format leduc
This commit is contained in:
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@ -74,7 +74,7 @@ class DoudizhuGameView extends React.Component {
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console.log("Cannot find cards in move from player's hand");
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}
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gameInfo.considerationTime = this.initConsiderationTime;
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gameInfo.completedPercent = (this.state.gameInfo.turn + 1) * 100.0 / this.moveHistory.length;
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gameInfo.completedPercent += 100.0 / this.moveHistory.length;
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}else {
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console.log("Mismatched current player index");
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}
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@ -283,7 +283,7 @@ class DoudizhuGameView extends React.Component {
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render(){
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let sliderValueText = (value) => {
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return `${value}°C`;
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return value;
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};
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const gameSpeedMarks = [
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{
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@ -4,8 +4,20 @@ import '../assets/gameview.scss';
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import {LeducHoldemGameBoard} from '../components/GameBoard';
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import {deepCopy} from "../utils";
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import { Button, Layout } from 'element-react';
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import { Layout } from 'element-react';
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import Slider from '@material-ui/core/Slider';
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import Button from '@material-ui/core/Button';
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import Paper from '@material-ui/core/Paper';
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import Divider from '@material-ui/core/Divider';
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import LinearProgress from '@material-ui/core/LinearProgress';
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import ButtonGroup from '@material-ui/core/ButtonGroup';
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import PlayArrowRoundedIcon from '@material-ui/icons/PlayArrowRounded';
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import PauseCircleOutlineRoundedIcon from '@material-ui/icons/PauseCircleOutlineRounded';
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import ReplayRoundedIcon from '@material-ui/icons/ReplayRounded';
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import NotInterestedIcon from '@material-ui/icons/NotInterested';
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import PlayArrowIcon from '@material-ui/icons/PlayArrow';
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import SkipNextIcon from '@material-ui/icons/SkipNext';
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import SkipPreviousIcon from '@material-ui/icons/SkipPrevious';
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class LeducHoldemGameView extends React.Component {
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constructor(props) {
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@ -17,8 +29,10 @@ class LeducHoldemGameView extends React.Component {
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this.gameStateTimeout = null;
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this.apiUrl = window.g.apiUrl;
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this.moveHistory = [];
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this.moveHistoryTotalLength = null;
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this.gameStateHistory = [[],[]];
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this.initGameState = {
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gameStatus: "ready", // "ready", "playing", "paused", "over"
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playerInfo: [],
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hands: [],
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latestAction: ["", ""],
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@ -28,142 +42,353 @@ class LeducHoldemGameView extends React.Component {
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pot: [1, 1],
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publicCard: "",
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currentPlayer: null,
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considerationTime: this.initConsiderationTime
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considerationTime: this.initConsiderationTime,
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completedPercent: 0,
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};
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this.state = {
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gameInfo: this.initGameState,
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gameStateLoop: null,
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considerationTimeSetting: this.initConsiderationTime
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gameSpeed: 0
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}
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}
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retrieveReplayData(){
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// for test use
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const replayId = 0;
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// reset game state
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this.setState({gameInfo: this.initGameState});
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axios.get(`${this.apiUrl}/replay/leduc_holdem/${replayId}`)
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.then(res => {
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res = res.data;
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this.moveHistory = res.moveHistory;
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.hands = res.initHands;
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gameInfo.playerInfo = res.playerInfo;
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gameInfo.currentPlayer = res.moveHistory[0][0].playerIdx;
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gameInfo.publicCard = res.publicCard;
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this.setState({gameInfo: gameInfo}, ()=>{
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this.startReplay();
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});
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})
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.catch(err=>{
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console.log("err", err);
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})
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}
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startReplay(){
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if(this.gameStateTimeout){
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window.clearTimeout(this.gameStateTimeout);
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this.gameStateTimeout = null;
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generateNewState(){
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// console.log(this.state.gameInfo.latestAction);
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let gameInfo = deepCopy(this.state.gameInfo);
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const turn = this.state.gameInfo.turn;
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if(turn >= this.moveHistory[this.state.gameInfo.round].length){
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if(this.state.gameInfo.round === 0){
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// todo: if it's the first round, then reveal the public card and start the second round
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gameInfo.turn = 0;
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gameInfo.round = 1;
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gameInfo.latestAction = ["", ""];
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gameInfo.currentPlayer = this.moveHistory[1][0].playerIdx;
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gameInfo.considerationTime = this.initConsiderationTime;
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// gameInfo.completedPercent += 100.0 / this.moveHistoryTotalLength;
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this.setState({ gameInfo: gameInfo });
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}else{
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gameInfo.gameStatus = "over";
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this.setState({ gameInfo: gameInfo });
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setTimeout(()=>{
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// TODO: show winner
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alert("Game Ends!");
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}, 200);
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return gameInfo;
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}
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}else{
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if(gameInfo.currentPlayer === this.moveHistory[gameInfo.round][gameInfo.turn].playerIdx){
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gameInfo.latestAction[gameInfo.currentPlayer] = this.moveHistory[gameInfo.round][gameInfo.turn].move;
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switch (gameInfo.latestAction[gameInfo.currentPlayer]) {
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case "Check":
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break;
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case "Raise":
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gameInfo.pot[gameInfo.currentPlayer] += (gameInfo.round+1) * 2;
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break;
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case "Call":
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// the upstream player must have bet more
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if(gameInfo.pot[(gameInfo.currentPlayer+2-1)%2] > gameInfo.pot[gameInfo.currentPlayer]){
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gameInfo.pot[gameInfo.currentPlayer] = gameInfo.pot[(gameInfo.currentPlayer+2-1)%2];
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}else{
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console.log("Current player choose call but has bet more or equal to the upstream player");
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}
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break;
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case "Fold":
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// if one player folds, game ends
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const foldedFound = gameInfo.playerInfo.find(element=>{return element.index === gameInfo.currentPlayer});
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const foldedId = foldedFound ? foldedFound.id : -1;
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const winnerFound = gameInfo.playerInfo.find(element=>{return element.index === (gameInfo.currentPlayer+1)%2});
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const winnerId = winnerFound ? winnerFound.id : -1;
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gameInfo.gameStatus = "over";
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this.setState({ gameInfo: gameInfo });
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setTimeout(()=>{
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alert(`Player ${foldedId} folded, player ${winnerId} wins!`);
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}, 200);
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return gameInfo;
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default:
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console.log("Error in player's latest action");
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}
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gameInfo.turn++;
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gameInfo.currentPlayer = (gameInfo.currentPlayer+1)%2;
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gameInfo.considerationTime = this.initConsiderationTime;
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gameInfo.completedPercent += 100.0 / this.moveHistoryTotalLength;
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this.setState({ gameInfo: gameInfo });
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}else{
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console.log("Mismatch in current player & move history");
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}
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}
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// loop to update game state
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this.gameStateTimer();
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// if current state is new to game state history, push it to the game state history array
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if(gameInfo.turn === this.gameStateHistory[gameInfo.round].length){
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this.gameStateHistory[gameInfo.round].push(gameInfo);
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}else{
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console.log("inconsistent game state history length and turn number");
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}
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return gameInfo;
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}
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gameStateTimer(){
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this.gameStateTimeout = setTimeout(()=>{
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let currentConsiderationTime = this.state.gameInfo.considerationTime;
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if(currentConsiderationTime > 0) {
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currentConsiderationTime -= this.considerationTimeDeduction;
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currentConsiderationTime -= this.considerationTimeDeduction * Math.pow(2, this.state.gameSpeed);
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currentConsiderationTime = currentConsiderationTime < 0 ? 0 : currentConsiderationTime;
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if(currentConsiderationTime === 0 && this.state.gameSpeed < 2){
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.toggleFade = "fade-out";
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this.setState({gameInfo: gameInfo});
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}
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.considerationTime = currentConsiderationTime;
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this.setState({gameInfo: gameInfo});
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this.gameStateTimer();
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}else{
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console.log(this.state.gameInfo.latestAction);
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const turn = this.state.gameInfo.turn;
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if(turn >= this.moveHistory[this.state.gameInfo.round].length){
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if(this.state.gameInfo.round === 0){
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// todo: if it's the first round, then reveal the public card and start the second round
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.turn = 0;
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gameInfo.round = 1;
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gameInfo.latestAction = ["", ""];
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gameInfo.currentPlayer = this.moveHistory[1][0].playerIdx;
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gameInfo.considerationTime = this.state.considerationTimeSetting;
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this.setState({gameInfo: gameInfo}, ()=>{
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this.gameStateTimer();
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});
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}else{
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alert('Game Ends!');
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}
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}else{
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let gameInfo = deepCopy(this.state.gameInfo);
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if(gameInfo.currentPlayer === this.moveHistory[gameInfo.round][gameInfo.turn].playerIdx){
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gameInfo.latestAction[gameInfo.currentPlayer] = this.moveHistory[gameInfo.round][gameInfo.turn].move;
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switch (gameInfo.latestAction[gameInfo.currentPlayer]) {
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case "Check":
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break;
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case "Raise":
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gameInfo.pot[gameInfo.currentPlayer] += (gameInfo.round+1) * 2;
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break;
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case "Call":
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// the upstream player must have bet more
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if(gameInfo.pot[(gameInfo.currentPlayer+2-1)%2] > gameInfo.pot[gameInfo.currentPlayer]){
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gameInfo.pot[gameInfo.currentPlayer] = gameInfo.pot[(gameInfo.currentPlayer+2-1)%2];
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}else{
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console.log("Current player choose call but has bet more or equal to the upstream player");
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}
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break;
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case "Fold":
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// if one player folds, game ends
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const foldedFound = gameInfo.playerInfo.find(element=>{return element.index === gameInfo.currentPlayer});
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const foldedId = foldedFound ? foldedFound.id : -1;
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const winnerFound = gameInfo.playerInfo.find(element=>{return element.index === (gameInfo.currentPlayer+1)%2});
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const winnerId = winnerFound ? winnerFound.id : -1;
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alert(`Player ${foldedId} folded, player ${winnerId} wins!`);
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return ;
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default:
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console.log("Error in player's latest action");
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}
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gameInfo.turn++;
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gameInfo.currentPlayer = (gameInfo.currentPlayer+1)%2;
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gameInfo.considerationTime = this.state.considerationTimeSetting;
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this.setState({gameInfo: gameInfo}, ()=>{
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this.gameStateTimer();
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});
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}else{
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console.log("Mismatch in current player & move history");
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}
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let gameInfo = this.generateNewState();
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if(gameInfo.gameStatus == "over") return;
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this.gameStateTimer();
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gameInfo.gameStatus = "playing";
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if(this.state.gameInfo.toggleFade === "fade-out") {
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gameInfo.toggleFade = "fade-in";
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}
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this.setState({gameInfo: gameInfo}, ()=>{
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// toggle fade in
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if(this.state.gameInfo.toggleFade !== ""){
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setTimeout(()=>{
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.toggleFade = "";
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this.setState({gameInfo: gameInfo});
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}, 200);
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}
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});
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}
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}, this.considerationTimeDeduction);
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}
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startReplay() {
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// for test use
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const replayId = 0;
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axios.get(`${this.apiUrl}/replay/leduc_holdem/${replayId}`)
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.then(res => {
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res = res.data;
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// init replay info
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this.moveHistory = res.moveHistory;
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this.moveHistoryTotalLength = this.moveHistory.reduce((count, round) => count + round.length, 0);
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let gameInfo = deepCopy(this.initGameState);
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gameInfo.gameStatus = "playing";
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gameInfo.playerInfo = res.playerInfo;
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gameInfo.hands = res.initHands;
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gameInfo.currentPlayer = res.moveHistory[0][0].playerIdx;
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gameInfo.publicCard = res.publicCard;
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this.gameStateHistory[gameInfo.round].push(gameInfo);
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this.setState({gameInfo: gameInfo}, ()=>{
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if(this.gameStateTimeout){
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window.clearTimeout(this.gameStateTimeout);
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this.gameStateTimeout = null;
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}
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// loop to update game state
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this.gameStateTimer();
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});
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});
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};
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pauseReplay(){
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if(this.gameStateTimeout){
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window.clearTimeout(this.gameStateTimeout);
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this.gameStateTimeout = null;
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}
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.gameStatus = "paused";
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this.setState({ gameInfo: gameInfo });
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}
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resumeReplay(){
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this.gameStateTimer();
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.gameStatus = "playing";
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this.setState({ gameInfo: gameInfo });
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}
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changeGameSpeed(newVal){
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this.setState({gameSpeed: newVal});
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}
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gameStatusButton(status){
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switch (status) {
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case "ready":
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return <Button className={"status-button"} variant={"contained"} startIcon={<PlayArrowRoundedIcon />} color="primary" onClick={()=>{this.startReplay()}}>Start</Button>;
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case "playing":
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return <Button className={"status-button"} variant={"contained"} startIcon={<PauseCircleOutlineRoundedIcon />} color="secondary" onClick={()=>{this.pauseReplay()}}>Pause</Button>;
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case "paused":
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return <Button className={"status-button"} variant={"contained"} startIcon={<PlayArrowRoundedIcon />} color="primary" onClick={()=>{this.resumeReplay()}}>Resume</Button>;
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case "over":
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return <Button className={"status-button"} variant={"contained"} startIcon={<ReplayRoundedIcon />} color="primary" onClick={()=>{this.startReplay()}}>Restart</Button>;
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default:
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alert(`undefined game status: ${status}`);
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}
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}
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go2PrevGameState() {
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let gameInfo = null;
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if(this.state.gameInfo.turn === 0 && this.state.gameInfo.round !== 0){
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let prevRound = this.gameStateHistory[this.state.gameInfo.round-1];
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gameInfo = deepCopy(prevRound[prevRound.length-1]);
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}else{
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gameInfo = deepCopy(this.gameStateHistory[this.state.gameInfo.round][this.state.gameInfo.turn - 1]);
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}
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gameInfo.gameStatus = "paused";
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gameInfo.toggleFade = "";
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this.setState({gameInfo: gameInfo});
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}
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go2NextGameState() {
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let gameInfo = this.generateNewState();
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if(gameInfo.gameStatus === "over") {
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this.setState({gameInfo: gameInfo});
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}else{
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gameInfo.gameStatus = "paused";
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gameInfo.toggleFade = "";
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this.setState({gameInfo: gameInfo});
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}
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}
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render(){
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let sliderValueText = (value) => {
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return value;
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};
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const gameSpeedMarks = [
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{
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value: -3,
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label: 'x0.125',
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},
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{
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value: -2,
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label: 'x0.25',
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},
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{
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value: -1,
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label: 'x0.5',
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},
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{
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value: 0,
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label: 'x1',
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},
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{
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value: 1,
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label: 'x2',
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},
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{
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value: 2,
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label: 'x4',
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},
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{
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value: 3,
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label: 'x8',
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}
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];
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return (
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<div>
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<div style={{width: "960px", height: "540px"}}>
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<LeducHoldemGameBoard
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playerInfo={this.state.gameInfo.playerInfo}
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hands={this.state.gameInfo.hands}
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latestAction={this.state.gameInfo.latestAction}
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mainPlayerId={this.state.gameInfo.mainViewerId}
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currentPlayer={this.state.gameInfo.currentPlayer}
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considerationTime={this.state.gameInfo.considerationTime}
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round={this.state.gameInfo.round}
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turn={this.state.gameInfo.turn}
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pot={this.state.gameInfo.pot}
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publicCard={this.state.gameInfo.publicCard}
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/>
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<div className={"leduc-view-container"}>
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<Layout.Row style={{"height": "540px"}}>
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<Layout.Col style={{"height": "100%"}} span="17">
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<div style={{"height": "100%"}}>
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<Paper className={"leduc-gameboard-paper"} elevation={3}>
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<LeducHoldemGameBoard
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playerInfo={this.state.gameInfo.playerInfo}
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hands={this.state.gameInfo.hands}
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latestAction={this.state.gameInfo.latestAction}
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mainPlayerId={this.state.gameInfo.mainViewerId}
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currentPlayer={this.state.gameInfo.currentPlayer}
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considerationTime={this.state.gameInfo.considerationTime}
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round={this.state.gameInfo.round}
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turn={this.state.gameInfo.turn}
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pot={this.state.gameInfo.pot}
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publicCard={this.state.gameInfo.publicCard}
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/>
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</Paper>
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</div>
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</Layout.Col>
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<Layout.Col span="7" style={{"height": "100%"}}>
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<Paper className={"leduc-probability-paper"} elevation={3}>
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<div className={"probability-player"}>
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{
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this.state.gameInfo.playerInfo.length > 0 ?
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<span>Current Player: {this.state.gameInfo.currentPlayer}</span>
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:
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<span>Waiting...</span>
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}
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</div>
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<Divider />
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<div className={"probability-table"}>
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<div className={"probability-item"}>
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{/* {this.computeProbabilityItem(0)} */}
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</div>
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<div className={"probability-item"}>
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{/* {this.computeProbabilityItem(1)} */}
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</div>
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<div className={"probability-item"}>
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{/* {this.computeProbabilityItem(2)} */}
|
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</div>
|
||||
</div>
|
||||
</Paper>
|
||||
</Layout.Col>
|
||||
</Layout.Row>
|
||||
<div className="progress-bar">
|
||||
<LinearProgress variant="determinate" value={this.state.gameInfo.completedPercent} />
|
||||
</div>
|
||||
<div className="game-controller">
|
||||
<Layout.Row>
|
||||
<Layout.Col span="24">
|
||||
<Button type="primary" onClick={()=>{this.retrieveReplayData()}}>Start</Button>
|
||||
</Layout.Col>
|
||||
</Layout.Row>
|
||||
<Paper className={"game-controller-paper"} elevation={3}>
|
||||
<Layout.Row style={{"height": "51px"}}>
|
||||
<Layout.Col span="7" style={{"height": "51px", "lineHeight": "48px"}}>
|
||||
<div>
|
||||
<Button
|
||||
variant="contained"
|
||||
color="primary"
|
||||
disabled={this.state.gameInfo.gameStatus !== "paused" || (this.state.gameInfo.round === 0 && this.state.gameInfo.turn === 0)}
|
||||
onClick={()=>{this.go2PrevGameState()}}
|
||||
>
|
||||
<SkipPreviousIcon />
|
||||
</Button>
|
||||
{ this.gameStatusButton(this.state.gameInfo.gameStatus) }
|
||||
<Button
|
||||
variant="contained"
|
||||
color="primary"
|
||||
disabled={this.state.gameInfo.gameStatus !== "paused"}
|
||||
onClick={()=>{this.go2NextGameState()}}
|
||||
>
|
||||
<SkipNextIcon />
|
||||
</Button>
|
||||
</div>
|
||||
</Layout.Col>
|
||||
<Layout.Col span="1" style={{"height": "100%", "width": "1px"}}>
|
||||
<Divider orientation="vertical" />
|
||||
</Layout.Col>
|
||||
<Layout.Col span="3" style={{"height": "51px", "lineHeight": "51px", "marginLeft": "-1px", "marginRight": "-1px"}}>
|
||||
<div style={{"textAlign": "center"}}>{`Turn: ${this.state.gameInfo.turn}`}</div>
|
||||
</Layout.Col>
|
||||
<Layout.Col span="1" style={{"height": "100%", "width": "1px"}}>
|
||||
<Divider orientation="vertical" />
|
||||
</Layout.Col>
|
||||
<Layout.Col span="14">
|
||||
<div>
|
||||
<label className={"form-label-left"}>Game Speed</label>
|
||||
<div style={{"marginLeft": "100px", "marginRight": "10px"}}>
|
||||
<Slider
|
||||
value={this.state.gameSpeed}
|
||||
getAriaValueText={sliderValueText}
|
||||
onChange={(e, newVal)=>{this.changeGameSpeed(newVal)}}
|
||||
aria-labelledby="discrete-slider-custom"
|
||||
step={1}
|
||||
min={-3}
|
||||
max={3}
|
||||
track={false}
|
||||
valueLabelDisplay="off"
|
||||
marks={gameSpeedMarks}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</Layout.Col>
|
||||
</Layout.Row>
|
||||
</Paper>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
|
|
Loading…
Reference in New Issue