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Add tool classes for `Commands_Feature`

To avoid bloating out `Commands_Feature`, we'll re-implement out its
functionality into auxiliary tool classes.
develop
Anton Tarasenko 1 year ago
parent
commit
c76f875620
  1. 306
      sources/BaseAPI/API/Commands/Tools/CmdItemsTool.uc
  2. 142
      sources/BaseAPI/API/Commands/Tools/CommandsTool.uc
  3. 177
      sources/BaseAPI/API/Commands/Tools/ItemCard.uc
  4. 119
      sources/BaseAPI/API/Commands/Tools/VotingsTool.uc

306
sources/BaseAPI/API/Commands/Tools/CmdItemsTool.uc

@ -0,0 +1,306 @@
/**
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class CmdItemsTool extends AcediaObject
dependson(CommandAPI)
abstract;
//! This is a base class for auxiliary objects that will be used for storing
//! named [`Command`] instances and [`Voting`] classes: they both have in common
//! the need to remember who was authorized to use them (i.e. which user group)
//! and with what permissions (i.e. name of the config that contains appropriate
//! permissions).
//!
//! Aside from trivial accessors to its data, it also provides a way to resolve
//! the best permissions available to the user by finding the most priviledged
//! group he belongs to.
//!
//! NOTE: child classes must implement `MakeCard()` method and can override
//! `DiscardCard()` method to catch events of removing items from storage.
/// Allows to specify a base class requirement for this tool - only classes
/// that were derived from it can be stored inside.
var protected const class<AcediaObject> ruleBaseClass;
/// Names of user groups that can decide permissions for items,
/// in order of importance: from most significant to the least significant.
/// This is used for resolving the best permissions for each user.
var private array<Text> permissionGroupOrder;
/// Maps item names to their [`ItemCards`] with information about which groups
/// are authorized to use this particular item.
var private HashTable registeredCards;
var LoggerAPI.Definition errItemInvalidName;
var LoggerAPI.Definition errItemDuplicate;
protected function Constructor() {
registeredCards = _.collections.EmptyHashTable();
}
protected function Finalizer() {
_.memory.Free(registeredCards);
_.memory.FreeMany(permissionGroupOrder);
registeredCards = none;
permissionGroupOrder.length = 0;
}
/// Registers given item class under the specified (case-insensitive) name.
///
/// If name parameter is omitted (specified as `none`) or is an invalid name
/// (according to [`BaseText::IsValidName()`] method), then item class will not
/// be registered.
///
/// Returns `true` if item was successfully registered and `false` otherwise`.
///
/// # Errors
///
/// If provided name that is invalid or already taken by a different item -
/// a warning will be logged and item class won't be registered.
public function bool AddItemClass(class<AcediaObject> itemClass, BaseText itemName) {
local Text itemKey;
local ItemCard newCard, existingCard;
if (itemClass == none) return false;
if (itemName == none) return false;
if (registeredCards == none) return false;
if (ruleBaseClass == none || !ClassIsChildOf(itemClass, ruleBaseClass)) {
return false;
}
// The item name is transformed into lowercase, immutable value.
// This facilitates the use of item names as keys in a [`HashTable`],
// enabling case-insensitive matching.
itemKey = itemName.LowerCopy();
if (itemKey == none || !itemKey.IsValidName()) {
_.logger.Auto(errItemInvalidName).ArgClass(itemClass).Arg(itemKey);
return false;
}
// Guaranteed to only store cards
existingCard = ItemCard(registeredCards.GetItem(itemName));
if (existingCard != none) {
_.logger.Auto(errItemDuplicate)
.ArgClass(existingCard.GetItemClass())
.Arg(itemKey)
.ArgClass(itemClass);
_.memory.Free(existingCard);
return false;
}
newCard = MakeCard(itemClass, itemName);
registeredCards.SetItem(itemKey, newCard);
_.memory.Free2(itemKey, newCard);
return true;
}
/// Removes item of given class from the list of registered items.
///
/// Removing once registered item is not an action that is expected to
/// be performed under normal circumstances and does not have an efficient
/// implementation (it is linear on the current amount of items).
///
/// Returns `true` if successfully removed registered item class and
/// `false` otherwise (either item wasn't registered or caller tool
/// initialized).
public function bool RemoveItemClass(class<AcediaObject> itemClass) {
local int i;
local CollectionIterator iter;
local ItemCard nextCard;
local array<Text> keysToRemove;
if (itemClass == none) return false;
if (registeredCards == none) return false;
// Removing items during iterator breaks an iterator, so first we find
// all the keys to remove
iter = registeredCards.Iterate();
iter.LeaveOnlyNotNone();
while (!iter.HasFinished()) {
// Guaranteed to only be `ItemCard`
nextCard = ItemCard(iter.Get());
if (nextCard.GetItemClass() == itemClass) {
keysToRemove[keysToRemove.length] = Text(iter.GetKey());
DiscardCard(nextCard);
}
_.memory.Free(nextCard);
iter.Next();
}
iter.FreeSelf();
// Actual clean up everything in `keysToRemove`
for (i = 0; i < keysToRemove.length; i += 1) {
registeredCards.RemoveItem(keysToRemove[i]);
}
_.memory.FreeMany(keysToRemove);
return (keysToRemove.length > 0);
}
/// Allows to specify the order of the user group in terms of privilege for
/// accessing stored items. Only specified groups will be used when resolving
/// appropriate permissions config name for a user.
public final function SetPermissionGroupOrder(array<Text> groupOrder) {
local int i;
_.memory.FreeMany(permissionGroupOrder);
permissionGroupOrder.length = 0;
for (i = 0; i < groupOrder.length; i += 1) {
if (groupOrder[i] != none) {
permissionGroupOrder[permissionGroupOrder.length] = groupOrder[i].Copy();
}
}
}
/// Specifies what permissions (given by the config name) given user group has
/// when using an item with a specified name.
///
/// Method must be called after item with a given name is added.
///
/// If this config name is specified as `none`, then "default" will be
/// used instead. For non-`none` values, only an invalid name (according to
/// [`BaseText::IsValidName()`] method) will prevent the group from being
/// registered.
///
/// Method will return `true` if group was successfully authorized and `false`
/// otherwise (either group already authorized or no item with specified name
/// was added in the caller tool so far).
///
/// # Errors
///
/// If specified group was already authorized to use card's item, then it
/// will log a warning message about it.
public function bool AuthorizeUsage(BaseText itemName, BaseText groupName, BaseText configName) {
local bool result;
local ItemCard relevantCard;
if (configName != none && !configName.IsValidName()) {
return false;
}
relevantCard = GetCard(itemName);
if (relevantCard != none) {
result = relevantCard.AuthorizeGroupWithConfig(groupName, configName);
_.memory.Free(relevantCard);
}
return result;
}
/// Returns struct with item class (+ instance, if one was stored) for a given
/// case in-sensitive item name and name of the config with best permissions
/// available to the player with provided ID.
///
/// Function only returns `none` for item class if item with a given name
/// wasn't found.
/// Config name being `none` with non-`none` item class in the result means
/// that user with provided ID doesn't have permissions for using the item at
/// all.
public final function CommandAPI.ItemConfigInfo ResolveItem(BaseText itemName, BaseText textID) {
local int i;
local ItemCard relevantCard;
local CommandAPI.ItemConfigInfo result;
relevantCard = GetCard(itemName);
if (relevantCard == none) {
// At this point contains `none` for all values -> indicates a failure
// to find item in storage
return result;
}
result.instance = relevantCard.GetItem();
result.class = relevantCard.GetItemClass();
if (textID == none) {
return result;
}
// Look through all `permissionGroupOrder` in order to find most priviledged
// group that user with `textID` belongs to
for (i = 0; i < permissionGroupOrder.length && result.configName == none; i += 1) {
if (_.users.IsSteamIDInGroup(textID, permissionGroupOrder[i])) {
result.configName = relevantCard.GetConfigNameForGroup(permissionGroupOrder[i]);
}
}
_.memory.Free(relevantCard);
return result;
}
/// Returns all item classes that are stored inside caller tool.
///
/// Doesn't check for duplicates (although with a normal usage, there shouldn't
/// be any).
public final function array< class<AcediaObject> > GetAllItemClasses() {
local array< class<AcediaObject> > result;
local ItemCard value;
local CollectionIterator iter;
for (iter = registeredCards.Iterate(); !iter.HasFinished(); iter.Next()) {
value = ItemCard(iter.Get());
if (value != none) {
result[result.length] = value.GetItemClass();
}
_.memory.Free(value);
}
iter.FreeSelf();
return result;
}
/// Returns array of names of all available items.
public final function array<Text> GetItemsNames() {
local array<Text> emptyResult;
if (registeredCards != none) {
return registeredCards.GetTextKeys();
}
return emptyResult;
}
/// Called each time a new card is to be created and stored.
///
/// Must be reimplemented by child classes.
protected function ItemCard MakeCard(class<AcediaObject> itemClass, BaseText itemName) {
return none;
}
/// Called each time a certain card is to be removed from storage.
///
/// Must be reimplemented by child classes
/// (reimplementations SHOULD NOT DEALLOCATE `toDiscard`).
protected function DiscardCard(ItemCard toDiscard) {
}
/// Find item card for the item that was stored with a specified
/// case-insensitive name
///
/// Function only returns `none` if item with a given name wasn't found
/// (or `none` was provided as an argument).
protected final function ItemCard GetCard(BaseText itemName) {
local Text itemKey;
local ItemCard relevantCard;
if (itemName == none) return none;
if (registeredCards == none) return none;
/// The item name is transformed into lowercase, immutable value.
/// This facilitates the use of item names as keys in a [`HashTable`],
/// enabling case-insensitive matching.
itemKey = itemName.LowerCopy();
relevantCard = ItemCard(registeredCards.GetItem(itemKey));
_.memory.Free(itemKey);
return relevantCard;
}
defaultproperties {
errItemInvalidName = (l=LOG_Error,m="Attempt at registering item with class `%1` under an invalid name \"%2\" will be ignored.")
errItemDuplicate = (l=LOG_Error,m="Command `%1` is already registered with name '%2'. Attempt at registering command `%3` with the same name will be ignored.")
}

142
sources/BaseAPI/API/Commands/Tools/CommandsTool.uc

@ -0,0 +1,142 @@
/**
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class CommandsTool extends CmdItemsTool;
//! This is a base class for auxiliary objects that will be used for storing
//! named [`Command`] instances.
//!
//! This storage class allows for efficient manipulation and retrieval of
//! [`Command`]s, along with information about what use groups were authorized
//! to use them.
//!
//! Additionally, this tool allows for efficient fetching of commands that
//! belong to a particular *command group*.
/// [`HashTable`] that maps a command group name to a set of command names that
/// belong to it.
var private HashTable groupedCommands;
protected function Constructor() {
super.Constructor();
groupedCommands = _.collections.EmptyHashTable();
}
protected function Finalizer() {
super.Finalizer();
_.memory.Free(groupedCommands);
groupedCommands = none;
}
/// Returns all known command groups' names.
public final function array<Text> GetGroupsNames() {
local array<Text> emptyResult;
if (groupedCommands != none) {
return groupedCommands.GetTextKeys();
}
return emptyResult;
}
/// Returns array of names of all available commands belonging to the specified
/// group.
public final function array<Text> GetCommandNamesInGroup(BaseText groupName) {
local int i;
local ArrayList commandNamesArray;
local array<Text> result;
if (groupedCommands == none) return result;
commandNamesArray = groupedCommands.GetArrayList(groupName);
if (commandNamesArray == none) return result;
for (i = 0; i < commandNamesArray.GetLength(); i += 1) {
result[result.length] = commandNamesArray.GetText(i);
}
_.memory.Free(commandNamesArray);
return result;
}
protected function ItemCard MakeCard(class<AcediaObject> commandClass, BaseText itemName) {
local Command newCommandInstance;
local ItemCard newCard;
local Text commandGroup;
if (class<Command>(commandClass) != none) {
newCommandInstance = Command(_.memory.Allocate(commandClass, true));
newCommandInstance.Initialize(itemName);
newCard = ItemCard(_.memory.Allocate(class'ItemCard'));
newCard.InitializeWithInstance(newCommandInstance);
// Guaranteed to be lower case (keys of [`HashTable`])
if (itemName != none) {
itemName = itemName.LowerCopy();
} else {
itemName = newCommandInstance.GetPreferredName();
}
commandGroup = newCommandInstance.GetGroupName();
AssociateGroupAndName(commandGroup, itemName);
_.memory.Free3(newCommandInstance, itemName, commandGroup);
}
return newCard;
}
protected function DiscardCard(ItemCard toDiscard) {
local Text groupKey, commandName;
local Command storedCommand;
local ArrayList listOfCommands;
if (toDiscard == none) return;
// Guaranteed to store a [`Command`]
storedCommand = Command(toDiscard.GetItem());
if (storedCommand == none) return;
// Guaranteed to be stored in a lower case
commandName = storedCommand.GetName();
listOfCommands = groupedCommands.GetArrayList(groupKey);
if (listOfCommands != none && commandName != none) {
listOfCommands.RemoveItem(commandName);
}
_.memory.Free2(commandName, storedCommand);
}
// Expect both arguments to be not `none`.
// Expect both arguments to be lower-case.
private final function AssociateGroupAndName(BaseText groupKey, BaseText commandName) {
local ArrayList listOfCommands;
if (groupedCommands != none) {
listOfCommands = groupedCommands.GetArrayList(groupKey);
if (listOfCommands == none) {
listOfCommands = _.collections.EmptyArrayList();
}
if (listOfCommands.Find(commandName) < 0) {
// `< 0` means not found
listOfCommands.AddItem(commandName);
}
// Set `listOfCommands` in case we've just created that array.
// Won't do anything if it is already recorded there.
groupedCommands.SetItem(groupKey, listOfCommands);
}
}
defaultproperties {
ruleBaseClass = class'Command';
}

177
sources/BaseAPI/API/Commands/Tools/ItemCard.uc

@ -0,0 +1,177 @@
/**
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class ItemCard extends AcediaObject;
//! Utility class designed for storing either class of an object
//! (possibly also a specific instance) along with authorization information:
//! which user groups are allowed to use stored entity and with what level of
//! permissions (defined by the name of a config with permissions).
//!
//! [`ItemCard`] has to be initialized with either [`InitializeWithClass()`] or
//! [`InitializeWithInstance()`] before it can be used.
/// Class of object that this card describes.
var private class<AcediaObject> storedClass;
/// Instance of an object (can also *optionally* be stored in this card)
var private AcediaObject storedInstance;
/// This [`HashTable`] maps authorized groups to their respective config names.
///
/// Each key represents an authorized group, and its corresponding value
/// indicates the associated config name. If a key has a value of `none`,
/// the default config (named "default") should be used for that group.
var private HashTable groupToConfig;
var LoggerAPI.Definition errGroupAlreadyHasConfig;
protected function Finalizer() {
_.memory.Free2(storedInstance, groupToConfig);
storedInstance = none;
storedClass = none;
groupToConfig = none;
}
/// Initializes the caller [`ItemCard`] object with class to be stored.
///
/// Initialization can only be done once: once method returned `true`,
/// all future calls will fail.
///
/// Returns `false` if caller was already initialized or `none` is provided as
/// an argument. Otherwise succeeds and returns `true`.
public function bool InitializeWithClass(class<AcediaObject> toStore) {
if (storedClass != none) return false;
if (toStore == none) return false;
storedClass = toStore;
groupToConfig = _.collections.EmptyHashTable();
return true;
}
/// Initializes the caller [`ItemCard`] object with an object to be stored.
///
/// Initialization can only be done once: once method returned `true`,
/// all future calls will fail.
///
/// Returns `false` caller was already initialized or `none` is provided as
/// an argument. Otherwise succeeds and returns `true`.
public function bool InitializeWithInstance(AcediaObject toStore) {
if (storedClass != none) return false;
if (toStore == none) return false;
storedClass = toStore.class;
storedInstance = toStore;
storedInstance.NewRef();
groupToConfig = _.collections.EmptyHashTable();
return true;
}
/// Authorizes a new group to use the this card's item.
///
/// This function allows to specify the config name for a particular user group.
/// If this config name is skipped (specified as `none`), then "default" will be
/// used instead.
///
/// Function will return `true` if group was successfully authorized and
/// `false` otherwise (either group already authorized or caller [`ItemCard`]
/// isn't initialized).
///
/// # Errors
///
/// If specified group was already authorized to use card's item, then it
/// will log an error message about it.
public function bool AuthorizeGroupWithConfig(BaseText groupName, optional BaseText configName) {
local Text itemKey;
local Text storedConfigName;
if (storedClass == none) return false;
if (groupToConfig == none) return false;
if (groupName == none) return false;
if (groupName.IsEmpty()) return false;
/// Make group name immutable and have its characters have a uniform case to
/// be usable as case-insensitive keys for [`HashTable`].
itemKey = groupName.LowerCopy();
storedConfigName = groupToConfig.GetText(itemKey);
if (storedConfigName != none) {
_.logger.Auto(errGroupAlreadyHasConfig)
.ArgClass(storedClass)
.Arg(groupName.Copy())
.Arg(storedConfigName)
.Arg(configName.Copy());
_.memory.Free(itemKey);
return false;
}
// We don't actually record "default" value at this point, instead opting
// to return "default" in getter functions in case stored `configName`
// is `none`.
groupToConfig.SetItem(itemKey, configName);
_.memory.Free(itemKey);
return true;
}
/// Returns item instance for the caller [`ItemCard`].
///
/// Returns `none` iff this card wasn't initialized with an instance.
public function AcediaObject GetItem() {
if (storedInstance != none) {
storedInstance.NewRef();
}
return storedInstance;
}
/// Returns item class for the caller [`ItemCard`].
///
/// Returns `none` iff this card wasn't initialized.
public function class<AcediaObject> GetItemClass() {
return storedClass;
}
/// Returns the name of config that was authorized for the specified group.
///
/// Returns `none` if group wasn't authorized, otherwise guaranteed to
/// return non-`none` and non-empty `Text` value.
public function Text GetConfigNameForGroup(BaseText groupName) {
local Text groupNameAsKey, result;
if (storedClass == none) return none;
if (groupToConfig == none) return none;
if (groupName == none) return none;
/// Make group name immutable and have its characters a uniform case to
/// be usable as case-insensitive keys for [`HashTable`]
groupNameAsKey = groupName.LowerCopy();
if (groupToConfig.HasKey(groupNameAsKey)) {
result = groupToConfig.GetText(groupNameAsKey);
if (result == none) {
// If we do have specified group recorded as a key, then we must
// return non-`none` config name, defaulting to "default" value
// if none was provided
result = P("default").Copy();
}
}
_.memory.Free(groupNameAsKey);
return result;
}
defaultproperties {
errGroupAlreadyHasConfig = (l=LOG_Error,m="Item `%1` is already added to group '%2' with config '%3'. Attempt to add it with config '%4' is ignored.")
}

119
sources/BaseAPI/API/Commands/Tools/VotingsTool.uc

@ -0,0 +1,119 @@
/**
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2023 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class VotingsTool extends CmdItemsTool
dependson(CommandAPI);
//! This is a base class for auxiliary objects that will be used for storing
//! named [`Voting`] classes.
//!
//! This storage class allows for efficient manipulation and retrieval of
//! [`Voting`] classes, along with information about what use groups were
//! authorized to use them.
//!
//! Additionally this tool is used to keep track of the currently ongoing
//! voting, preventing [`CommandsAPI`] from starting several votings at once.
/// Currently running voting process.
/// This tool doesn't actively track when voting ends, so reference can be
/// non-`none` even if voting has already ended. Instead `DropFinishedVoting()`
/// method is used as needed to figure out whether that voting has ended and
/// should be deallocated.
var private Voting currentVoting;
protected function Finalizer() {
super.Finalizer();
_.memory.Free(currentVoting);
currentVoting = none;
}
/// Starts a voting process with a given name, returning its result.
public final function CommandAPI.StartVotingResult StartVoting(
CommandAPI.VotingConfigInfo votingData,
HashTable arguments
) {
local CommandAPI.StartVotingResult result;
DropFinishedVoting();
if (currentVoting != none) {
return SVR_AlreadyInProgress;
}
if (votingData.votingClass == none) {
return SVR_UnknownVoting;
}
currentVoting = Voting(_.memory.Allocate(votingData.votingClass));
result = currentVoting.Start(votingData.config, arguments);
if (result != SVR_Success) {
_.memory.Free(currentVoting);
currentVoting = none;
}
return result;
}
/// Returns `true` iff some voting is currently active.
public final function bool IsVotingRunning() {
DropFinishedVoting();
return (currentVoting != none);
}
/// Returns instance of the active voting.
///
/// `none` iff no voting is currently active.
public final function Voting GetCurrentVoting() {
DropFinishedVoting();
if (currentVoting != none) {
currentVoting.NewRef();
}
return currentVoting;
}
protected function ItemCard MakeCard(class<AcediaObject> votingClass, BaseText itemName) {
local ItemCard newCard;
if (class<Voting>(votingClass) != none) {
newCard = ItemCard(_.memory.Allocate(class'ItemCard'));
newCard.InitializeWithClass(votingClass);
}
return newCard;
}
private final function class<Voting> GetVoting(BaseText itemName) {
local ItemCard relevantCard;
local class<Voting> result;
relevantCard = GetCard(itemName);
if (relevantCard != none) {
result = class<Voting>(relevantCard.GetItemClass());
}
_.memory.Free(relevantCard);
return result;
}
// Clears `currentVoting` if it has already finished
private final function DropFinishedVoting() {
if (currentVoting != none && currentVoting.HasEnded()) {
_.memory.Free(currentVoting);
currentVoting = none;
}
}
defaultproperties {
ruleBaseClass = class'Voting'
}
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