Inactive [SEC] AntiXRay v0.6.10 - protecting ore from XRay mod and transparent texturepacks [1000]

Discussion in 'Inactive/Unsupported Plugins' started by asdaarg, Apr 11, 2011.

  1. Offline

    asdaarg

    AntiXRay
    Version:v0.6.10

    Reporting Errors the follow things have to be mentioned:
    • CB Version and AXR version
    • Whether you started the AXR version with a fresh ore file or not (doing /axr off before upgrade)
    • If not, since what version you've been using the same ore file.
    • If you get any errors in console, check the debug.log for "Error"s and "Warning"s. and post those.

    Upcoming features for 0.7:
    - AXR Chest chest hiding feature developed by MrSelfDestrukt
    - New advanced visibility test (almost done, only need to test it now and decide whether its going to replace or be an alternative to the original light based test) Details here and here



    Description:

    AntiXRay hides ores from players by turning them into stone until they have been exposed, thus making it impossible for any client side hacks to detect them, as their location is not sent to the client.

    Backup your world(s) I cannot guarantee that ore doesn't disappear from them due to this plugin. Even if you did not backup, there is a foolproof solution here. If you decide to uninstall, type /axr off, and not delete the ore data file before your ore is restored unless your intention is to strip your worlds from ore.



    Downloads:
    If you upgrade from 0.5.21 it is recommended that you do /axr off first flush out errors from the ore file. If you do not have enough RAM, you can do this in steps using 0.6.9 but you need to set lenient=true in the config file to allow the file to be loaded
    NSCommand <-- Required
    AntiXRay
    Source and old versions

    Features:
    - Specify what ores to hide(works with non ore blocks too as long as they don't use data values or extra data such as chests and signs (use some chest locking plugin for keeping your chests from xrayers)
    - Multi world support
    - Permissions support
    - Stores ore data in binary files (one per world) and only keeps data about loaded chunks in physical memory. It is on average 400 bytes per chunk in and guesstimatedly around 450 in physical memory, so it is reasonably small, but some people might play on huge worlds and want to conserve memory.
    - Saves data about chunks immediately on any changes (they are assumed to be by far sufficciently rare that any performance is won by buffering is neglible. As such it also prevents potential ore duplication on server crashes)
    - chunk and world statistics
    - ingame map of loaded chunks
    - background processes that does not freeze the server
    - dump ore statistics into file and compare them to see the changes in ore content.
    - lots of configuration options

    Ores will become visible under any of these circumstances:
    - A surrounding block is lit by torch and player is within the chunk or adjacent chunk and within 16 blocks to player on Y axis.
    - A surrounding block is lit by a third block broken falling or removed by explosion and player is within the chunk or adjacent chunk and within 16 blocks to player on Y axis (occurs once every 2 seconds, but configurable).
    - A surrounding block is broken or falls or removed by explosion
    - A surrounding block is changed by another plugin (can be cpu intensive if you worldedit a big area for instance - might do a workaround for this)

    Current Limitations:
    - Ores at light level above pitch black on chunk generation will not be hidden e.g. near lava or surface cave entrances.
    - Ores will not be found exploring caves in pitch black (who does that anyway?) These two limitations was to allow a light based visibility test that relies on a test already built into the server, thus avoiding extra performance overhead as well as headache of coding it myself. Despite these limitations, AntiXRay should make it far beyond pointless to search for ores using XRay or transparent textures.
    - Gravel and sand dropping on chunk generation may expose ore. This is assumed to be rare enough to have neglible effect.
    - The data file will not repack itself. The ratio between generated ore and mined ore is assumed to be very high, and the file size is considerably small but nonetheless, should you want to "repack" it, just turn axr off and on and the new file will be smaller excluding the gaps between chunk entries. But again, do some basic math and count the amount of ore blocks mined in total, multiply that by 2 bytes. After a month of mining 10000 ore blocks, you shaved 20k off that 3M file.
    - If you place a torch there is a tiny delay as seen in the video due to client side prediction and lag between the time the info of the ore to get back to the client from the server. This can seem unnatural so I might make a better vision test later that doesn't rely on light. However it would be more expensive in terms of cpu cycles.
    - If you have a slow server or a lot of players, you might want to remove coal from the config list. It speeds it up at least 200%. There are some optimizations I can do that I might add later that will speed up things further.

    Commands:

    /axr on - hides all unlit ore
    /axr off - reveals all hidden ore (and deletes the data file!)
    /axr on <world> - hides all unlit ore in specified world
    /axr off <world> - restores ore in specified world
    /axr worlds - world statistics
    /axr chunk - chunk statistics at chunk player is on
    /axr chunk <x> <z> - chunk statistics at specified chunk
    /axr map -shows map of loaded chunks in current world
    /axr map <world> -shows map of loaded chunks in specific world
    /axr map <zoom>
    /axr map <world> <zoom>
    /axr map <x> <z>
    /axr map <world> <x> <z>
    /axr map <zoom> <x> <z>
    /axr map <world> <zoom> <x> <z>
    /axr show
    /axr show <world>
    /axr hide
    /axr hide <world>
    /axr dump <world> <file>
    /axr diff <filein1> <filein2> <fileout>
    /axr gen <world> <x1> <z1> <x2> <z2> command for generating a rectangular area of chunks
    /axr gen copy <world1> <world2> command for generating all the chunks in world2 that are registered in world1
    /axr pack <world> - removes dead space in ore file (not that there is much from just mining but the axr chest will create significant amount of dead space.
    Auto-backup, that will backup your ore file on startup
    /axr backup <world> - backs up the ore file of the world if and only if the file passes the corruption test
    /axr test <world> - test the ore file and memory for errors for a specific world
    /axr test - test the ore file and memory for errors for all worlds
    /axr mirrorworld <world1> <world2> - creates a world world2 with the same seed as world1.
    These functions are not recommended for use unless you know what you're doing: (they can be destructive of tile entites)
    /axr chunk regen - regenerate chunk (to as it was when world was initially generated)
    /axr chunk regen <x> <z> - same but for specified chunk
    /axr chunk regen <x1> <z1> <x2> <z2> - same but for axis aligned rectangular area
    /axr chunk regen ore - only regenerate ores in chunk at player position
    /axr chunk regen ore <x> <z> - same but for specified chunk
    /axr chunk regen ore <x1> <z1> <x2> <z2> - same but for axis aligned rectangular area

    Note about regeneration: ores, trees, flowers and mushrooms are random each time and not tied to world seed (bukkit/mc issue)

    permissions:

    antixray.axr.on
    antixray.axr.off
    antixray.axr.worlds
    antixray.axr.chunk
    antixray.axr.chunk.regen
    antixray.axr.chunk.regen.ore
    antixray.axr.map
    antixray.axr.show
    antixray.axr.hide
    antixray.axr.dump
    antixray.axr.diff
    antixray.axr.gen
    antixray.axr.gen.copy
    antixray.axr.test
    antixray.axr.pack
    antixray.axr.backup
    antixray.axr.mirrorworld
    config.txt:

    timerms - the time between light check by broken third block in milliseconds.
    maxdep - buffer size for number of ores that can occur in a chunk - don't change unless you have another plugin that adds tons of ore.
    maxheight - is the number of Y-levels in your map.
    ChunkFileBuffer - sets how much is buffered for new chunks to be stored until the index is rewritten (at the end of the file.)
    Materials - what ores you want to hide. (has to have same number of elements as maxys)
    maxys - the first Y level from bottom they cannot occur at. (has to have same number of elements as Materials)
    worlds - what worlds are loaded at startup (comma separated)
    autostart=all (normal) worlds are loaded at startup (unless CFGworlds is set)
    nounload = keeps all ore data in physical memory
    debug - turning on writes to a debug file keeping track of important info that may be needed to solve bugs or figure out why lag occurs
    fileindexdebug - turning on debug file needed as a quick check of the consistency of your ore file
    mapcol - the chatcode colour of each type of block in ascending order, shown in /axr map
    mapwidth - the width of the map shown in /axr map
    mapheight - the height of the map shown in /axr map
    schedulerload - 0-100 percentage of time going to execute any background process.
    schedulerstatustimer - time in millisecs between each status report of a background process
    filterorenotinstone - filters ore upon exposition that is not in stone (can be used to restore ore from a backupped ore file or ore file generated from a fresh world with same seed)
    autorepack - pack ore files automatically at startup - on by default
    autobackup - backup ore files automatically at startup(requires autorepack) - on by default
    maxfaces - specify max amount of exposed faces per chunk before error occurs
    lenient - ignore lindex errors when loading file (useful if you have them from before and want to filter them out)
    All CMD_... options are for redefining the commands so you can type something else.


    changelog:
    v0.6.10
    • Fixed Array index out of bounds in listindex accessing materials that has not been loaded yet.
    v0.6.9
    • Added /axr mirrorworld <world> <mirrorworld> command
    v0.6.8
    • Fixed NPE when trying to expose ores in world hole.
    v0.6.7
    • checking whether wrong file exist during repack.
    v0.6.5
    v0.6.6
    • fixed NPEs in some commands that can occur if you use it and the world is off.
    v0.6.5
    • fixed open file pointers during repack.
    v0.6.4
    • fixed NPE during repack when load fails.
    v0.6.3
    • fixed NPE when running test on all worlds and not all worlds are on
    • added various memory checks and chunk data entry overwrite checks
    v0.6.2
    • fixed NPE when trying to flush the debug file when debug file is turned off.
    v0.6.1
    • added lenient config option to ignore lindex errors when loading file (useful if you have them from before and want to filter them out)
    • added more information on error when loading from file
    • added config option maxfaces to specify max amount of exposed faces per chunk before error occurs
    v0.6
    • /axr off now gradually unregisters chunks - as a workaround to what appears to be a problem with chunks not getting fully removed from memory despite trying both unloadchunk calls through bukkit. This allows one to shut down the server and continue restoration after a restart if one does not have enough RAM
    • /axr pack <world> - removes dead space in ore file (not that there is much from just mining but the axr chest will create significant amount of dead space.
    • /axr backup <world> - backs up the ore file of the world if and only if the file passes the corruption test, also packs the new file.
    • /axr test <world> - test the ore file and memory for errors for a specific world
    • /axr test - test the ore file and memory for errors for all worlds
    • autorepack config option - pack ore files automatically at startup (if and only if the file passes the corruption test) - on by default
    • autobackup config option - backup ore files automatically at startup(if and only if the file passes the corruption test, and also requires autorepack) - on by default
    • new .ore extension for ore files (rename your old files)
    • removed glowing redstone ore from default ore list (never occurs naturally anyway)
    • fixed faulty scanning issue
    • fixed hopefully last exposed ore face index error
    • fixed false positive in memory check
    • debug.log flushed when error occurs (it is otherwise flushed once in a period of time)
    • more details in debug log when error occurs
    • removed lindex spam in debug log until lindex error occurs
    v0.5.21
    • Fixed /axr gen not triggering scan anymore
    • Fixed /axr gen not unloading chunks
    • Fixed (workaround) huge memory leak during /axr off /axr show /axr hide and /axr gen caused by bukkit's unloadchunk function
    v0.5.20
    • Additional file corruption checks that will make noise as soon as something goes wrong
    v0.5.19
    • Fixed another potential index derangement bug.
    v0.5.18
    • Fixed array out of bounds exception during previous fix
    v0.5.17
    • Fixed a couple of bugs offsetting exposed ore face indicies when mining adjacent block potentially causing array out of bounds exceptions at a later stage and the revealing of wrong ores when exposed to light.
    • Added debug logging of exposed ore face indices when found, as well as fault intolerant check that will warn you about any corruption of the indices after the event.
    v0.5.16
    • fixed half of ore not being hidden when a chunk is generated on load.
    • removed various unnecessary details to be logged in debug.log
    v0.5.15
    • fixed bug restoring ore, hiding and showing in wrong world
    • revert hack to set block material of a chunk to physical updates due to lacking javadocs to figure out what function to call
    v0.5.14
    • Switched to non physics updating block material setting hack
    • Updated to #733
    v0.5.13
    • Added detailed debug logging of background processes.
    • removed logging of filepointer
    v0.5.12
    • fixed failed scan after /axr gen unloading chunks that were originally not loaded, consequently also /axr gen causing server to freeze and timeouts on clients.
    v0.5.11
    • fixed /axr gen not unloading chunks that were originally not loaded
    v0.5.10
    • /axr gen and /axr gen copy now actually usable
    v0.5.9
    • ore in stone filter now also applies to /axr off and /axr show (not just when it is found by light detection)
    v0.5.8
    • added /axr gen command for generating a rectangular area of chunks
    • added /axr gen copy command for generating all chunks that are registered in another world
    v0.5.7
    • Configuration option CFGfilterorenotinstone implemented, that allows filtering of ores not in stone (can be useful in recovering lost ore from a world with the same seed)
    v0.5.6
    • fixed ore regen not working when axr is off in that world
    • removed physics lock spam
    v0.5.5
    • fixed more concurrency errors during background processes (hopefully for the last time)
    v0.5.3
    • fixed more concurrency errors during background processes
    v0.5.2
    • fixed concurrency errors during background processes
    v0.5.1
    • fixed debug off in config file causing unable to start (again! although different place now)
    v0.5
    • ore stats dump - listing all chunks ore counts into a text file
    • ore stats diff - showing difference between two ore stats dump files (these two tools are useful if you are worried that your ores might disappear)
    • show command - reveals the ore but does not unregister them or delete the file
    • hide command - hides again ore that was revealed with show.
    • show, hide and ore stat dump are background processes that does not freeze the server.
    • axr off is now a background process
    • load percentage of background processes can be configured
    • specify map zoom and center
    v0.4.1
    • Fixed file index debug listing not showing
    • file index debug listing can be turned off in config.txt (fileindexdebug)
    • area regeneration functions now tolerate any two coorner in rectangle in any order.
    • fixed debug off in config file causing unable to start
    v0.4
    • added axr map command for showing map of loaded chunks
    • fixed light expose unmapped material (probably why you got grass/smooth stones)
    • fixed light expose restored block being block at exposed face
    • fixed light expose no chunk location offset (why you got it at spawn)
    • fixed exposed face location wrong axis (probably floating blocks)
    • removed unnecessary cacheing of chunks at startup by not using chunks as keys for file index(probably solve memory problems for large worlds)
    • bypassing unnecessary cacheing of blocks using minecraft hackery.
    • revised scan algorithm, bypassing bukkit wrapcode resulting in at 5-10 times faster scanning.
    • fixed queries on unloaded sidechunks during scan resulting in loading and even generation of chunks that on top of it due to eventlock get ignored by onChunkLoad, thus leaving chunks of unhidden ore.
    • fixed light expose filling 0s after removed index
    • probably more bug fixes, can't remember them all
    v0.3.3
    • world statistics: type axr world - shows also what worlds are on/off
    • chunk statistics when axr is off no longer causes world to be registered without any chunks being loaded
    • axr on doesn't show NaN when there is nothing to hide
    • proper colouring
    • empty chunks are no longer ignored.
    v0.3.2
    • Fixed potential ore type shift bug
    • Moved listindex before file is loaded so debug info can be displayed even if it crashes while loading.
    • added rectangular area regen functions
    v0.3.1
    • Fixed silly nullpointer exceptions
    v0.3
    • Specify what worlds to turn on and off
    • Specify what worlds to load at startup
    • option to keep all ore data in memory
    • chunk statistics (useful for checking that your ore doesn't disappear or duplicate)
    • chunk regenertaion (restore a chunk to state at world generation)
    • chunk ore regenertaion (restore only ore)
    v0.2.5
    • Fixed some other bugs related to exposed-face-to-ore index
    • Index debug file working again (it was still expecting 0.1.5 files)
    • Added potential ore file corruption warnings to debug file output
    v0.2.4
    • Fixed bug locating exposed-face-to-ore index elements having no array bounds check.
    v0.2.3
    • Fixed bug exposed-face-to-ore index elements not being removed
    v0.2.2
    • Fixed bug exposed-face-to-ore index not being updated when ores are recovered and removed from hidden ore list (new bug in 0.2)
    • Fixed bug at y levels above 128-16 looking for ores above the map
    v0.2.1
    • Uses NSCommand now (it did right from the start but its now a separate plugin)
    • auto-creation of config files
    • defaults to ops only when permissions is not present
    v0.2
    • Light detection optimization based on a separate list of faces exposed to nonsolid materials (this might not work with all materials yet such as stairs and singlesteps, but its not like the world generator puts them in the caves anyway) resulting in at least 10 times faster execution of light checks. This should reduce all lag that's not due to scanning new chunks for ore.
    • Once again more detailed debug log
    v0.1.5
    • Fixed bug in ore restoring function causing large veins of ore to be generated out of nothing
    • More detailed debug log
    v0.1.4
    • Removed file corruption check that's hogging up some cpu cycles during file load and write events (the latter occured during scan event) - so this should speed up scan events.
    • pseudo error "load error 1" moved to debug log.
    • Added 1 tick delay of scan in onload event since it appears bukkit fires it before the chunk is populated with ore. This fixed the bug of ore appearing if you teleport or walk far away from initially scanned chunks.
    • removed physics event logging since it appears to always be neglible.
    • Added message at startup informing you about the waiting time of scanning all loaded chunks may take a while.
    v0.1.3
    • Fixed bug starting server without plugin data folder causing it unable to write debug file
    • Added more debug file details (when its scanning, loading from file, or just loading from memory when neither is shown)
    • Those who who don't hide coal, should experience faster chunk scanning now
    v0.1.2
    • Fixed bug due to player location being null for some weird reason
    • Added debug logging of time spent on the main time consuming procedures.
    v0.1.1
    • Fixed config file not loading properly
    • Removed wtfexception spam
    v0.1
    • Initial Release
    Donate (Not necessary but appreciated)
     
  2. Offline

    blubber

    I upgraded from version 0.5.11 (build 684) and i continued the same ore file.
     
  3. Offline

    asdaarg

    could you upload the index.txt file(s) for your worlds?
     
  4. Offline

    blubber

    <Edit by Moderator: Redacted mediafire url>
     
    Last edited by a moderator: Dec 14, 2016
  5. Offline

    6y7t8h

    is it alright if you upload the plugin to mediafire or something because the download keeps cutting half way through and now the link is dead, thanks! x
     
  6. Offline

    Satros

    Yeah can we get a mirror?
    EDIT: Nevermind it seems to back back.

    Anyways a few questions:

    Why not chests too? In my server looting is allowed so chest locks would be lame and out of the question, which makes hiding chests people's best security, xrayers of course ruin that, why not store all hidden chests and their contents? The biggest problem with X-Rayers and Transparent texturepacks is that they ruin winner-takes-all type servers by X-Raying everyone's bases for secret chests.

    Also do I need to turn /axr on each time I restart the server? Also if the server crashes or shuts down without turning /axr off will my world be devoid of ore?
     
  7. Offline

    6y7t8h

    Can you upload it on mediafire for me? I'd very much appreciate this as it still isn't working for me :( x
     
  8. Offline

    Satros


    Mirrored Link:
    http://kingdom-smp.com/AntiXRay.jar

    If you want me to remove it I will, but since people seem to be having problems at the moment.
     
    6y7t8h likes this.
  9. Offline

    6y7t8h

    Thanks so MUCH! <3
     
  10. Offline

    asdaarg

    Mirror as much as you like, its free and open source :)
     
  11. Offline

    nozoki

    I'm getting spammed with this from time to time.
    craftbukkit #733 and antixray v0.5.14

    Also, Some of my ore don't appear unless an ore next to it is mined. Meaning, it should show, but it's stone, until a stone/ore next to is is mined. Not sure how to explain that one.
     
  12. Offline

    asdaarg

    hmm, I guess something else broke too during the update.
    Edit: The no physics updating setblockmaterial hack isn't working, but that alone does not explain all the weird errors... I wish the bukkit docs be updated soon.
    Edit: The no physics updating is setblockmaterial hack is off until bukkit guys update the javadocs. But there are still errors...
    Edit: Fixed a bug.. might be related to others
     
  13. Offline

    RazMaTaz

    I was using 677 also.
     
  14. Offline

    asdaarg

    Ok, I've fixed some problems, potentially all, but its too late today for testing it out (0.5.15). If you've used /axr off, /axr show, or /axr hide without specifying world, and you have multiple worlds that are not nether, it is possible your files got corrupt thanks to this bug, that I just fixed. What happened is that the ore from other world get sucked out and put into the first world. If you don't have backups to restore, there is a ore restoration procedure, and if you have large amounts of ore in the first world, you can just remove them with /axr on and delete the ore file, then do the ore restoration procedure here that's been throughly tested out by RazMaTaz.
     
  15. Offline

    RazMaTaz

    Not that this is your problem but thought you might be interested, when using the plugin Dynmap and doing a /dynmap fullrender Worldname the console tends to get
    Show Spoiler
    Code:
    2011-04-26 19:12:24 [INFO] More than 1000000 updates, aborting lighting updates
    2011-04-26 19:12:31 [INFO] More than 1000000 updates, aborting lighting updates

    until its done.

    A fullrender tends to lag the world really bad anyways..

    Also was curious if you might put in the option when doing the scan to remove all ore with no light checks to speed up the process(would it?) Once ore is restored and then /axr on again then the light checks could take affect and not hide those that are lit. :)

    Well, now that I think of it, this process may not be used very often.. I sure say thanks for all the things you have put in the plugin! :)
     
  16. Offline

    asdaarg

    Thats exactly the thing I tried to circumvent, along with other things that goes on in the "apply physics", but I suspect thats where the code also goes to send the data to the players the block was changed. I had a look at the code and it was the right function that was called, yet the block was not updated. Its really weird. And then there is this notify function which does absolutely nothing. :confused:

    I'm considering adding chest hiding next, but I want this to be tested out first that there aren't any leftover errors since the update to 1.5.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 13, 2016
  17. Offline

    Rick

  18. Offline

    nozoki

    Try to do /axr off, then /axr on then /stop the server. It worked for me when I started it again. It took a long time tho on my large map.
     
  19. Offline

    Samuelix

    Don't working for me..
    I just get on antixray *.15 for bukkit #733
    I get frist /axr on , /axr hide world /axr off /axr on.. tried anything.. Any anserws?
    And when i type /axr on
    it saying AXR: Hidden 0 ores in 0 chunk.
     
  20. Offline

    asdaarg

    Its on by default, and typing /axr on wont hide anything more. type /axr worlds to see which worlds it is on on.
     
  21. Offline

    Samuelix

    @solved ,just working fine.
     
  22. Offline

    asdaarg

    I tried it would and yes, there are still ores once you walk away from spawn. About half of the ore is hidden. It turns out if I delay the scanning process enough, all ore eventually gets scanned and it will hide all. So apparently notch has changed the way ore is generated, it is now done gradually over a lot of ticks (at least 150 and at most 1500) which makes it a lot harder to deal with this...
     
  23. Offline

    nozoki

    Hopefully to dampen the load on the cpu while generating new chunks.
    A quick fix would be to do the /axr gen "alot" then turning axr off and on again? Does the generating of new chunks lag out the server, or is it done in the background? And just to check, it does use the world's seed, right?
     
  24. Offline

    asdaarg

    preparing a large area with axr gen while axr is off is probably the way to go, until I figure out a better way. It is done in the background, yes. I would think it uses the world's seed, but it might not (I just recall the weird result RazMaTaz got.) and the bukkit team seems to not have gotten the seed thing straight when it comes to regenerating chunks either.
     
  25. Offline

    RazMaTaz

    Yes it does use the seed. You can set the scheduler load in the config file which would help with cpu load. I was able to stay in game and do things pretty easily and was even running both server/client on the same machine. I have not tested this on a slower machine though.

    The generation is done in the background and you get status updates. Also you may need alot of memory depending on the area you want to generate, but you can break it up into smaller chunks instead of the entire map. I did a 200x200 map and it took about 5 gigs or ram.

    If there is a seed problem I can't tell because all the unique map features were the same.
     
  26. Offline

    NeoGriim

    I think the link is broken for the download, I can't download the .jar.
     
  27. Offline

    asdaarg

    I'm looking at the mc code and it looks like ore gets generated not only after it has been loaded, but also only if 3 neighbouring chunks (S,SW and W) have been loaded, as well as it being "done" whatever that means... so there's definitively more going on there. I suppose this is useful to make sure trees and ore deposits don't get cut in half at chunk borders.
    Edit: Ore is apparently generated 4 times per chunk, and 2 times if you are coming from one direction, which explains why there is only half of the ore hidden...
    Edit: Done apparently means its already decorated, but I suspect it can still get additional ore generated by an adjacent chunk.
     
  28. Offline

    rockNme2349

    Is it possible for you to get another mirror for the downloads? The server seems to be overloaded.
     
  29. Offline

    asdaarg

    I guess I could just switch back to rapidshare
     
  30. why not use dropbox?

    Since i would also like a working download link
     
  31. Offline

    asdaarg

    dropbox demands that I change my licencing terms which i wont do.
     

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