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java.lang.Objectnet.sf.freecol.common.model.FreeColObject
net.sf.freecol.common.model.FreeColGameObject
net.sf.freecol.common.model.Player
net.sf.freecol.server.model.ServerPlayer
public class ServerPlayer
A Player with additional (server specific) information.
That is: pointers to this player's
Connection and Socket
| Nested Class Summary |
|---|
| Nested classes/interfaces inherited from class net.sf.freecol.common.model.Player |
|---|
Player.ActivePredicate, Player.GoingToPredicate, Player.NoClaimReason, Player.PlayerType, Player.Stance, Player.UnitIterator, Player.UnitPredicate |
| Field Summary | |
|---|---|
static int |
ALARM_MISSIONARY_PRESENT
|
static int |
ALARM_RADIUS
|
static int |
ALARM_TILE_IN_USE
|
private boolean |
connected
|
private Connection |
connection
The connection for this player. |
private static java.util.logging.Logger |
logger
|
static int |
MAX_CONVERT_DISTANCE
|
private int |
remainingEmigrants
Remaining emigrants to select due to a fountain of youth |
private java.net.Socket |
socket
The network socket to the player's client. |
private java.util.List<ServerPlayer> |
stanceDirty
Players with respect to which stance has changed. |
| Fields inherited from class net.sf.freecol.common.model.Player |
|---|
admin, ai, allFathers, ASSIGN_SETTLEMENT_NAME, attackedByPrivateers, capitalName, currentFather, dead, entryLocation, europe, featureContainer, gold, GOLD_NOT_ACCOUNTED, highSeas, history, immigration, immigrationRequired, independentNationName, lastSales, liberty, market, modelMessages, monarch, name, nameIndex, nationID, nationType, newLandName, offeredFathers, oldSoL, playerComparator, playerType, ready, score, SCORE_SETTLEMENT_DESTROYED, settlementFallback, settlementNames, settlements, stance, tax, tension, tradeRoutes, units, UNKNOWN_ENEMY |
| Fields inherited from class net.sf.freecol.common.model.FreeColGameObject |
|---|
UNITS_TAG_NAME |
| Fields inherited from class net.sf.freecol.common.model.FreeColObject |
|---|
ARRAY_SIZE, ID_ATTRIBUTE, ID_ATTRIBUTE_TAG, INFINITY, NO_ID, PARTIAL_ATTRIBUTE, UNDEFINED, VALUE_TAG |
| Constructor Summary | |
|---|---|
ServerPlayer(Game game,
java.lang.String id)
Trivial constructor required for all ServerModelObjects. |
|
ServerPlayer(Game game,
java.lang.String name,
boolean admin,
Nation nation,
java.net.Socket socket,
Connection connection)
Creates a new ServerPlayer. |
|
| Method Summary | |
|---|---|
void |
addHistory(HistoryEvent event)
Add a HistoryEvent to this player. |
void |
addStanceChange(ServerPlayer other)
Adds a player to the list of players for whom the stance has changed. |
void |
buy(GoodsContainer container,
GoodsType type,
int amount,
java.util.Random random)
Buy goods in Europe. |
boolean |
canRecruitFoundingFather()
Checks whether to start recruiting a founding father. |
boolean |
checkForDeath()
Checks if this player has died. |
boolean |
checkForREFDefeat()
Check if a REF player has been defeated and should surrender. |
FoundingFather |
checkFoundingFather()
Checks whether the current founding father has been recruited. |
java.util.List<Unit> |
createUnits(java.util.List<AbstractUnit> abstractUnits)
Create units from a list of abstract units. |
void |
csAddFoundingFather(FoundingFather father,
java.util.Random random,
ChangeSet cs)
Adds a founding father to a players continental congress. |
void |
csAddMercenaries(java.util.List<AbstractUnit> mercs,
int price,
ChangeSet cs)
Adds mercenaries that the player has accepted. |
private void |
csAutoequipUnit(Unit unit,
Settlement settlement,
ChangeSet cs)
Notifies of automatic arming. |
private void |
csBombardEnemyShips(java.util.Random random,
ChangeSet cs)
All player colonies bombard all available targets. |
private void |
csBurnMissions(Unit attacker,
IndianSettlement settlement,
ChangeSet cs)
Burns a players missions. |
private void |
csCaptureAutoEquip(Unit attacker,
Unit defender,
ChangeSet cs)
Defender autoequips but loses and attacker captures the equipment. |
private void |
csCaptureColony(Unit attacker,
Colony colony,
java.util.Random random,
ChangeSet cs)
Captures a colony. |
private void |
csCaptureConvert(Unit attacker,
IndianSettlement natives,
java.util.Random random,
ChangeSet cs)
Extracts a convert from a native settlement. |
private void |
csCaptureEquip(Unit winner,
Unit loser,
ChangeSet cs)
Captures equipment. |
private void |
csCaptureEquipment(Unit winner,
Unit loser,
EquipmentType equip,
ChangeSet cs)
Capture equipment. |
private void |
csCaptureUnit(Unit winner,
Unit loser,
ChangeSet cs)
Capture a unit. |
boolean |
csChangeStance(Player.Stance stance,
Player otherPlayer,
boolean symmetric,
ChangeSet cs)
Modifies stance. |
void |
csClaimLand(Tile tile,
Settlement settlement,
int price,
ChangeSet cs)
Claim land. |
void |
csCombat(FreeColGameObject attacker,
FreeColGameObject defender,
java.util.List<CombatModel.CombatResult> crs,
java.util.Random random,
ChangeSet cs)
Combat. |
ServerPlayer |
csContact(ServerPlayer other,
Tile tile,
ChangeSet cs)
Make contact between two nations if necessary. |
private void |
csDamageColonyShips(Unit attacker,
Colony colony,
ChangeSet cs)
Damages all ships in a colony in preparation for capture. |
private void |
csDamageShip(Unit ship,
Location repair,
ChangeSet cs)
Damage a ship. |
private void |
csDamageShipAttack(Unit attacker,
Unit ship,
ChangeSet cs)
Damage a ship through normal attack. |
private void |
csDamageShipBombard(Settlement settlement,
Unit ship,
ChangeSet cs)
Damage a ship through bombard. |
private void |
csDemoteUnit(Unit winner,
Unit loser,
ChangeSet cs)
Demotes a unit. |
private void |
csDestroyColony(Unit attacker,
Colony colony,
java.util.Random random,
ChangeSet cs)
Destroy a colony. |
private void |
csDestroySettlement(Unit attacker,
IndianSettlement settlement,
java.util.Random random,
ChangeSet cs)
Destroys an Indian settlement. |
private void |
csDisposeSettlement(Settlement settlement,
ChangeSet cs)
Disposes of a settlement and reassign its tiles. |
void |
csEmigrate(int slot,
Europe.MigrationType type,
java.util.Random random,
ChangeSet cs)
A unit migrates from Europe. |
private void |
csEvadeAttack(Unit attacker,
Unit defender,
ChangeSet cs)
Evade a normal attack. |
private void |
csEvadeBombard(Settlement settlement,
Unit defender,
ChangeSet cs)
Evade a bombardment. |
void |
csFlushMarket(GoodsType type,
ChangeSet cs)
Flush any market price changes for a specified goods type. |
void |
csKill(ChangeSet cs)
Kill off a player and clear out its remains. |
void |
csKillMissionary(IndianSettlement settlement,
ChangeSet cs)
Kills the missionary in a settlement. |
private void |
csLootShip(Unit winner,
Unit loser,
ChangeSet cs)
Loot a ship. |
private void |
csLoseAutoEquip(Unit attacker,
Unit defender,
ChangeSet cs)
Unit autoequips but loses equipment. |
private void |
csLoseEquip(Unit winner,
Unit loser,
ChangeSet cs)
Unit drops some equipment. |
void |
csNewTurn(java.util.Random random,
ChangeSet cs)
New turn for this player. |
private void |
csPillageColony(Unit attacker,
Colony colony,
java.util.Random random,
ChangeSet cs)
Damage a building or a ship or steal some goods or gold. |
private void |
csPromoteUnit(Unit winner,
Unit loser,
ChangeSet cs)
Promotes a unit. |
void |
csRaiseTax(int tax,
Goods goods,
boolean accepted,
ChangeSet cs)
Raises the players tax rate, or handles a goods party. |
void |
csSeeNewTiles(java.util.List<Tile> newTiles,
ChangeSet cs)
Updates the PlayerExploredTile for each new tile on a supplied list, and update a changeset as well. |
void |
csSetTax(int tax,
ChangeSet cs)
Set the player tax rate. |
private void |
csSinkColonyShips(Unit attacker,
Colony colony,
ChangeSet cs)
Sinks all ships in a colony. |
private void |
csSinkShip(Unit ship,
ServerPlayer attackerPlayer,
ChangeSet cs)
Sink the ship. |
private void |
csSinkShipAttack(Unit attacker,
Unit ship,
ChangeSet cs)
Sinks this ship as result of a normal attack. |
private void |
csSinkShipBombard(Settlement settlement,
Unit ship,
ChangeSet cs)
Sinks this ship as result of a bombard. |
private void |
csSlaughterUnit(Unit winner,
Unit loser,
ChangeSet cs)
Slaughter a unit. |
void |
csStartTurn(java.util.Random random,
ChangeSet cs)
Starts a new turn for a player. |
void |
csWithdraw(ChangeSet cs)
Withdraw a player from the new world. |
void |
csYearlyGoodsAdjust(java.util.Random random,
ChangeSet cs)
Add or remove a standard yearly amount of storable goods, and a random extra amount of a random type. |
java.util.List<RandomChoice<UnitType>> |
generateRecruitablesList()
Generate a weighted list of unit types recruitable by this player. |
Connection |
getConnection()
Gets the connection of this player. |
private java.lang.String |
getContactKey(ServerPlayer other)
Check for a special contact panel for a nation. |
java.util.List<FoundingFather> |
getRandomFoundingFathers(java.util.Random random)
Build a list of random FoundingFathers, one per type. |
int |
getRemainingEmigrants()
|
java.lang.String |
getServerXMLElementTagName()
Returns the tag name of the root element representing this object. |
private int |
getSlaughterTension(Unit loser)
Gets the amount to raise tension by when a unit is slaughtered. |
java.net.Socket |
getSocket()
Gets the socket of this player. |
boolean |
hasExplored(Tile tile)
Checks if this Player has explored the given
Tile. |
boolean |
isConnected()
Checks if this player is currently connected to the server. |
int |
priceMercenaries(java.util.List<AbstractUnit> mercenaries)
Calculates the price of a group of mercenaries for this player. |
private void |
propagateToEuropeanMarkets(GoodsType type,
int amount,
java.util.Random random)
Propagate an European market change to the other European markets. |
void |
resetExploredTiles(Map map)
Resets this player's explored tiles. |
void |
revealMap()
Makes the entire map visible. |
void |
sell(GoodsContainer container,
GoodsType type,
int amount,
java.util.Random random)
Sell goods in Europe. |
void |
setConnected(boolean connected)
Sets the "connected"-status of this player. |
void |
setConnection(Connection connection)
Sets the connection of this player. |
void |
setExplored(Tile tile)
Sets the given tile to be explored by this player and updates the player's information about the tile. |
void |
setExplored(Unit unit)
Sets the tiles within the given Unit's line of
sight to be explored by this player. |
void |
setRemainingEmigrants(int emigrants)
|
void |
startGame(java.util.Random random)
Performs initial randomizations for this player. |
java.lang.String |
toString()
Returns the name of this player. |
| Methods inherited from class net.sf.freecol.common.model.FreeColGameObject |
|---|
dispose, disposeList, equals, equals, fundamentalDispose, getFreeColGameObject, getFreeColGameObject, getGame, getIntegerID, getSpecification, hashCode, isDisposed, isUninitialized, newLocation, readFromXML, readFromXMLPartialByClass, setDefaultId, setGame, setId, toXML, toXMLImpl, toXMLPartialByClass, updateFreeColGameObject |
| Methods inherited from class java.lang.Object |
|---|
clone, finalize, getClass, notify, notifyAll, wait, wait, wait |
| Field Detail |
|---|
private static final java.util.logging.Logger logger
public static final int ALARM_RADIUS
public static final int ALARM_TILE_IN_USE
public static final int ALARM_MISSIONARY_PRESENT
public static final int MAX_CONVERT_DISTANCE
private java.net.Socket socket
private Connection connection
private boolean connected
private int remainingEmigrants
private java.util.List<ServerPlayer> stanceDirty
| Constructor Detail |
|---|
public ServerPlayer(Game game,
java.lang.String id)
public ServerPlayer(Game game,
java.lang.String name,
boolean admin,
Nation nation,
java.net.Socket socket,
Connection connection)
game - The Game this object belongs to.name - The player name.admin - Whether the player is the game administrator or not.nation - The nation of the Player.socket - The socket to the player's client.connection - The Connection for the socket.| Method Detail |
|---|
public boolean isConnected()
false otherwise.public void setConnected(boolean connected)
connected - Should be true if this player is currently
connected to the server and false otherwise.isConnected()public java.net.Socket getSocket()
Socket.public Connection getConnection()
Connection.public void setConnection(Connection connection)
connection - The Connection.public void startGame(java.util.Random random)
random - A pseudo-random number source.public boolean checkForDeath()
public boolean checkForREFDefeat()
public void csKillMissionary(IndianSettlement settlement,
ChangeSet cs)
settlement - The IndianSettlement to kill the
missionary from.cs - A ChangeSet to update.public void csKill(ChangeSet cs)
cs - A ChangeSet to update.public void csWithdraw(ChangeSet cs)
cs - A ChangeSet to update.public int getRemainingEmigrants()
public void setRemainingEmigrants(int emigrants)
public FoundingFather checkFoundingFather()
public boolean canRecruitFoundingFather()
public java.util.List<FoundingFather> getRandomFoundingFathers(java.util.Random random)
random - A pseudo-random number source.
public java.util.List<RandomChoice<UnitType>> generateRecruitablesList()
public void addHistory(HistoryEvent event)
addHistory in class Playerevent - The HistoryEvent to add.public void resetExploredTiles(Map map)
Units line of sight visible.
The other tiles are made unvisible.
map - The Map to reset the explored tiles on.hasExplored(net.sf.freecol.common.model.Tile)public boolean hasExplored(Tile tile)
Player has explored the given
Tile.
hasExplored in class Playertile - The Tile.
Tile has been explored and
false otherwise.public void setExplored(Tile tile)
setExplored in class Playertile - The Tile to set explored.Tile.updatePlayerExploredTile(Player, boolean)public void setExplored(Unit unit)
Unit's line of
sight to be explored by this player.
setExplored in class Playerunit - The Unit.setExplored(Tile),
hasExplored(net.sf.freecol.common.model.Tile)public java.util.List<Unit> createUnits(java.util.List<AbstractUnit> abstractUnits)
abstractUnits - The list of AbstractUnits to create.
public int priceMercenaries(java.util.List<AbstractUnit> mercenaries)
mercenaries - A list of mercenaries to price.
public void revealMap()
private void propagateToEuropeanMarkets(GoodsType type,
int amount,
java.util.Random random)
type - The type of goods that was traded.amount - The amount of goods that was traded.random - A Random number source.
public void csFlushMarket(GoodsType type,
ChangeSet cs)
type - The GoodsType to check.cs - A ChangeSet to update.
public void buy(GoodsContainer container,
GoodsType type,
int amount,
java.util.Random random)
throws java.lang.IllegalStateException
container - The GoodsContainer to carry the goods.type - The GoodsType to buy.amount - The amount of goods to buy.random - A Random number source.
java.lang.IllegalStateException - If the player cannot afford
to buy the goods.
public void sell(GoodsContainer container,
GoodsType type,
int amount,
java.util.Random random)
container - An optional GoodsContainer
carrying the goods.type - The GoodsType to sell.amount - The amount of goods to sell.random - A Random number source.public void addStanceChange(ServerPlayer other)
other - The ServerPlayer to add.
public boolean csChangeStance(Player.Stance stance,
Player otherPlayer,
boolean symmetric,
ChangeSet cs)
stance - The new Stance.otherPlayer - The Player wrt which the stance changes.symmetric - If true, change the otherPlayer stance as well.cs - A ChangeSet to update.
public void csNewTurn(java.util.Random random,
ChangeSet cs)
csNewTurn in interface ServerModelObjectrandom - A Random number source.cs - A ChangeSet to update.
public void csStartTurn(java.util.Random random,
ChangeSet cs)
random - A pseudo-random number source.cs - A ChangeSet to update.
private void csBombardEnemyShips(java.util.Random random,
ChangeSet cs)
random - A random number source.cs - A ChangeSet to update.
public void csYearlyGoodsAdjust(java.util.Random random,
ChangeSet cs)
random - A pseudo-random number source.cs - A ChangeSet to update.
public void csAddFoundingFather(FoundingFather father,
java.util.Random random,
ChangeSet cs)
father - The FoundingFather to add.random - A pseudo-random number source.cs - A ChangeSet to update.
public void csClaimLand(Tile tile,
Settlement settlement,
int price,
ChangeSet cs)
tile - The Tile to claim.settlement - The Settlement to claim for.price - The price to pay for the land, which must agree
with the owner valuation, unless negative which denotes stealing.cs - A ChangeSet to update.
public void csEmigrate(int slot,
Europe.MigrationType type,
java.util.Random random,
ChangeSet cs)
slot - The slot within Europe to select the unit from.type - The type of migration occurring.random - A pseudo-random number source.cs - A ChangeSet to update.
public void csCombat(FreeColGameObject attacker,
FreeColGameObject defender,
java.util.List<CombatModel.CombatResult> crs,
java.util.Random random,
ChangeSet cs)
throws java.lang.IllegalStateException
attacker - The FreeColGameObject that is attacking.defender - The FreeColGameObject that is defending.crs - A list of CombatResults defining the result.random - A pseudo-random number source.cs - A ChangeSet to update.
java.lang.IllegalStateExceptionprivate int getSlaughterTension(Unit loser)
loser - The Unit that dies.
private void csAutoequipUnit(Unit unit,
Settlement settlement,
ChangeSet cs)
unit - The Unit that is auto-equipping.settlement - The Settlement being defended.cs - A ChangeSet to update.
private void csBurnMissions(Unit attacker,
IndianSettlement settlement,
ChangeSet cs)
attacker - The Unit that attacked.settlement - The IndianSettlement that was attacked.cs - The ChangeSet to update.
private void csCaptureAutoEquip(Unit attacker,
Unit defender,
ChangeSet cs)
attacker - The Unit that attacked.defender - The Unit that defended and loses equipment.cs - A ChangeSet to update.
private void csCaptureColony(Unit attacker,
Colony colony,
java.util.Random random,
ChangeSet cs)
attacker - The attacking Unit.colony - The Colony to capture.random - A pseudo-random number source.cs - The ChangeSet to update.
private void csCaptureConvert(Unit attacker,
IndianSettlement natives,
java.util.Random random,
ChangeSet cs)
attacker - The Unit that is attacking.natives - The IndianSettlement under attack.random - A pseudo-random number source.cs - A ChangeSet to update.
private void csCaptureEquip(Unit winner,
Unit loser,
ChangeSet cs)
winner - The Unit that captures equipment.loser - The Unit that defended and loses equipment.cs - A ChangeSet to update.
private void csCaptureEquipment(Unit winner,
Unit loser,
EquipmentType equip,
ChangeSet cs)
winner - The Unit that is capturing equipment.loser - The Unit that is losing equipment.equip - The EquipmentType to capture.cs - A ChangeSet to update.
private void csCaptureUnit(Unit winner,
Unit loser,
ChangeSet cs)
winner - A Unit that is capturing.loser - A Unit to capture.cs - A ChangeSet to update.
private void csDamageColonyShips(Unit attacker,
Colony colony,
ChangeSet cs)
attacker - The Unit that is damaging.colony - The Colony to damage ships in.cs - A ChangeSet to update.
private void csDamageShipAttack(Unit attacker,
Unit ship,
ChangeSet cs)
attacker - The attacker Unit.ship - The Unit which is a ship to damage.cs - A ChangeSet to update.
private void csDamageShipBombard(Settlement settlement,
Unit ship,
ChangeSet cs)
settlement - The attacker Settlement.ship - The Unit which is a ship to damage.cs - A ChangeSet to update.
private void csDamageShip(Unit ship,
Location repair,
ChangeSet cs)
ship - The naval Unit to damage.repair - The Location to send it to.cs - A ChangeSet to update.
private void csDemoteUnit(Unit winner,
Unit loser,
ChangeSet cs)
winner - The Unit that won.loser - The Unit that lost and should be demoted.cs - A ChangeSet to update.
private void csDestroyColony(Unit attacker,
Colony colony,
java.util.Random random,
ChangeSet cs)
attacker - The Unit that attacked.colony - The Colony that was attacked.random - A pseudo-random number source.cs - The ChangeSet to update.
private void csDestroySettlement(Unit attacker,
IndianSettlement settlement,
java.util.Random random,
ChangeSet cs)
attacker - an Unit valuesettlement - an IndianSettlement valuerandom - A pseudo-random number source.cs - A ChangeSet to update.
private void csDisposeSettlement(Settlement settlement,
ChangeSet cs)
settlement - The Settlement under attack.cs - A ChangeSet to update.
private void csEvadeAttack(Unit attacker,
Unit defender,
ChangeSet cs)
attacker - The attacker Unit.defender - A naval Unit that evades the attacker.cs - A ChangeSet to update.
private void csEvadeBombard(Settlement settlement,
Unit defender,
ChangeSet cs)
settlement - The attacker Settlement.defender - A naval Unit that evades the attacker.cs - A ChangeSet to update.
private void csLootShip(Unit winner,
Unit loser,
ChangeSet cs)
winner - The winning naval Unit.loser - The losing naval Unitcs - A ChangeSet to update.
private void csLoseAutoEquip(Unit attacker,
Unit defender,
ChangeSet cs)
attacker - The Unit that attacked.defender - The Unit that defended and loses equipment.cs - A ChangeSet to update.
private void csLoseEquip(Unit winner,
Unit loser,
ChangeSet cs)
winner - The Unit that won.loser - The Unit that lost and loses equipment.cs - A ChangeSet to update.
private void csPillageColony(Unit attacker,
Colony colony,
java.util.Random random,
ChangeSet cs)
attacker - The attacking Unit.colony - The Colony to pillage.random - A pseudo-random number source.cs - A ChangeSet to update.
private void csPromoteUnit(Unit winner,
Unit loser,
ChangeSet cs)
winner - The Unit that won and should be promoted.loser - The Unit that lost.cs - A ChangeSet to update.
private void csSinkColonyShips(Unit attacker,
Colony colony,
ChangeSet cs)
attacker - The attacker Unit.colony - The Colony to sink ships in.cs - A ChangeSet to update.
private void csSinkShipAttack(Unit attacker,
Unit ship,
ChangeSet cs)
attacker - The attacker Unit.ship - The naval Unit to sink.cs - A ChangeSet to update.
private void csSinkShipBombard(Settlement settlement,
Unit ship,
ChangeSet cs)
settlement - The bombarding Settlement.ship - The naval Unit to sink.cs - A ChangeSet to update.
private void csSinkShip(Unit ship,
ServerPlayer attackerPlayer,
ChangeSet cs)
ship - The naval Unit to sink.attackerPlayer - The ServerPlayer that attacked.cs - A ChangeSet to update.
private void csSlaughterUnit(Unit winner,
Unit loser,
ChangeSet cs)
winner - The Unit that is slaughtering.loser - The Unit to slaughter.cs - A ChangeSet to update.
public void csSeeNewTiles(java.util.List<Tile> newTiles,
ChangeSet cs)
newTiles - A list of Tiles to update.cs - A ChangeSet to update.
public void csRaiseTax(int tax,
Goods goods,
boolean accepted,
ChangeSet cs)
tax - The new tax rate.goods - The Goods to use in a goods party.accepted - Whether the tax raise was accepted.cs - A ChangeSet to update.
public void csSetTax(int tax,
ChangeSet cs)
tax - The new tax rate.cs - A ChangeSet to update.
public void csAddMercenaries(java.util.List<AbstractUnit> mercs,
int price,
ChangeSet cs)
mercs - A list of mercenaries.price - The price to be charged for them.cs - A ChangeSet to update.private java.lang.String getContactKey(ServerPlayer other)
other - The Player nation to being contacted.
EventPanel key, or null if none appropriate.
public ServerPlayer csContact(ServerPlayer other,
Tile tile,
ChangeSet cs)
other - The other ServerPlayer.tile - The Tile contact is made at.cs - A ChangeSet to update.
public java.lang.String toString()
Player
toString in class Playerpublic java.lang.String getServerXMLElementTagName()
getServerXMLElementTagName in interface ServerModelObject
|
|||||||||
| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD | ||||||||