AccountFileInfo.cs 21 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.IO;
  5. using System.Linq;
  6. using Core.Utility;
  7. using Excel2Json;
  8. using Fort23.Core;
  9. using Fort23.UTool;
  10. using GameLogic.Bag;
  11. using GameLogic.Hero;
  12. using UnityEngine;
  13. using UnityEngine.Serialization;
  14. using Utility;
  15. #if UNITY_WEIXINMINIGAME
  16. using WeChatWASM;
  17. #endif
  18. public class AccountFileInfo : Singleton<AccountFileInfo>
  19. {
  20. public string persistentDataPath = Application.persistentDataPath + "/playerData.txt";
  21. public PlayerData playerData = new PlayerData();
  22. /// <summary>
  23. /// 索引,用于快速查找
  24. /// </summary>
  25. private Dictionary<string, int> itemIndexMap = new Dictionary<string, int>();
  26. public string fileName = "/playerData.txt";
  27. [System.Serializable]
  28. public class PlayerData
  29. {
  30. /// <summary>
  31. /// 神识等级
  32. /// </summary>
  33. public int divineSenseLevel = 1;
  34. /// <summary>
  35. /// 神识点
  36. /// </summary>
  37. public float divineSensePoint = 0;
  38. /// <summary>
  39. /// 今天回复的神识值
  40. /// </summary>
  41. public float todayDivineSensePoint = 0;
  42. /// <summary>
  43. /// 神识经验
  44. /// </summary>
  45. public int divineSenseexp = 0;
  46. //每天刷新时间
  47. public long nextRefence;
  48. /// <summary>
  49. /// 洞府经验丹使用数量
  50. /// </summary>
  51. public int todayUseExpElixrPanelCount = 0;
  52. public string playerName = "";
  53. /// <summary>
  54. /// 英雄信息
  55. /// </summary>
  56. public HeroData heroData;
  57. public HeroData yindaoHeroData;
  58. public int CurrentZuiZhongEventListId;
  59. public List<DaoYouData> daoYouDatas = new List<DaoYouData>();
  60. public List<DaoYouGuaiJiData> daoYouGuaiJiDatas = new List<DaoYouGuaiJiData>();
  61. /// <summary>
  62. /// 道具信息
  63. /// </summary>
  64. public List<ItemData> ItemListData = new List<ItemData>();
  65. //地图区域数据
  66. public List<PlacesData> placesDatas = new List<PlacesData>();
  67. //小地图数据
  68. public List<SmallPlacesData> smallPlacesDatas = new List<SmallPlacesData>();
  69. /// <summary>
  70. /// 商店数据
  71. /// </summary>
  72. public List<ShopData> shopDatas = new List<ShopData>();
  73. /// <summary>
  74. /// 功法数据
  75. /// </summary>
  76. public List<SkillData> AllSkillDatas = new List<SkillData>();
  77. /// <summary>
  78. /// 法宝数据
  79. /// </summary>
  80. public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
  81. /// <summary>
  82. /// 完成的事件
  83. /// </summary>
  84. public List<EventList> completeEvents = new List<EventList>();
  85. /// <summary>
  86. /// 背包里的事件
  87. ///
  88. /// </summary>
  89. public List<EventList> eventList = new List<EventList>();
  90. public List<SentimentData> SentimentDatas = new List<SentimentData>();
  91. //塔数据
  92. public List<TowerData> TowerDatas = new List<TowerData>();
  93. //掉落数据
  94. public List<QiankundaiData> QiankundaiDatas = new List<QiankundaiData>();
  95. public List<ItemData> QiankundaiItemDatas = new List<ItemData>();
  96. //招募数据
  97. public List<SummonData> SummonDatas = new List<SummonData>();
  98. public List<RedDot> RedDotDatas = new List<RedDot>();
  99. /// <summary>
  100. /// 挂机掉落了多少时间
  101. /// </summary>
  102. public int QiankundaiDropTimer;
  103. /// <summary>
  104. /// 领取挂机每日掉落时间
  105. /// </summary>
  106. public long QiankundaiLingQuDailyDropTime;
  107. /// <summary>
  108. /// 乾坤袋领取时间
  109. /// </summary>
  110. public long QiankundaiLingQuAwardTime;
  111. public long ExitTime;
  112. public bool boxFree;
  113. public bool isTiggerPlot;
  114. public int curPhase;
  115. public int curStep;
  116. public bool isForceDone = false;
  117. public bool isTriggerDone = false;
  118. public List<int> phaseKey = new List<int>();
  119. public List<int> phaseValue = new List<int>();
  120. public bool isAutoCombat;
  121. public string playerId;
  122. /// <summary>
  123. /// 今天看广告的次数
  124. /// </summary>
  125. public int todayPlayAdsCount;
  126. public bool MusicBg = true;
  127. public bool MusicEffects = true;
  128. public int totalAds;
  129. public int todayTotalAds;
  130. }
  131. [System.Serializable]
  132. public class RedDot
  133. {
  134. public int id;
  135. public List<string> Params = new List<string>();
  136. }
  137. [System.Serializable]
  138. public class QiankundaiData
  139. {
  140. public int id;
  141. public long refenceTime;
  142. public int dropCount;
  143. public int dropTime;
  144. }
  145. /// <summary>
  146. /// 塔数据
  147. /// </summary>
  148. [System.Serializable]
  149. public class TowerData
  150. {
  151. public int id;
  152. public List<TowerLevelData> towerLevelDatas = new List<TowerLevelData>();
  153. public int GetMaxUlockid()
  154. {
  155. int id = 0;
  156. TowerConfig towerConfig = ConfigComponent.Instance.Get<TowerConfig>(this.id);
  157. List<TowerInfoConfig> towerInfoConfigs = ConfigComponent.Instance.GetAll<TowerInfoConfig>().ToList();
  158. var configs = towerInfoConfigs.Where(c => c.groupId == towerConfig.towerinfoIdGroup).ToList();
  159. foreach (var towerInfoConfig in configs)
  160. {
  161. var lastTowerLevelData = towerLevelDatas.FirstOrDefault(td => td.id == towerInfoConfig.ID - 1);
  162. if ((lastTowerLevelData != null &&
  163. lastTowerLevelData.finish) ||
  164. towerInfoConfig.level == 1)
  165. {
  166. if (towerInfoConfig.ID > id)
  167. {
  168. id = towerInfoConfig.ID;
  169. }
  170. }
  171. }
  172. return id;
  173. }
  174. }
  175. /// <summary>
  176. /// 塔层数据
  177. /// </summary>
  178. [System.Serializable]
  179. public class TowerLevelData
  180. {
  181. public int id;
  182. public bool finish;
  183. public bool reward;
  184. }
  185. /// <summary>
  186. /// 心境数据
  187. /// </summary>
  188. [System.Serializable]
  189. public class SentimentData
  190. {
  191. public int id;
  192. //主属性
  193. public SentimentProperty mainSentiment;
  194. public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
  195. }
  196. /// <summary>
  197. /// 心境属性
  198. /// </summary>
  199. [System.Serializable]
  200. public class SentimentProperty
  201. {
  202. // 属性类别
  203. public int groupId;
  204. // 词条档位
  205. public int level = 0;
  206. }
  207. [System.Serializable]
  208. public class DaoYouGuaiJiData
  209. {
  210. public long leaveTime;
  211. public long guajiTime;
  212. public bool isLeave;
  213. public List<ItemData> items = new List<ItemData>();
  214. public int daoyouDataID;
  215. }
  216. /// <summary>
  217. /// 道友数据
  218. /// </summary>
  219. [System.Serializable]
  220. public class DaoYouData
  221. {
  222. public int id;
  223. /// <summary>
  224. /// 喜爱礼物
  225. /// </summary>
  226. public List<int> loveIds = new List<int>();
  227. /// <summary>
  228. /// 好感等级
  229. /// </summary>
  230. public int favorabilityLv;
  231. /// <summary>
  232. /// 经验
  233. /// </summary>
  234. public float exp;
  235. /// <summary>
  236. /// 已经领取奖励的好感等级
  237. /// </summary>
  238. public List<int> awardLevels = new List<int>();
  239. /// <summary>
  240. /// 心情
  241. /// </summary>
  242. public int emotion;
  243. /// <summary>
  244. /// 心情刷新时间
  245. /// </summary>
  246. public long emotionTime;
  247. //心情值
  248. public int emotionValue;
  249. }
  250. //地图区域数据
  251. [System.Serializable]
  252. public class PlacesData
  253. {
  254. //区域Id
  255. public int id;
  256. //地图进度
  257. public int progress;
  258. }
  259. /// <summary>
  260. /// 小地图数据
  261. /// </summary>
  262. [System.Serializable]
  263. public class SmallPlacesData
  264. {
  265. public int id;
  266. public int completionEventCount;
  267. }
  268. /// <summary>
  269. /// 商店数据
  270. /// </summary>
  271. [System.Serializable]
  272. public class ShopData
  273. {
  274. public int id;
  275. public List<ShopItem> shopItemList = new List<ShopItem>();
  276. // 商店刷新时间
  277. public long refreshTime = 0;
  278. }
  279. [System.Serializable]
  280. public class ShopItem
  281. {
  282. // 商品ID
  283. public int id;
  284. // 商品购买次数
  285. public int buyCount = 0;
  286. // 商品结束时间
  287. public long endTime = -1;
  288. }
  289. [System.Serializable]
  290. public class FaBaoData
  291. {
  292. public int id;
  293. public int level;
  294. public int useIndex;
  295. }
  296. [System.Serializable]
  297. public class SkillData
  298. {
  299. public int id;
  300. public int level;
  301. public int star;
  302. public int useIndex;
  303. }
  304. [System.Serializable]
  305. public class EventData
  306. {
  307. public int eventID;
  308. //完成cishu
  309. public int completeCount = 0;
  310. }
  311. /// <summary>
  312. /// 刷出来的事件列表
  313. /// </summary>
  314. [System.Serializable]
  315. public class EventLinkData
  316. {
  317. public int eventLinkId;
  318. public int eventId;
  319. /// <summary>
  320. /// 事件监听列表
  321. /// </summary>
  322. public List<EventConditionData> eventConditions = new List<EventConditionData>();
  323. }
  324. /// <summary>
  325. /// 刷出来的事件列表
  326. /// </summary>
  327. [System.Serializable]
  328. public class EventConditionData
  329. {
  330. public int eventId;
  331. public int eventCondition;
  332. public int fishCount;
  333. }
  334. /// <summary>
  335. /// 刷出来的事件列表
  336. /// </summary>
  337. [System.Serializable]
  338. public class EventList
  339. {
  340. public int guid;
  341. public int eventID;
  342. public int heroLevel;
  343. public List<ItemData> itemInfos = new List<ItemData>();
  344. public List<EventLinkData> eventLinks = new List<EventLinkData>();
  345. public List<int> selectEventLinkIds = new List<int>();
  346. public int curStep;
  347. public bool isCompleted;
  348. public bool isCompleted1;
  349. }
  350. [System.Serializable]
  351. public class SummonData
  352. {
  353. // 招募ID
  354. public int id;
  355. //免费招募次数
  356. public int oneFreeCount;
  357. //下一次免费招募时间
  358. public long nextOneFreeTime;
  359. //十连招募次数
  360. public int tenFreeCount;
  361. //下一次十连招募时间
  362. public long nextTenFreeTime;
  363. public int onePayCount;
  364. public int tenPayCount;
  365. //保底次数
  366. public int baodiCount1;
  367. public int baodiCount2;
  368. // 存储最近几次十连抽的结果
  369. public List<IntList> drawHistory = new List<IntList>();
  370. public int score;
  371. public List<SummonSocreData> summonSocreData = new List<SummonSocreData>();
  372. public bool isSummonSocre;
  373. }
  374. [System.Serializable]
  375. public class IntList
  376. {
  377. public List<int> list;
  378. }
  379. [System.Serializable]
  380. public class SummonSocreData
  381. {
  382. public int id;
  383. public int currentCount;
  384. public int count;
  385. }
  386. /// <summary>
  387. /// 重建索引表
  388. /// 主要给道具用,比较多,调用频繁
  389. /// </summary>
  390. private void RestoreIndexMap()
  391. {
  392. itemIndexMap.Clear();
  393. for (int i = 0; i < playerData.ItemListData.Count; i++)
  394. {
  395. itemIndexMap[playerData.ItemListData[i].guid] = i;
  396. }
  397. }
  398. /// <summary>
  399. /// 加载玩家数据,一切数据:从这里开始
  400. /// </summary>
  401. public void LoadPlayerData()
  402. {
  403. #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
  404. persistentDataPath = WX.env.USER_DATA_PATH + fileName;
  405. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  406. if (wxFileSystemManager.AccessSync(persistentDataPath).Equals("access:ok"))
  407. {
  408. string data = wxFileSystemManager.ReadFileSync(persistentDataPath, "utf8");
  409. playerData = new PlayerData();
  410. JsonUtility.FromJsonOverwrite(data, playerData);
  411. }
  412. else
  413. {
  414. ClearInitPlayerData();
  415. SavePlayerData();
  416. }
  417. #else
  418. if (!File.Exists(persistentDataPath))
  419. {
  420. LogTool.Log("没有文件: " + persistentDataPath);
  421. ClearInitPlayerData();
  422. // File.Create(persistentDataPath).Close();
  423. }
  424. LogTool.Log("读取=文件: " + persistentDataPath);
  425. StreamReader sr = File.OpenText(persistentDataPath);
  426. string data = sr.ReadToEnd();
  427. sr.Close();
  428. int index = data.IndexOf("c_1:");
  429. if (index == 0)
  430. {
  431. data = data.Remove(0, 4);
  432. data = SafeTool.XOREncryptDecrypt(data, "xykj_ysj");
  433. }
  434. playerData = new PlayerData();
  435. JsonUtility.FromJsonOverwrite(data, playerData);
  436. #endif
  437. //初始化索引
  438. RestoreIndexMap();
  439. }
  440. private int lastHeroIdx = 0;
  441. private int lastItemIdx = 0;
  442. /// <summary>
  443. /// 保存item数据
  444. /// </summary>
  445. /// <param name="itemInfo"></param>
  446. /// <param name="now">是否立即保存</param>
  447. /// <param name="zeroDel">count为0时,是否删除</param>
  448. public void SaveItemData(ItemInfo itemInfo, bool now = true)
  449. {
  450. if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
  451. {
  452. //count为零且需要立即删除时,移除Data并移除索引(也有count为0,不删除的情况,就走else的逻辑)
  453. // if (itemInfo.count.Value == 0 && zeroDel)
  454. // {
  455. // playerData.ItemListData.RemoveAt(index);
  456. // itemIndexMap.Remove(itemInfo.guid);
  457. // }
  458. // else
  459. // {
  460. // // 快速找到索引,直接修改
  461. // playerData.ItemListData[index] = itemInfo.ToItemData();
  462. // }
  463. // 快速找到索引,直接修改
  464. playerData.ItemListData[index] = itemInfo.ToItemData();
  465. }
  466. else
  467. {
  468. foreach (ItemData itemData in playerData.ItemListData)
  469. {
  470. if (itemData.guid == itemInfo.guid)
  471. {
  472. LogTool.Error("??? guid重复了" + itemInfo.itemID + "-" + itemData.guid);
  473. }
  474. }
  475. // 添加新数据并更新索引表
  476. playerData.ItemListData.Add(itemInfo.ToItemData());
  477. itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
  478. }
  479. if (now)
  480. {
  481. SavePlayerData();
  482. }
  483. }
  484. // public void SaveEqGUID()
  485. // {
  486. // SavePlayerData();
  487. // }
  488. /// <summary>
  489. /// 清除空数据,重建索引
  490. /// </summary>
  491. private void CleanEmptyData()
  492. {
  493. // 从后往前遍历,这样删除元素,可以边循环,边删除
  494. for (int i = playerData.ItemListData.Count - 1; i >= 0; i--)
  495. {
  496. // string ss = "";
  497. ItemData itemData = playerData.ItemListData[i];
  498. if (itemData.itemCount == 0)
  499. {
  500. //不是装备,删除
  501. if (itemData.eqData == null || itemData.eqData.zyEqId == 0)
  502. {
  503. playerData.ItemListData.RemoveAt(i);
  504. // ss = "删除道具:" + itemData.guid;
  505. }
  506. else if (itemData.eqData != null && itemData.eqData.zyEqId != 0 && !itemData.eqData.isEquip)
  507. {
  508. // ss = "删除装备:" + itemData.guid;
  509. playerData.ItemListData.RemoveAt(i);
  510. }
  511. // LogTool.Log(ss);
  512. }
  513. }
  514. RestoreIndexMap();
  515. }
  516. public void SavePlayerData(bool clean = false)
  517. {
  518. if (clean)
  519. {
  520. CleanEmptyData();
  521. }
  522. // if (lasetSaveLocalTime == 0)
  523. // {
  524. // lasetSaveLocalTime = System.DateTime.Now.Ticks;
  525. // }
  526. long currTime = System.DateTime.Now.Ticks;
  527. // if (currTime - lasetSaveLocalTime < 100000000 && hasFocus)
  528. // {
  529. // return;
  530. // }
  531. //
  532. // lasetSaveLocalTime = currTime;
  533. if (!string.IsNullOrEmpty(persistentDataPath))
  534. {
  535. string playerSettingJson = JsonManager.ToJson(playerData);
  536. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  537. WXFileSystemManager wxFileSystemManager = WX.GetFileSystemManager();
  538. wxFileSystemManager.WriteFileSync(persistentDataPath, playerSettingJson, "utf8");
  539. #else
  540. File.WriteAllText(persistentDataPath, playerSettingJson);
  541. #endif
  542. }
  543. }
  544. public void DeleteFile(string filePath)
  545. {
  546. #if UNITY_WEIXINMINIGAME&& !UNITY_EDITOR
  547. playerData = new PlayerData();
  548. SavePlayerData();
  549. ClearInitPlayerData();
  550. #else
  551. if (File.Exists(filePath))
  552. {
  553. File.Delete(filePath); // 删除文件
  554. LogTool.Log($"文件已删除:{filePath}");
  555. }
  556. else
  557. {
  558. LogTool.Log($"文件不存在:{filePath}");
  559. }
  560. #endif
  561. }
  562. /// <summary>
  563. /// 不要服务器的话,这里初始化玩家的起始数据
  564. /// </summary>
  565. public void ClearInitPlayerData()
  566. {
  567. //初始化道具
  568. InitialPlayerConfig initialPlayerConfig = ConfigComponent.Instance.Get<InitialPlayerConfig>(1);
  569. for (var i = 0; i < initialPlayerConfig.itemId.Length; i++)
  570. {
  571. ItemData coin = new ItemData(initialPlayerConfig.itemId[i], initialPlayerConfig.itemAmount[i]);
  572. playerData.ItemListData.Add(coin);
  573. }
  574. //初始化法宝
  575. for (var i = 0; i < initialPlayerConfig.fabaoId.Length; i++)
  576. {
  577. FaBaoData faaData = new FaBaoData();
  578. faaData.id = initialPlayerConfig.fabaoId[i];
  579. faaData.level = 1;
  580. faaData.useIndex = i;
  581. playerData.AllFaBaoDatas.Add(faaData);
  582. }
  583. //初始化功法
  584. for (var i = 0; i < initialPlayerConfig.gongfaId.Length; i++)
  585. {
  586. SkillData skillData = new SkillData();
  587. skillData.id = initialPlayerConfig.gongfaId[i];
  588. skillData.star = 1;
  589. skillData.level = 1;
  590. if (i <= 0)
  591. {
  592. skillData.useIndex = 9;
  593. }
  594. playerData.AllSkillDatas.Add(skillData);
  595. }
  596. playerData.divineSensePoint = initialPlayerConfig.shenshiPoint;
  597. //添加英雄数据
  598. HeroData heroData = new HeroData();
  599. playerData.heroData = heroData;
  600. heroData.heroModelId = 101;
  601. heroData.heroPowerId = 1;
  602. heroData.upTime = TimeHelper.ClientNow();
  603. HeroData yindaoHeroData = new HeroData();
  604. playerData.yindaoHeroData = yindaoHeroData;
  605. yindaoHeroData.heroModelId = 101;
  606. yindaoHeroData.heroPowerId = 200;
  607. yindaoHeroData.upTime = TimeHelper.ClientNow();
  608. //添加第一关地图数据
  609. PlacesData placesData = new PlacesData();
  610. placesData.id = 1;
  611. playerData.placesDatas.Add(placesData);
  612. SmallPlacesData smallPlacesData = new SmallPlacesData();
  613. smallPlacesData.id = 1;
  614. playerData.smallPlacesDatas.Add(smallPlacesData);
  615. SavePlayerData();
  616. }
  617. [System.Serializable]
  618. public class HeroData
  619. {
  620. /// <summary>
  621. /// 英雄基础信息
  622. /// </summary>
  623. public int heroModelId;
  624. /// <summary>
  625. /// 英雄等级
  626. /// </summary>
  627. public int heroPowerId;
  628. public float exp;
  629. public long upTime;
  630. public bool isCombat;
  631. public int TaoismSkillId;
  632. public bool isYuanMan;
  633. public List<int> ImmortalBond = new List<int>();
  634. }
  635. [System.Serializable]
  636. public class ItemData
  637. {
  638. public int itemId;
  639. public long itemCount;
  640. public string guid;
  641. public EqData eqData;
  642. public ItemData(int itemId, long itemCount = 0, string guid = "")
  643. {
  644. this.itemId = itemId;
  645. this.itemCount = itemCount;
  646. if (string.IsNullOrEmpty(guid))
  647. {
  648. this.guid = itemId.ToString();
  649. }
  650. else
  651. {
  652. this.guid = guid;
  653. }
  654. // eqData = null;
  655. }
  656. }
  657. /// <summary>
  658. /// 装备数据
  659. /// </summary>
  660. [System.Serializable]
  661. public class EqData
  662. {
  663. // public string guid;
  664. // public int count;
  665. /// <summary>
  666. /// HeroBasicEquipConfig ID
  667. /// </summary>
  668. public int zyEqId;
  669. // public int dropLv;
  670. public int quality;
  671. /// <summary>
  672. /// 是否穿了(职业装备)
  673. /// </summary>
  674. public bool isEquip;
  675. // /// <summary>
  676. // /// 穿在哪个职业身上
  677. // /// </summary>
  678. // public int zy;
  679. }
  680. }