str())
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);
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if( !actor.HasCommand(sCommandName ) ) // this actor hasn't loaded commands yet
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LoadAllCommands( actor, sType );
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// If we didn't load the command in LoadAllCommands, load the requested command
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// explicitly. The metric is missing, and ThemeManager will prompt.
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if( !actor.HasCommand(sCommandName) )
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{
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// If this metric exists and we didn't load it in LoadAllCommands, then
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// LoadAllCommands has a bug.
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DEBUG_ASSERT( !THEME->HasMetric(sType,actor.GetName()+sCommandName+"Command") );
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LoadCommand( actor, sType, sCommandName );
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}
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actor.PlayCommand( sCommandName );
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}
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void ActorUtil::LoadAllCommands( Actor& actor, const RString &sType )
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{
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LoadAllCommandsFromName( actor, sType, actor.GetName() );
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}
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void ActorUtil::LoadAllCommandsFromName( Actor& actor, const RString &sType, const RString &sName )
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{
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set<RString> vsValueNames;
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THEME->GetMetricsThatBeginWith( sType, sName, vsValueNames );
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FOREACHS_CONST( RString, vsValueNames, v )
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{
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const RString &sv = *v;
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static RString sEnding = "Command";
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if( EndsWith(sv,sEnding) )
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{
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RString sCommandName( sv.begin()+sName.size(), sv.end()-sEnding.size() );
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LoadCommandFromName( actor, sType, sCommandName, sName );
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}
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}
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}
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static bool CompareActorsByZPosition(const Actor *p1, const Actor *p2)
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{
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return p1->GetZ() < p2->GetZ();
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}
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void ActorUtil::SortByZPosition( vector<Actor*> &vActors )
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{
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// Preserve ordering of Actors with equal Z positions.
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stable_sort( vActors.begin(), vActors.end(), CompareActorsByZPosition );
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}
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static const char *FileTypeNames[] = {
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"Bitmap",
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"Sound",
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"Movie",
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"Directory",
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"Xml",
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"Lua",
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"Model",
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};
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XToString( FileType );
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LuaXType( FileType );
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FileType ActorUtil::GetFileType( const RString &sPath )
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{
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RString sExt = GetExtension( sPath );
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sExt.MakeLower();
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if( sExt=="xml" ) return FT_Xml;
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else if( sExt=="lua" ) return FT_Lua;
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else if(
|
|
sExt=="png" ||
|
|
sExt=="jpg" ||
|
|
sExt=="gif" ||
|
|
sExt=="bmp" ) return FT_Bitmap;
|
|
else if(
|
|
sExt=="ogg" ||
|
|
sExt=="wav" ||
|
|
sExt=="mp3" ) return FT_Sound;
|
|
else if(
|
|
sExt=="avi" ||
|
|
sExt=="mpeg" ||
|
|
sExt=="mpg" ) return FT_Movie;
|
|
else if(
|
|
sExt=="txt" ) return FT_Model;
|
|
else if( sPath.size() > 0 && sPath[sPath.size()-1] == '/' )
|
|
return FT_Directory;
|
|
/* Do this last, to avoid the IsADirectory in most cases. */
|
|
else if( IsADirectory(sPath) ) return FT_Directory;
|
|
else return FileType_Invalid;
|
|
}
|
|
|
|
|
|
// lua start
|
|
#include "LuaBinding.h"
|
|
|
|
namespace
|
|
{
|
|
int GetFileType( lua_State *L ) { Enum::Push( L, ActorUtil::GetFileType(SArg(1)) ); return 1; }
|
|
int ResolvePath( lua_State *L )
|
|
{
|
|
RString sPath( SArg(1) );
|
|
int iLevel = IArg(2);
|
|
luaL_where( L, iLevel );
|
|
RString sWhere = lua_tostring( L, -1 );
|
|
if( sWhere.size() > 2 && sWhere.substr(sWhere.size()-2, 2) == ": " )
|
|
sWhere = sWhere.substr( 0, sWhere.size()-2 ); // remove trailing ": "
|
|
|
|
LUA->YieldLua();
|
|
bool bRet = ActorUtil::ResolvePath( sPath, sWhere );
|
|
LUA->UnyieldLua();
|
|
|
|
if( !bRet )
|
|
return 0;
|
|
LuaHelpers::Push( L, sPath );
|
|
return 1;
|
|
}
|
|
int IsRegisteredClass( lua_State *L )
|
|
{
|
|
lua_pushboolean( L, IsRegistered(SArg(1)) );
|
|
return 1;
|
|
}
|
|
|
|
const luaL_Reg ActorUtilTable[] =
|
|
{
|
|
LIST_METHOD( GetFileType ),
|
|
LIST_METHOD( ResolvePath ),
|
|
LIST_METHOD( IsRegisteredClass ),
|
|
{ NULL, NULL }
|
|
};
|
|
}
|
|
|
|
LUA_REGISTER_NAMESPACE( ActorUtil )
|
|
|
|
/*
|
|
* (c) 2003-2004 Chris Danford
|
|
* All rights reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the
|
|
* "Software"), to deal in the Software without restriction, including
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
* whom the Software is furnished to do so, provided that the above
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
* the Software and that both the above copyright notice(s) and this
|
|
* permission notice appear in supporting documentation.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|