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Posted

I'm trying to make a mod that introduces fiber redstone cables. It is ment to be a lag friendly way to travel redstone signals over long distances instantly without loosing the redstone strength. They only travel straight and if they cross each other, those are seperated lines. I'm starting with just the basics like a cable that just connects to another. The problem is that if I start up the game, it gets stuck. When I runned it in debug mode, I noticed that it is infinitely looping inside the StateDefinition constructor.

package net.migats21.redstonetweaks.block;

import com.google.common.collect.ImmutableMap;
import com.google.common.collect.Maps;
import net.migats21.redstonetweaks.setup.BlockInitializer;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.util.StringRepresentable;
import net.minecraft.world.item.context.BlockPlaceContext;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.level.LevelAccessor;
import net.minecraft.world.level.LevelReader;
import net.minecraft.world.level.block.*;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.StateDefinition;
import net.minecraft.world.level.block.state.properties.BlockStateProperties;
import net.minecraft.world.level.block.state.properties.EnumProperty;
import net.minecraft.world.level.block.state.properties.IntegerProperty;
import net.minecraft.world.level.block.state.properties.RedstoneSide;
import net.minecraft.world.phys.shapes.CollisionContext;
import net.minecraft.world.phys.shapes.Shapes;
import net.minecraft.world.phys.shapes.VoxelShape;

import java.util.Map;

import static net.migats21.redstonetweaks.setup.BlockInitializer.*;

public class FiberCableBlock extends Block {

    public static final EnumProperty<FiberPowerX> POWER_TYPE_X = EnumProperty.create("power_type_x", FiberPowerX.class);
    public static final EnumProperty<FiberPowerZ> POWER_TYPE_Z = EnumProperty.create("power_type_z", FiberPowerZ.class);
    public static final IntegerProperty POWER_X = IntegerProperty.create("power_x", 0, 15);
    public static final IntegerProperty POWER_Z = IntegerProperty.create("power_z", 0, 15);
    public static final EnumProperty<RedstoneSide> NORTH = BlockStateProperties.NORTH_REDSTONE;
    public static final EnumProperty<RedstoneSide> EAST = BlockStateProperties.EAST_REDSTONE;
    public static final EnumProperty<RedstoneSide> SOUTH = BlockStateProperties.SOUTH_REDSTONE;
    public static final EnumProperty<RedstoneSide> WEST = BlockStateProperties.WEST_REDSTONE;
    public static final Map<Direction, EnumProperty<RedstoneSide>> PROPERTY_BY_DIRECTION = Maps.newEnumMap(ImmutableMap.of(Direction.NORTH, NORTH, Direction.EAST, EAST, Direction.SOUTH, SOUTH, Direction.WEST, WEST));

    private static final VoxelShape SHAPE_DOT = Block.box(3.0D, 0.0D, 3.0D, 13.0D, 1.0D, 13.0D);
    private static final Map<Direction, VoxelShape> SHAPES_FLOOR = Maps.newEnumMap(ImmutableMap.of(Direction.NORTH, Block.box(3.0D, 0.0D, 0.0D, 13.0D, 1.0D, 13.0D), Direction.SOUTH, Block.box(3.0D, 0.0D, 3.0D, 13.0D, 1.0D, 16.0D), Direction.EAST, Block.box(3.0D, 0.0D, 3.0D, 16.0D, 1.0D, 13.0D), Direction.WEST, Block.box(0.0D, 0.0D, 3.0D, 13.0D, 1.0D, 13.0D)));
    private static final Map<Direction, VoxelShape> SHAPES_UP = Maps.newEnumMap(ImmutableMap.of(Direction.NORTH, Shapes.or(SHAPES_FLOOR.get(Direction.NORTH), Block.box(3.0D, 0.0D, 0.0D, 13.0D, 16.0D, 1.0D)), Direction.SOUTH, Shapes.or(SHAPES_FLOOR.get(Direction.SOUTH), Block.box(3.0D, 0.0D, 15.0D, 13.0D, 16.0D, 16.0D)), Direction.EAST, Shapes.or(SHAPES_FLOOR.get(Direction.EAST), Block.box(15.0D, 0.0D, 3.0D, 16.0D, 16.0D, 13.0D)), Direction.WEST, Shapes.or(SHAPES_FLOOR.get(Direction.WEST), Block.box(0.0D, 0.0D, 3.0D, 1.0D, 16.0D, 13.0D))));
    private static final Map<BlockState, VoxelShape> SHAPES_CACHE = Maps.newHashMap();

    public final BlockState crossState;

    public FiberCableBlock(Properties properties) {
        super(properties);

        this.registerDefaultState(this.getStateDefinition().any().setValue(NORTH, RedstoneSide.NONE).setValue(WEST, RedstoneSide.NONE).setValue(SOUTH, RedstoneSide.NONE).setValue(EAST, RedstoneSide.NONE).setValue(POWER_TYPE_X,FiberPowerX.NONE).setValue(POWER_TYPE_Z,FiberPowerZ.NONE).setValue(POWER_X,0).setValue(POWER_Z,0));
        this.crossState = this.defaultBlockState().setValue(NORTH, RedstoneSide.SIDE).setValue(EAST, RedstoneSide.SIDE).setValue(SOUTH, RedstoneSide.SIDE).setValue(WEST, RedstoneSide.SIDE);
        for(BlockState blockstate : this.getStateDefinition().getPossibleStates()) {
            if (blockstate.getValue(POWER_X) == 0 && blockstate.getValue(POWER_Z) == 0 && blockstate.getValue(POWER_TYPE_X) == FiberPowerX.NONE && blockstate.getValue(POWER_TYPE_Z) == FiberPowerZ.NONE) {
                SHAPES_CACHE.put(blockstate, this.calculateShape(blockstate));
            }
        }
    }

    protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> builder) {
        builder.add(NORTH, EAST, SOUTH, WEST, POWER_X, POWER_TYPE_X, POWER_Z, POWER_TYPE_Z);
    }

    private VoxelShape calculateShape(BlockState state) {
        VoxelShape voxelshape = SHAPE_DOT;

        for(Direction direction : Direction.Plane.HORIZONTAL) {
            RedstoneSide redstoneside = state.getValue(PROPERTY_BY_DIRECTION.get(direction));
            if (redstoneside == RedstoneSide.SIDE) {
                voxelshape = Shapes.or(voxelshape, SHAPES_FLOOR.get(direction));
            } else if (redstoneside == RedstoneSide.UP) {
                voxelshape = Shapes.or(voxelshape, SHAPES_UP.get(direction));
            }
        }

        return voxelshape;
    }

    @Override
    public VoxelShape getShape(BlockState state, BlockGetter getter, BlockPos pos, CollisionContext context) {
        return SHAPES_CACHE.get(state.setValue(POWER_X, Integer.valueOf(0)).setValue(POWER_Z, Integer.valueOf(0)).setValue(POWER_TYPE_X, FiberPowerX.NONE).setValue(POWER_TYPE_Z, FiberPowerZ.NONE));
    }

    public BlockState getStateForPlacement(BlockPlaceContext blockPlaceContext) {
        return this.getConnectionState(blockPlaceContext.getLevel(), this.crossState, blockPlaceContext.getClickedPos());
    }

    private BlockState getConnectionState(BlockGetter getter, BlockState state, BlockPos pos) {
        state = this.getMissingConnections(getter, this.crossState.setValue(POWER_X, state.getValue(POWER_X)).setValue(POWER_Z, state.getValue(POWER_Z)).setValue(POWER_TYPE_X, state.getValue(POWER_TYPE_X)).setValue(POWER_TYPE_Z, state.getValue(POWER_TYPE_Z)), pos);
        boolean flag1 = state.getValue(NORTH).isConnected();
        boolean flag2 = state.getValue(SOUTH).isConnected();
        boolean flag3 = state.getValue(EAST).isConnected();
        boolean flag4 = state.getValue(WEST).isConnected();
        if (!flag4 && flag3) {
            state = state.setValue(WEST, RedstoneSide.SIDE);
        }

        if (!flag3 && flag4) {
            state = state.setValue(EAST, RedstoneSide.SIDE);
        }

        if (!flag1 && flag2) {
            state = state.setValue(NORTH, RedstoneSide.SIDE);
        }

        if (!flag2 && flag1) {
            state = state.setValue(SOUTH, RedstoneSide.SIDE);
        }
        return state;
    }

    @Override
    public BlockState updateShape(BlockState state, Direction direction, BlockState state_2, LevelAccessor level, BlockPos pos, BlockPos pos_2) {
        if (direction == Direction.DOWN) {
            return state;
        } else if (direction == Direction.UP) {
            return this.getConnectionState(level, state, pos);
        } else {
            RedstoneSide redstoneside = this.getConnectingSide(level, pos, direction);
            return redstoneside.isConnected() == state.getValue(PROPERTY_BY_DIRECTION.get(direction)).isConnected() && !isCross(state) ? state.setValue(PROPERTY_BY_DIRECTION.get(direction), redstoneside) : this.getConnectionState(level, this.crossState.setValue(POWER_X, state.getValue(POWER_X)).setValue(POWER_Z, state.getValue(POWER_Z)).setValue(POWER_TYPE_X, state.getValue(POWER_TYPE_X)).setValue(POWER_TYPE_Z, state.getValue(POWER_TYPE_Z)).setValue(PROPERTY_BY_DIRECTION.get(direction), redstoneside), pos);
        }
    }

    @Override
    public void updateIndirectNeighbourShapes(BlockState p_55579_, LevelAccessor p_55580_, BlockPos p_55581_, int p_55582_, int p_55583_) {
        BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();

        for(Direction direction : Direction.Plane.HORIZONTAL) {
            RedstoneSide redstoneside = p_55579_.getValue(PROPERTY_BY_DIRECTION.get(direction));
            if (redstoneside != RedstoneSide.NONE && !p_55580_.getBlockState(blockpos$mutableblockpos.setWithOffset(p_55581_, direction)).is(this)) {
                blockpos$mutableblockpos.move(Direction.DOWN);
                BlockState blockstate = p_55580_.getBlockState(blockpos$mutableblockpos);
                if (!blockstate.is(Blocks.OBSERVER)) {
                    BlockPos blockpos = blockpos$mutableblockpos.relative(direction.getOpposite());
                    BlockState blockstate1 = blockstate.updateShape(direction.getOpposite(), p_55580_.getBlockState(blockpos), p_55580_, blockpos$mutableblockpos, blockpos);
                    updateOrDestroy(blockstate, blockstate1, p_55580_, blockpos$mutableblockpos, p_55582_, p_55583_);
                }

                blockpos$mutableblockpos.setWithOffset(p_55581_, direction).move(Direction.UP);
                BlockState blockstate3 = p_55580_.getBlockState(blockpos$mutableblockpos);
                if (!blockstate3.is(Blocks.OBSERVER)) {
                    BlockPos blockpos1 = blockpos$mutableblockpos.relative(direction.getOpposite());
                    BlockState blockstate2 = blockstate3.updateShape(direction.getOpposite(), p_55580_.getBlockState(blockpos1), p_55580_, blockpos$mutableblockpos, blockpos1);
                    updateOrDestroy(blockstate3, blockstate2, p_55580_, blockpos$mutableblockpos, p_55582_, p_55583_);
                }
            }
        }
    }

    private boolean isCross(BlockState state) {
        return state.getValue(NORTH).isConnected() && state.getValue(SOUTH).isConnected() && state.getValue(EAST).isConnected() && state.getValue(WEST).isConnected();
    }

    private BlockState getMissingConnections(BlockGetter getter, BlockState state, BlockPos pos) {
        boolean flag = !getter.getBlockState(pos.above()).isRedstoneConductor(getter, pos);

        for(Direction direction : Direction.Plane.HORIZONTAL) {
            if (!state.getValue(PROPERTY_BY_DIRECTION.get(direction)).isConnected()) {
                RedstoneSide redstoneside = this.getConnectingSide(getter, pos, direction, flag);
                state = state.setValue(PROPERTY_BY_DIRECTION.get(direction), redstoneside);
            }
        }

        return state;
    }

    private RedstoneSide getConnectingSide(BlockGetter getter, BlockPos pos, Direction direction) {
        return this.getConnectingSide(getter, pos, direction, !getter.getBlockState(pos.above()).isRedstoneConductor(getter, pos));
    }

    private RedstoneSide getConnectingSide(BlockGetter getter, BlockPos pos, Direction direction, boolean isCovered) {
        BlockPos blockpos = pos.relative(direction);
        BlockState blockstate = getter.getBlockState(blockpos);
        if (isCovered) {
            boolean flag = this.canSurviveOn(getter, blockpos, blockstate);
            //if (flag && getter.getBlockState(blockpos.above()).canRedstoneConnectTo(getter, blockpos.above(), null)) {
            if (flag && canFiberConnectTo(getter,blockpos.above(),direction)) {
                if (blockstate.isFaceSturdy(getter, blockpos, direction.getOpposite())) {
                    return RedstoneSide.UP;
                }

                return RedstoneSide.SIDE;
            }
        }

        if (canFiberConnectTo(getter, blockpos, direction)) {
            return RedstoneSide.SIDE;
        } else {
            BlockPos blockPosBelow = blockpos.below();
            return getter.getBlockState(blockPosBelow).canRedstoneConnectTo(getter, blockPosBelow, null) ? RedstoneSide.SIDE : RedstoneSide.NONE;
        }
    }

    private boolean canFiberConnectTo(BlockState state, Direction direction) {
        if (state.is(FIBER_CABLE.get()))
        {
            return true;
        }
        else if (state.is(Blocks.REPEATER) || state.is(BLUESTONE_REPEATER.get()))
        {
            Direction facing = state.getValue(RepeaterBlock.FACING);
            return facing == direction || facing.getOpposite() == direction;
        }
        else if (state.is(Blocks.OBSERVER))
        {
            return direction == state.getValue(ObserverBlock.FACING);
        }
        else
        {
            return state.isSignalSource() && direction != null;
        }
    }

    private boolean canFiberConnectTo(BlockGetter getter, BlockPos pos, Direction direction) {
        return canFiberConnectTo(getter.getBlockState(pos), direction);
    }

    @Override
    public boolean canSurvive(BlockState getter, LevelReader reader, BlockPos pos) {
        BlockPos blockpos = pos.below();
        BlockState blockstate = reader.getBlockState(blockpos);
        return this.canSurviveOn(reader, blockpos, blockstate);
    }

    private boolean canSurviveOn(BlockGetter getter, BlockPos pos, BlockState state) {
        return state.isFaceSturdy(getter, pos, Direction.UP) || state.is(Blocks.HOPPER);
    }

    @Override
    public BlockState rotate(BlockState state, Rotation rotation) {
        switch(rotation) {
            case CLOCKWISE_180:
                return state.setValue(NORTH, state.getValue(SOUTH)).setValue(EAST, state.getValue(WEST)).setValue(SOUTH, state.getValue(NORTH)).setValue(WEST, state.getValue(EAST)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_X).opposite()).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_Z).opposite());
            case COUNTERCLOCKWISE_90:
                return state.setValue(NORTH, state.getValue(EAST)).setValue(EAST, state.getValue(SOUTH)).setValue(SOUTH, state.getValue(WEST)).setValue(WEST, state.getValue(NORTH)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_Z).rotate(false)).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_X).rotate(false));
            case CLOCKWISE_90:
                return state.setValue(NORTH, state.getValue(WEST)).setValue(EAST, state.getValue(NORTH)).setValue(SOUTH, state.getValue(EAST)).setValue(WEST, state.getValue(SOUTH)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_Z).rotate(true)).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_X).rotate(true));
            default:
                return state;
        }
    }

    @Override
    public BlockState mirror(BlockState state, Mirror mirror) {
        switch(mirror) {
            case LEFT_RIGHT:
                return state.setValue(NORTH, state.getValue(SOUTH)).setValue(SOUTH, state.getValue(NORTH)).setValue(POWER_TYPE_Z,state.getValue(POWER_TYPE_Z).opposite());
            case FRONT_BACK:
                return state.setValue(EAST, state.getValue(WEST)).setValue(WEST, state.getValue(EAST)).setValue(POWER_TYPE_X,state.getValue(POWER_TYPE_X).opposite());
            default:
                return super.mirror(state, mirror);
        }
    }




    /*************************************************************************************************************/

    public enum FiberPowerX implements StringRepresentable {
        NONE("none"),
        INPUT_WEST("input_west"),
        INPUT_EAST("input_east"),
        OUTPUT_WEST("output_west"),
        OUTPUT_EAST("output_east"),
        DELAY_WEST("delay_west"),
        DELAY_EAST("delay_east");
        private final String name;
        private FiberPowerX(String string) {
            this.name = string;
        }
        public String toString() {
            return this.getSerializedName();
        }

        public String getSerializedName() {
            return this.name;
        }

        public FiberPowerX opposite() {
            switch (this) {
                case INPUT_EAST:
                    return INPUT_WEST;
                case INPUT_WEST:
                    return INPUT_EAST;
                case OUTPUT_WEST:
                    return OUTPUT_EAST;
                case OUTPUT_EAST:
                    return OUTPUT_WEST;
                case DELAY_EAST:
                    return DELAY_WEST;
                case DELAY_WEST:
                    return DELAY_EAST;
                default:
                    return this;
            }
        }
        public FiberPowerZ rotate(boolean clockwise) {
            switch (this) {
                case INPUT_EAST:
                    return clockwise ? FiberPowerZ.INPUT_SOUTH : FiberPowerZ.INPUT_NORTH;
                case INPUT_WEST:
                    return clockwise ? FiberPowerZ.INPUT_NORTH : FiberPowerZ.INPUT_SOUTH;
                case OUTPUT_WEST:
                    return clockwise ? FiberPowerZ.OUTPUT_NORTH : FiberPowerZ.OUTPUT_SOUTH;
                case OUTPUT_EAST:
                    return clockwise ? FiberPowerZ.OUTPUT_SOUTH : FiberPowerZ.OUTPUT_NORTH;
                case DELAY_EAST:
                    return clockwise ? FiberPowerZ.DELAY_SOUTH : FiberPowerZ.DELAY_NORTH;
                case DELAY_WEST:
                    return clockwise ? FiberPowerZ.DELAY_NORTH : FiberPowerZ.DELAY_SOUTH;
                default:
                    return FiberPowerZ.NONE;
            }
        }
        public boolean IsPowered() {
            return this != NONE;
        }
    }
    public enum FiberPowerZ implements StringRepresentable {
        NONE("none"),
        INPUT_NORTH("input_north"),
        INPUT_SOUTH("input_south"),
        OUTPUT_NORTH("output_north"),
        OUTPUT_SOUTH("output_south"),
        DELAY_NORTH("delay_north"),
        DELAY_SOUTH("delay_south");
        private final String name;

        private FiberPowerZ(String string) {
            this.name = string;
        }

        public String toString() {
            return this.getSerializedName();
        }

        public String getSerializedName() {
            return this.name;
        }

        public FiberPowerZ opposite() {
            switch (this) {
                case INPUT_NORTH:
                    return INPUT_SOUTH;
                case INPUT_SOUTH:
                    return INPUT_NORTH;
                case OUTPUT_SOUTH:
                    return OUTPUT_NORTH;
                case OUTPUT_NORTH:
                    return OUTPUT_SOUTH;
                case DELAY_NORTH:
                    return DELAY_SOUTH;
                case DELAY_SOUTH:
                    return DELAY_NORTH;
                default:
                    return this;
            }
        }
        public FiberPowerX rotate(boolean clockwise) {
            switch (this) {
                case INPUT_NORTH:
                    return clockwise ? FiberPowerX.INPUT_EAST : FiberPowerX.INPUT_WEST;
                case INPUT_SOUTH:
                    return clockwise ? FiberPowerX.INPUT_WEST : FiberPowerX.INPUT_EAST;
                case OUTPUT_SOUTH:
                    return clockwise ? FiberPowerX.OUTPUT_WEST : FiberPowerX.OUTPUT_EAST;
                case OUTPUT_NORTH:
                    return clockwise ? FiberPowerX.OUTPUT_EAST : FiberPowerX.OUTPUT_WEST;
                case DELAY_NORTH:
                    return clockwise ? FiberPowerX.DELAY_EAST : FiberPowerX.DELAY_WEST;
                case DELAY_SOUTH:
                    return clockwise ? FiberPowerX.DELAY_WEST : FiberPowerX.DELAY_EAST;
                default:
                    return FiberPowerX.NONE;
            }
        }
        public boolean IsPowered() {
            return this != NONE;
        }
    }
}

Is it because I have too many possibilities in blockstate, or did I just do something wrong. I thought using a block entity would be more laggy than using blockstates. But if I'm wrong, that might be a quick solution.

Posted (edited)

post log, but yeah you have too many BlockStates,
Edit: with the number of BlockStates, it makes more sense to use one BlockEntity

Edited by Luis_ST
Posted
35 minutes ago, Luis_ST said:

post log, but yeah you have too many BlockStates,
Edit: with the number of BlockStates, it makes more sense to use one BlockEntity

But I was wandering if blocks that uses block entities would cause lag if you would use lots of them in your world. If I would have assumed that it doesn't, I would have used them in the first place.

Posted
55 minutes ago, Migats21 said:

But I was wandering if blocks that uses block entities would cause lag if you would use lots of them in your world.

yeah they do but it depends on how many there are

56 minutes ago, Migats21 said:

If I would have assumed that it doesn't, I would have used them in the first place.

it is recommended to do the most things (if it's possible) with BlockStateProperties if it'S not possible ther is no other way than use a BlockEntity

Posted

After finishing the whole code of the block and the blockentity I decided to test it on the extreme using a superflat of fiber cables. This clearly didn't push any limits. Even when I power one of them I barely dropped any frames. I even tried powering them with a repeater. If you didn't already know, there is a limited amount of updates in that could all happen in one chain before the game crashes. So it is a succes.

Posted

If your TE isn't Tickable, then it's not going to take any CPU.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
12 hours ago, Draco18s said:

If your TE isn't Tickable, then it's not going to take any CPU.

Not because nothing occures you might mean. The fiber cable does not do anything when the power is not changed. And when it is changed, it only calls the input, the output and a delay point.

Posted

That's no different than the CPU it takes to update a non-entity block.

My point is that tickable entities (even ones that do nothing in their tick method) take up CPU cycles every game tick, while non-ticking ones do not.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
On 2/13/2022 at 8:58 PM, Draco18s said:

That's no different than the CPU it takes to update a non-entity block.

My point is that tickable entities (even ones that do nothing in their tick method) take up CPU cycles every game tick, while non-ticking ones do not.

I know normal tile entities are tickable in default. I'm using a BlockEntity and the only methods inside are for getting the data and save and loading them. Every time the power get registered, it will check if there is no other value to override the value. The delay points are triggered by a scheduled tick, but unfortunately scheduled ticks only occure in the simulation distance. The cable is intended to load the chunks on it's pathway. Maybe that can cause lag.

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