refactor: rewrite editor with immutable state, async-safe Vue Flow, and loading guard
This commit is contained in:
145
editor/App.vue
145
editor/App.vue
@@ -1,5 +1,5 @@
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<script setup lang="ts">
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import { ref, computed, watch, onMounted } from 'vue'
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import { ref, computed, onMounted } from 'vue'
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import type { GameData, SceneNode } from '@engine/types'
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import { useGraphEditor } from './composables/useGraphEditor'
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import SceneGraph from './components/SceneGraph.vue'
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@@ -9,73 +9,18 @@ import PreviewPanel from './components/PreviewPanel.vue'
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const editor = useGraphEditor()
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const dirty = ref(false)
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const fileInputRef = ref<HTMLInputElement | null>(null)
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const sceneNodes = computed(() => {
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return Object.values(editor.gameData.value.scenes).map((s) => ({
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id: s.id,
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label: s.id,
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}))
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})
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const sceneEdges = computed(() => {
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const edges: { id: string; source: string; target: string; label?: string }[] = []
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for (const [id, scene] of Object.entries(editor.gameData.value.scenes)) {
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if (scene.choices) {
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let ci = 0
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for (const c of scene.choices) {
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if (c.targetScene) {
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edges.push({
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id: `${id}_choice_${ci}`,
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source: id,
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target: c.targetScene,
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label: c.text.slice(0, 10),
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})
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}
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ci++
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}
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}
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if (scene.nextScene) {
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edges.push({
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id: `${id}_next`,
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source: id,
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target: scene.nextScene,
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label: '→ 默认',
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})
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}
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if (scene.qte) {
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if (scene.qte.successScene) {
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edges.push({
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id: `${id}_qte_s`,
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source: id,
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target: scene.qte.successScene,
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label: 'QTE成功',
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})
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}
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if (scene.qte.failScene) {
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edges.push({
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id: `${id}_qte_f`,
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source: id,
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target: scene.qte.failScene,
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label: 'QTE失败',
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})
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}
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}
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}
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return edges
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})
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const loading = ref(true)
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const error = ref('')
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const selectedScene = computed<SceneNode | null>(() => {
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if (!editor.selectedNodeId.value) return null
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return editor.gameData.value.scenes[editor.selectedNodeId.value] ?? null
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})
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const sceneList = computed(() => editor.sceneList.value)
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const previewVideoUrl = computed(() => {
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if (!selectedScene.value?.videoUrl) return null
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const url = selectedScene.value.videoUrl
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if (url.startsWith('/')) return url
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return '/' + url
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const url = selectedScene.value?.videoUrl
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if (!url) return null
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return url.startsWith('/') ? url : '/' + url
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})
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function newNode() {
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@@ -112,16 +57,15 @@ function onDeleteChoice(sourceId: string, index: number) {
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function onAddEdge(source: string, target: string) {
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const scene = editor.gameData.value.scenes[source]
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if (!scene) return
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if (!scene.choices) scene.choices = []
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scene.choices.push({
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text: `${source} → ${target}`,
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targetScene: target,
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})
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editor.gameData.value.scenes = { ...editor.gameData.value.scenes }
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const newChoices = [...(scene.choices || []), { text: `${source} → ${target}`, targetScene: target }]
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editor.gameData.value = {
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...editor.gameData.value,
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scenes: { ...editor.gameData.value.scenes, [source]: { ...scene, choices: newChoices } },
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}
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dirty.value = true
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}
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async function exportJSON() {
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function exportJSON() {
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const data = editor.exportJSON()
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const json = JSON.stringify(data, null, 2)
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const blob = new Blob([json], { type: 'application/json' })
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@@ -141,21 +85,29 @@ function importJSON() {
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async function onFileSelected(e: Event) {
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const file = (e.target as HTMLInputElement).files?.[0]
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if (!file) return
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const text = await file.text()
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try {
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const data = JSON.parse(text) as GameData
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const data = JSON.parse(await file.text()) as GameData
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if (!data.scenes || typeof data.scenes !== 'object') throw new Error('无效的场景数据')
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editor.loadJSON(data)
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dirty.value = false
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} catch (err) {
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alert('JSON 解析失败:' + (err as Error).message)
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} catch (err: any) {
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error.value = '导入失败:' + err.message
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setTimeout(() => (error.value = ''), 3000)
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}
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}
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async function loadDemo() {
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const resp = await fetch('/scenes/demo.json')
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const data = await resp.json()
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editor.loadJSON(data)
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dirty.value = false
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try {
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loading.value = true
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const resp = await fetch('/scenes/demo.json')
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if (!resp.ok) throw new Error('HTTP ' + resp.status)
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editor.loadJSON(await resp.json())
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dirty.value = false
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} catch (err: any) {
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error.value = '加载示例失败:' + err.message
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} finally {
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loading.value = false
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}
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}
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onMounted(() => {
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@@ -182,25 +134,30 @@ onMounted(() => {
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class="start-select"
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>
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<option value="">-- 选择 --</option>
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<option v-for="n in sceneNodes" :key="n.id" :value="n.id">{{ n.label }}</option>
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<option v-for="n in editor.sceneNodes.value" :key="n.id" :value="n.id">{{ n.label }}</option>
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</select>
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</span>
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</div>
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<div v-if="error" class="error-bar">{{ error }}</div>
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<div class="editor-main">
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<SceneGraph
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v-if="!loading"
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class="graph-area"
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:scene-nodes="sceneNodes"
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:scene-edges="sceneEdges"
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:scene-nodes="editor.sceneNodes.value"
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:scene-edges="editor.sceneEdges.value"
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:start-scene="editor.startSceneId.value"
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:selected-node-id="editor.selectedNodeId.value"
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@select-node="editor.selectedNodeId.value = $event"
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@add-edge="onAddEdge"
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/>
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<div v-else class="graph-area loading-hint">加载剧情数据…</div>
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<NodeEditor
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:scene="selectedScene"
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:scene-list="sceneList"
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:scene-list="editor.sceneList.value"
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@update="onUpdateScene"
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@add-choice="onAddChoice"
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@update-choice="onUpdateChoice"
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@@ -212,13 +169,7 @@ onMounted(() => {
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<PreviewPanel :video-url="previewVideoUrl" />
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</div>
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<input
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ref="fileInputRef"
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type="file"
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accept=".json"
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style="display:none"
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@change="onFileSelected"
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/>
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<input ref="fileInputRef" type="file" accept=".json" style="display:none" @change="onFileSelected" />
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</div>
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</template>
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@@ -286,9 +237,7 @@ html, body {
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transition: background 0.15s;
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}
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.toolbar-actions button:hover {
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background: rgba(255,255,255,0.14);
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}
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.toolbar-actions button:hover { background: rgba(255,255,255,0.14); }
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.toolbar-actions button.secondary {
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color: #8cf;
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@@ -319,6 +268,14 @@ html, body {
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color: #ff9800;
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}
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.error-bar {
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padding: 8px 16px;
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background: #4a1a1a;
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color: #f88;
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font-size: 13px;
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flex-shrink: 0;
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}
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.editor-main {
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flex: 1;
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display: flex;
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@@ -328,4 +285,12 @@ html, body {
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.graph-area {
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flex: 1;
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}
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.loading-hint {
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display: flex;
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align-items: center;
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justify-content: center;
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color: #555;
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font-size: 14px;
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}
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</style>
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@@ -1,12 +1,12 @@
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<script setup lang="ts">
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import { watch, onMounted, nextTick } from 'vue'
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import { watch, nextTick } from 'vue'
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import { VueFlow, useVueFlow } from '@vue-flow/core'
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import { Background } from '@vue-flow/background'
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import { Controls } from '@vue-flow/controls'
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import '@vue-flow/core/dist/style.css'
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import '@vue-flow/controls/dist/style.css'
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import '@vue-flow/core/dist/theme-default.css'
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import type { Node, Edge, Connection } from '@vue-flow/core'
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import type { Connection } from '@vue-flow/core'
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const props = defineProps<{
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sceneNodes: { id: string; label: string }[]
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@@ -17,82 +17,82 @@ const props = defineProps<{
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const emit = defineEmits<{
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selectNode: [id: string]
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addNode: []
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addEdge: [source: string, target: string]
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}>()
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const { nodes, edges, onNodeClick, onConnect, fitView } = useVueFlow()
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function buildNodes() {
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function makeNodes() {
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return props.sceneNodes.map((n, i) => ({
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id: n.id,
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type: 'default',
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position: { x: (i % 4) * 220 + 50, y: Math.floor(i / 4) * 120 + 50 },
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data: { label: n.id === props.startScene ? `▶ ${n.label}` : n.label },
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data: { label: n.id === props.startScene ? `\u25b6 ${n.label}` : n.label },
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style: n.id === props.startScene
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? 'background:#1b5e20; color:#fff; border-color:#388e3c'
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? { background: '#1b5e20', color: '#fff', borderColor: '#388e3c' }
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: n.id === props.selectedNodeId
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? 'background:#1565c0; color:#fff; border-color:#1976d2'
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: '',
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? { background: '#1565c0', color: '#fff', borderColor: '#1976d2' }
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: {},
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sourcePosition: 'right' as const,
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targetPosition: 'left' as const,
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connectable: true,
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}))
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}
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function buildEdges() {
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function makeEdges() {
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return props.sceneEdges.map((e) => ({
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id: e.id,
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source: e.source,
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target: e.target,
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label: e.label || '',
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label: e.label ?? '',
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animated: true,
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style: { stroke: '#4fc3f7' },
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labelStyle: { fill: '#aaa', fontWeight: 400, fontSize: 11 },
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labelBgStyle: { fill: 'rgba(0,0,0,0.7)' },
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}))
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}
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let lastNodesLen = 0
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let lastEdgesLen = 0
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let prevNodeCount = -1
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let prevEdgeCount = -1
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let didFitView = false
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let rebuildSeq = 0
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async function structuralRebuild() {
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const seq = ++rebuildSeq
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edges.value = []
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await nextTick()
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nodes.value = buildNodes()
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if (seq !== rebuildSeq) return
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nodes.value = makeNodes()
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await nextTick()
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edges.value = buildEdges()
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lastNodesLen = props.sceneNodes.length
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lastEdgesLen = props.sceneEdges.length
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if (seq !== rebuildSeq) return
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edges.value = makeEdges()
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prevNodeCount = props.sceneNodes.length
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prevEdgeCount = props.sceneEdges.length
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if (!didFitView && nodes.value.length > 0) {
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didFitView = true
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setTimeout(() => fitView({ padding: 0.2 }), 80)
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}
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}
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function styleOnlyRebuild() {
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nodes.value = buildNodes()
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edges.value = buildEdges()
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function inlineRebuild() {
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nodes.value = makeNodes()
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edges.value = makeEdges()
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}
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watch(() => [props.sceneNodes, props.sceneEdges, props.startScene, props.selectedNodeId], () => {
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const nodesLen = props.sceneNodes.length
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const edgesLen = props.sceneEdges.length
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if (nodesLen !== lastNodesLen || edgesLen !== lastEdgesLen) {
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structuralRebuild()
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} else {
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styleOnlyRebuild()
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}
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})
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watch(
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() => [props.sceneNodes, props.sceneEdges, props.startScene, props.selectedNodeId] as const,
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() => {
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const nc = props.sceneNodes.length
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const ec = props.sceneEdges.length
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if (nc !== prevNodeCount || ec !== prevEdgeCount) {
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structuralRebuild()
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} else {
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inlineRebuild()
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}
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},
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)
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onNodeClick((event) => {
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emit('selectNode', event.node.id)
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})
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onNodeClick((ev) => emit('selectNode', ev.node.id))
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onConnect((connection: Connection) => {
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if (connection.source && connection.target) {
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emit('addEdge', connection.source, connection.target)
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}
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})
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onMounted(() => {
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setTimeout(() => fitView({ padding: 0.2 }), 100)
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onConnect((conn: Connection) => {
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if (conn.source && conn.target) emit('addEdge', conn.source, conn.target)
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})
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</script>
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@@ -1,37 +1,58 @@
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import { ref, computed } from 'vue'
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import { ref, computed, shallowRef, triggerRef } from 'vue'
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import type { GameData, SceneNode, Choice } from '@engine/types'
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export interface EditorNode {
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id: string
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label: string
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videoUrl: string
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subtitleUrl: string
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choices: Choice[]
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nextScene: string
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onEnter: any[]
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qte: any | null
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}
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export function useGraphEditor() {
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const gameData = ref<GameData>({ scenes: {}, startScene: '', variables: {} })
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const gameData = shallowRef<GameData>({ scenes: {}, startScene: '', variables: {} })
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const selectedNodeId = ref<string | null>(null)
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const startSceneId = ref('')
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const selectedNode = computed(() => {
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const sceneList = computed(() =>
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Object.values(gameData.value.scenes).map((s) => ({ id: s.id, label: s.id })),
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)
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const sceneNodes = computed(() =>
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Object.values(gameData.value.scenes).map((s) => ({ id: s.id, label: s.id })),
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)
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const sceneEdges = computed(() => {
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const result: { id: string; source: string; target: string; label?: string }[] = []
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for (const [id, scene] of Object.entries(gameData.value.scenes)) {
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if (scene.choices) {
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let ci = 0
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for (const c of scene.choices) {
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if (c.targetScene) {
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result.push({ id: `${id}_choice_${ci}`, source: id, target: c.targetScene, label: c.text.slice(0, 10) })
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}
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ci++
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}
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}
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if (scene.nextScene) {
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result.push({ id: `${id}_next`, source: id, target: scene.nextScene, label: '\u2192 \u9ed8\u8ba4' })
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}
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if (scene.qte) {
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if (scene.qte.successScene)
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result.push({ id: `${id}_qte_s`, source: id, target: scene.qte.successScene, label: 'QTE\u6210\u529f' })
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if (scene.qte.failScene)
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result.push({ id: `${id}_qte_f`, source: id, target: scene.qte.failScene, label: 'QTE\u5931\u8d25' })
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}
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}
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return result
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})
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const selectedScene = computed(() => {
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if (!selectedNodeId.value) return null
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return gameData.value.scenes[selectedNodeId.value] ?? null
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})
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const sceneList = computed(() => {
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return Object.values(gameData.value.scenes).map((s) => ({
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id: s.id,
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label: s.id,
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}))
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})
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function trigger() {
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triggerRef(gameData)
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}
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function loadJSON(json: GameData) {
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gameData.value = JSON.parse(JSON.stringify(json))
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startSceneId.value = json.startScene
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trigger()
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startSceneId.value = json.startScene || ''
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selectedNodeId.value = null
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}
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function exportJSON(): GameData {
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@@ -46,76 +67,112 @@ export function useGraphEditor() {
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function addScene(): string {
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const id = generateId()
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gameData.value.scenes[id] = {
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id,
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videoUrl: '',
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choices: [],
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nextScene: '',
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subtitleUrl: '',
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onEnter: [],
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gameData.value = {
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...gameData.value,
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scenes: {
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...gameData.value.scenes,
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[id]: {
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id,
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videoUrl: '',
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choices: [],
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nextScene: '',
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subtitleUrl: '',
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onEnter: [],
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},
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},
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}
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trigger()
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return id
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}
|
||||
|
||||
function deleteScene(id: string) {
|
||||
if (startSceneId.value === id) return
|
||||
delete gameData.value.scenes[id]
|
||||
for (const s of Object.values(gameData.value.scenes)) {
|
||||
s.choices = (s.choices || []).filter((c) => c.targetScene !== id)
|
||||
if (s.nextScene === id) s.nextScene = ''
|
||||
const nextScenes = { ...gameData.value.scenes }
|
||||
delete nextScenes[id]
|
||||
for (const key of Object.keys(nextScenes)) {
|
||||
const s = nextScenes[key]
|
||||
if (s.choices)
|
||||
nextScenes[key] = { ...s, choices: s.choices.filter((c) => c.targetScene !== id) }
|
||||
if (s.nextScene === id) nextScenes[key] = { ...nextScenes[key], nextScene: '' }
|
||||
if (s.qte) {
|
||||
const qte = { ...s.qte }
|
||||
let changed = false
|
||||
if (qte.successScene === id) { qte.successScene = ''; changed = true }
|
||||
if (qte.failScene === id) { qte.failScene = ''; changed = true }
|
||||
if (changed) nextScenes[key] = { ...nextScenes[key], qte }
|
||||
}
|
||||
}
|
||||
gameData.value = { ...gameData.value, scenes: nextScenes }
|
||||
trigger()
|
||||
if (selectedNodeId.value === id) selectedNodeId.value = null
|
||||
}
|
||||
|
||||
function updateScene(id: string, partial: Partial<EditorNode>) {
|
||||
function updateScene(id: string, partial: Partial<SceneNode>) {
|
||||
const scene = gameData.value.scenes[id]
|
||||
if (!scene) return
|
||||
Object.assign(scene, partial)
|
||||
gameData.value.scenes = { ...gameData.value.scenes }
|
||||
gameData.value = {
|
||||
...gameData.value,
|
||||
scenes: { ...gameData.value.scenes, [id]: { ...scene, ...partial } },
|
||||
}
|
||||
trigger()
|
||||
}
|
||||
|
||||
function addChoice(sourceId: string) {
|
||||
const scene = gameData.value.scenes[sourceId]
|
||||
if (!scene) return
|
||||
if (!scene.choices) scene.choices = []
|
||||
scene.choices.push({
|
||||
text: '新选项',
|
||||
targetScene: '',
|
||||
})
|
||||
gameData.value.scenes = { ...gameData.value.scenes }
|
||||
gameData.value = {
|
||||
...gameData.value,
|
||||
scenes: {
|
||||
...gameData.value.scenes,
|
||||
[sourceId]: {
|
||||
...scene,
|
||||
choices: [...(scene.choices || []), { text: '\u65b0\u9009\u9879', targetScene: '' }],
|
||||
},
|
||||
},
|
||||
}
|
||||
trigger()
|
||||
}
|
||||
|
||||
function updateChoice(sourceId: string, index: number, partial: Partial<Choice>) {
|
||||
const scene = gameData.value.scenes[sourceId]
|
||||
if (!scene?.choices) return
|
||||
Object.assign(scene.choices[index], partial)
|
||||
gameData.value.scenes = { ...gameData.value.scenes }
|
||||
const newChoices = scene.choices.map((c, i) => (i === index ? { ...c, ...partial } : c))
|
||||
gameData.value = {
|
||||
...gameData.value,
|
||||
scenes: { ...gameData.value.scenes, [sourceId]: { ...scene, choices: newChoices } },
|
||||
}
|
||||
trigger()
|
||||
}
|
||||
|
||||
function deleteChoice(sourceId: string, index: number) {
|
||||
const scene = gameData.value.scenes[sourceId]
|
||||
if (!scene?.choices) return
|
||||
scene.choices.splice(index, 1)
|
||||
gameData.value.scenes = { ...gameData.value.scenes }
|
||||
}
|
||||
|
||||
function newSceneData(): EditorNode {
|
||||
return {
|
||||
id: '',
|
||||
label: '',
|
||||
videoUrl: '',
|
||||
subtitleUrl: '',
|
||||
choices: [],
|
||||
nextScene: '',
|
||||
onEnter: [],
|
||||
qte: null,
|
||||
gameData.value = {
|
||||
...gameData.value,
|
||||
scenes: {
|
||||
...gameData.value.scenes,
|
||||
[sourceId]: { ...scene, choices: scene.choices.filter((_, i) => i !== index) },
|
||||
},
|
||||
}
|
||||
trigger()
|
||||
}
|
||||
|
||||
return {
|
||||
gameData, selectedNodeId, selectedNode, sceneList, startSceneId,
|
||||
loadJSON, exportJSON, addScene, deleteScene, updateScene,
|
||||
addChoice, updateChoice, deleteChoice,
|
||||
newSceneData, generateId,
|
||||
gameData,
|
||||
selectedNodeId,
|
||||
selectedScene,
|
||||
sceneList,
|
||||
sceneNodes,
|
||||
sceneEdges,
|
||||
startSceneId,
|
||||
loadJSON,
|
||||
exportJSON,
|
||||
addScene,
|
||||
deleteScene,
|
||||
updateScene,
|
||||
addChoice,
|
||||
updateChoice,
|
||||
deleteChoice,
|
||||
generateId,
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user