mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Much better performance for the pygame viewport.
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Binary file not shown.
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Before Width: | Height: | Size: 276 KiB After Width: | Height: | Size: 247 KiB |
@ -21,23 +21,26 @@ class OverviewCanvas:
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BLUE = (164, 164, 255)
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BLUE = (164, 164, 255)
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WHITE = (255, 255, 255)
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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BLACK = (0, 0, 0)
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BACKGROUND = pygame.Color(0, 64, 64)
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def __init__(self, frame: Frame, parent, game: Game):
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def __init__(self, frame: Frame, parent, game: Game):
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self.parent = parent
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self.parent = parent
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self.game = game
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self.game = game
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self.screen = None
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# Pygame objects
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# Pygame objects
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self.map = None
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self.map = None
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self.screen = None
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self.surface: pygame.Surface = None
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self.surface: pygame.Surface = None
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self.thread:Thread = None
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self.thread: Thread = None
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self.clock = pygame.time.Clock()
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self.clock = pygame.time.Clock()
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pygame.font.init()
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pygame.font.init()
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self.font = pygame.font.SysFont("arial", 15)
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self.font = pygame.font.SysFont("arial", 15)
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self.fontsmall = pygame.font.SysFont("arial", 10)
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self.fontsmall = pygame.font.SysFont("arial", 10)
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self.rects = []
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# Frontline are too heavy on performance to compute in realtime, so keep them in a cache
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self.frontline_vector_cache = {}
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# Map state
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# Map state
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self.zoom = 1
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self.zoom = 1
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@ -50,18 +53,17 @@ class OverviewCanvas:
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self.display_bases = BooleanVar(value=True)
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self.display_bases = BooleanVar(value=True)
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self.display_road = BooleanVar(value=True)
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self.display_road = BooleanVar(value=True)
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# TODO : dirty :(
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parent.window.tk.protocol("<WM_DELETE_WINDOW>", self.on_close)
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parent.window.tk.protocol("<WM_DELETE_WINDOW>", self.on_close)
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self.wrapper = Frame(frame, **STYLES["frame-wrapper"])
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self.wrapper = Frame(frame, **STYLES["frame-wrapper"])
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self.wrapper.grid(column=0, row=0, sticky=NSEW) # Adds grid
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self.wrapper.grid(column=0, row=0, sticky=NSEW) # Adds grid
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self.wrapper.pack(side=LEFT) # packs window to the left
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self.wrapper.pack(side=LEFT) # packs window to the left
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self.embed = Frame(self.wrapper, width=1200, height=600) # creates embed frame for pygame window
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self.embed = Frame(self.wrapper, width=1066, height=600) # creates embed frame for pygame window
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self.embed.grid(column=0, row=0, sticky=NSEW) # Adds grid
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self.embed.grid(column=0, row=0, sticky=NSEW) # Adds grid
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self.options = Frame(self.wrapper, **STYLES["frame-wrapper"])
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self.options = Frame(self.wrapper, **STYLES["frame-wrapper"])
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self.options.grid(column=0,row=1, sticky=SW)
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self.options.grid(column=0, row=1, sticky=SW)
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self.build_map_options_panel()
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self.build_map_options_panel()
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self.init_sdl_layer()
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self.init_sdl_layer()
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@ -70,19 +72,24 @@ class OverviewCanvas:
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def build_map_options_panel(self):
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def build_map_options_panel(self):
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col = 0
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col = 0
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Label(self.options, text="Ground targets", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Label(self.options, text="Ground targets", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_ground_targets, **STYLES["radiobutton"]).grid(row=0, column=col + 1, sticky=E)
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Checkbutton(self.options, variable=self.display_ground_targets, **STYLES["radiobutton"]).grid(row=0,
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column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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col += 3
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col += 3
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Label(self.options, text="Forces", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Label(self.options, text="Forces", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_forces, **STYLES["radiobutton"]).grid(row=0, column=col + 1, sticky=E)
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Checkbutton(self.options, variable=self.display_forces, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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col += 3
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col += 3
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Label(self.options, text="Bases", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Label(self.options, text="Bases", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_bases, **STYLES["radiobutton"]).grid(row=0, column=col + 1, sticky=E)
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Checkbutton(self.options, variable=self.display_bases, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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col += 4
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col += 4
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Label(self.options, text="Roads", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Label(self.options, text="Roads", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_road, **STYLES["radiobutton"]).grid(row=0, column=col + 1, sticky=E)
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Checkbutton(self.options, variable=self.display_road, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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def on_close(self):
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def on_close(self):
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@ -96,7 +103,7 @@ class OverviewCanvas:
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if platform.system == "Windows":
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if platform.system == "Windows":
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os.environ['SDL_VIDEODRIVER'] = 'windib'
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os.environ['SDL_VIDEODRIVER'] = 'windib'
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self.screen = pygame.display.set_mode((1200, 600), pygame.DOUBLEBUF | pygame.HWSURFACE)
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self.screen = pygame.display.set_mode((1066, 600), pygame.DOUBLEBUF | pygame.HWSURFACE)
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self.screen.fill(pygame.Color(0, 128, 128))
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self.screen.fill(pygame.Color(0, 128, 128))
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self.screen.set_alpha(None)
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self.screen.set_alpha(None)
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@ -105,82 +112,88 @@ class OverviewCanvas:
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self.icon_clr = pygame.image.load(os.path.join("resources", "ui", "cleared.png"))
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self.icon_clr = pygame.image.load(os.path.join("resources", "ui", "cleared.png"))
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self.map = pygame.image.load(os.path.join("resources", self.game.theater.overview_image)).convert()
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self.map = pygame.image.load(os.path.join("resources", self.game.theater.overview_image)).convert()
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pygame.draw.rect(self.map, self.BLACK, (0, 0, self.map.get_width(), self.map.get_height()), 10)
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pygame.draw.rect(self.map, self.WHITE, (0, 0, self.map.get_width(), self.map.get_height()), 5)
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self.surface = pygame.Surface((self.map.get_width(), self.map.get_height()))
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self.surface = pygame.Surface((self.map.get_width(), self.map.get_height()))
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pygame.display.init()
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pygame.display.init()
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pygame.display.update()
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pygame.display.update()
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def init_sdl_thread(self):
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def init_sdl_thread(self):
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# tk = Tk()
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# tk.winfo_ismapped()
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self.thread = Thread(target=self.sdl_thread)
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self.thread = Thread(target=self.sdl_thread)
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self.thread.start()
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self.thread.start()
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def sdl_thread(self):
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def sdl_thread(self):
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self.redraw_required = True
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self.redraw_required = True
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bg = pygame.Color(0, 64, 64)
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i = 0
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while not self.exited:
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while not self.exited:
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try:
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self.parent.window.tk.winfo_ismapped()
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except:
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self.exited = True
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self.clock.tick(60)
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self.clock.tick(60)
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self.draw()
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i += 1
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right_down = False
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if i == 300:
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left_down = False
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self.frontline_vector_cache = {}
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i = 300
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for event in pygame.event.get():
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def draw(self):
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if event.type == pygame.MOUSEMOTION:
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self.redraw_required = True
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elif event.type == pygame.MOUSEBUTTONDOWN:
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# Scroll wheel
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if event.button == 4:
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self.zoom += 0.25
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self.redraw_required = True
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elif event.button == 5:
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self.zoom -= 0.25
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self.redraw_required = True
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if event.button == 3:
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try:
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right_down = True
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self.parent.window.tk.winfo_ismapped()
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pygame.mouse.get_rel()
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except:
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if event.button == 1:
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self.exited = True
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left_down = True
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self.redraw_required = True
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# If Right click pressed
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right_down = False
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if pygame.mouse.get_pressed()[2] == 1 and not right_down:
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left_down = False
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scr = pygame.mouse.get_rel()
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self.scroll[0] += scr[0]
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for event in pygame.event.get():
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self.scroll[1] += scr[1]
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if event.type == pygame.MOUSEMOTION:
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self.redraw_required = True
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self.redraw_required = True
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elif event.type == pygame.MOUSEBUTTONDOWN:
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# Scroll wheel
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if event.button == 4:
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self.zoom += 0.25
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self.redraw_required = True
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elif event.button == 5:
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self.zoom -= 0.25
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self.redraw_required = True
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if self.zoom <= 0.5:
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if event.button == 3:
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self.zoom = 0.5
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right_down = True
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elif self.zoom > 10:
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pygame.mouse.get_rel()
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self.zoom = 10
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if event.button == 1:
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left_down = True
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self.redraw_required = True
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if (self.redraw_required):
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# If Right click pressed
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# Fill
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if pygame.mouse.get_pressed()[2] == 1 and not right_down:
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self.screen.fill(bg)
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scr = pygame.mouse.get_rel()
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self.scroll[0] += scr[0]
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self.scroll[1] += scr[1]
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self.redraw_required = True
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# Surface
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if self.zoom <= 0.5:
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cursor_pos = pygame.mouse.get_pos()
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self.zoom = 0.5
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cursor_pos = (
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elif self.zoom > 10:
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(cursor_pos[0] - self.scroll[0]) / self.zoom, (cursor_pos[1] - self.scroll[1]) / self.zoom)
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self.zoom = 10
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self.draw_map(self.surface, cursor_pos, (left_down, right_down));
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# Scaling
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if (self.redraw_required):
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# scaled = pygame.transform.scale(self.surface, (int(self.surface.get_width() * self.zoom), int(self.surface.get_height() * self.zoom)))
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# Fill
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self.screen.blit(self.surface, self.scroll)
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self.screen.fill(self.BACKGROUND)
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pygame.display.flip()
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# Surface
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cursor_pos = pygame.mouse.get_pos()
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cursor_pos = (
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(cursor_pos[0] - self.scroll[0]) / self.zoom, (cursor_pos[1] - self.scroll[1]) / self.zoom)
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self.draw_map(self.surface, cursor_pos, (left_down, right_down));
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self.redraw_required = False
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# Scaling
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scaled = pygame.transform.scale(self.surface, (
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int(self.surface.get_width() * self.zoom), int(self.surface.get_height() * self.zoom)))
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self.screen.blit(scaled, self.scroll)
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pygame.display.flip()
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self.redraw_required = False
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def draw_map(self, surface: pygame.Surface, mouse_pos: (int, int), mouse_down: (bool, bool)):
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def draw_map(self, surface: pygame.Surface, mouse_pos: (int, int), mouse_down: (bool, bool)):
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@ -210,29 +223,38 @@ class OverviewCanvas:
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color = self.BLACK
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color = self.BLACK
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pygame.draw.line(surface, color, coords, connected_coords, 4)
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pygame.draw.line(surface, color, coords, connected_coords, 4)
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# self.canvas.create_line((coords[0], coords[1], connected_coords[0], connected_coords[1]), width=2, fill=color)
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
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# Cache mechanism to avoid performing frontline vector computation on every loop
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frontline = None
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hash = str(cp.id) + "_" + str(connected_cp.id)
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if hash in self.frontline_vector_cache:
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frontline = self.frontline_vector_cache[hash]
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else:
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frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
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self.frontline_vector_cache[hash] = frontline
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if not frontline:
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if not frontline:
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continue
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continue
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frontline_pos, heading, distance = frontline
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frontline_pos, heading, distance = frontline
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if distance < 10000:
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if distance < 10000:
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frontline_pos = frontline_pos.point_from_heading(heading + 180, 5000)
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frontline_pos = frontline_pos.point_from_heading(heading + 180, 5000)
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distance = 10000
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distance = 10000
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start_coords = self.transform_point(frontline_pos, treshold=10)
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start_coords = self.transform_point(frontline_pos, treshold=10)
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end_coords = self.transform_point(frontline_pos.point_from_heading(heading, distance), treshold=60)
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end_coords = self.transform_point(frontline_pos.point_from_heading(heading, distance),
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treshold=60)
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# self.canvas.create_line((*start_coords, *end_coords), width=2, fill=color)
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pygame.draw.line(surface, color, start_coords, end_coords, 1)
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pygame.draw.line(surface, color, start_coords, end_coords, 4)
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if self.display_bases.get():
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if self.display_bases.get():
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for cp in self.game.theater.controlpoints:
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for cp in self.game.theater.controlpoints:
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coords = self.transform_point(cp.position)
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coords = self.transform_point(cp.position)
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radius = 12 * math.pow(cp.importance, 1)
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radius = 12 * math.pow(cp.importance, 1)
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radius_m = radius * cp.base.strength - 2;
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radius_m = radius * cp.base.strength - 2
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if cp.captured:
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if cp.captured:
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color = self._player_color()
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color = self._player_color()
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@ -277,6 +299,10 @@ class OverviewCanvas:
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if rect.collidepoint(mouse_pos):
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if rect.collidepoint(mouse_pos):
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self.draw_ground_object_info(ground_object, (x, y), color, surface);
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self.draw_ground_object_info(ground_object, (x, y), color, surface);
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def render_roads(self):
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# Note : This is really slow. Viewport is much smoother when not rendering line.
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pass
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def draw_ground_object_info(self, ground_object: TheaterGroundObject, pos, color, surface: pygame.Surface):
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def draw_ground_object_info(self, ground_object: TheaterGroundObject, pos, color, surface: pygame.Surface):
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lb = self.font.render("Type : " + ground_object.name_abbrev, False, color, self.BLACK);
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lb = self.font.render("Type : " + ground_object.name_abbrev, False, color, self.BLACK);
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surface.blit(lb, (pos[0] + 18, pos[1]))
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surface.blit(lb, (pos[0] + 18, pos[1]))
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@ -313,91 +339,7 @@ class OverviewCanvas:
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return self.game.player == "USA" and self.RED or self.BLUE
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return self.game.player == "USA" and self.RED or self.BLUE
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def update(self):
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def update(self):
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self.draw()
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self.screen.blit(self.map, (0, 0))
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for event in pygame.event.get():
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if event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 4:
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self.zoom += 1
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elif event.button == 5:
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self.zoom -= 1
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pygame.display.update()
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"""
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self.canvas.delete(ALL)
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self.canvas.create_image((self.image.width()/2, self.image.height()/2), image=self.image)
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for cp in self.game.theater.controlpoints:
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|
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for ground_object in cp.ground_objects:
|
|
||||||
x, y = self.transform_point(ground_object.position)
|
|
||||||
self.canvas.create_text(x,
|
|
||||||
y,
|
|
||||||
text=".",
|
|
||||||
fill="black" if ground_object.is_dead else self._enemy_color(),
|
|
||||||
font=("Helvetica", 18))
|
|
||||||
|
|
||||||
coords = self.transform_point(cp.position)
|
|
||||||
for connected_cp in cp.connected_points:
|
|
||||||
connected_coords = self.transform_point(connected_cp.position)
|
|
||||||
if connected_cp.captured != cp.captured:
|
|
||||||
color = self._enemy_color()
|
|
||||||
elif connected_cp.captured and cp.captured:
|
|
||||||
color = self._player_color()
|
|
||||||
else:
|
|
||||||
color = "black"
|
|
||||||
|
|
||||||
self.canvas.create_line((coords[0], coords[1], connected_coords[0], connected_coords[1]), width=2, fill=color)
|
|
||||||
|
|
||||||
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
|
|
||||||
frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
|
|
||||||
if not frontline:
|
|
||||||
continue
|
|
||||||
|
|
||||||
frontline_pos, heading, distance = frontline
|
|
||||||
if distance < 10000:
|
|
||||||
frontline_pos = frontline_pos.point_from_heading(heading + 180, 5000)
|
|
||||||
distance = 10000
|
|
||||||
|
|
||||||
start_coords = self.transform_point(frontline_pos, treshold=10)
|
|
||||||
end_coords = self.transform_point(frontline_pos.point_from_heading(heading, distance), treshold=60)
|
|
||||||
|
|
||||||
self.canvas.create_line((*start_coords, *end_coords), width=2, fill=color)
|
|
||||||
|
|
||||||
for cp in self.game.theater.controlpoints:
|
|
||||||
coords = self.transform_point(cp.position)
|
|
||||||
arc_size = 16 * math.pow(cp.importance, 1)
|
|
||||||
extent = max(cp.base.strength * 180, 10)
|
|
||||||
start = (180 - extent) / 2
|
|
||||||
|
|
||||||
if cp.captured:
|
|
||||||
color = self._player_color()
|
|
||||||
else:
|
|
||||||
color = self._enemy_color()
|
|
||||||
|
|
||||||
cp_id = self.canvas.create_arc((coords[0] - arc_size/2, coords[1] - arc_size/2),
|
|
||||||
(coords[0] + arc_size/2, coords[1] + arc_size/2),
|
|
||||||
fill=color,
|
|
||||||
style=PIESLICE,
|
|
||||||
start=start,
|
|
||||||
extent=extent)
|
|
||||||
|
|
||||||
"""
|
|
||||||
"""
|
|
||||||
for r in cp.radials:
|
|
||||||
p = self.transform_point(cp.position.point_from_heading(r, 20000))
|
|
||||||
self.canvas.create_text(p[0], p[1], text="{}".format(r))
|
|
||||||
continue
|
|
||||||
"""
|
|
||||||
|
|
||||||
"""
|
|
||||||
self.canvas.tag_bind(cp_id, "<Button-1>", self.display(cp))
|
|
||||||
self.create_cp_title((coords[0] + arc_size/4, coords[1] + arc_size/4), cp)
|
|
||||||
|
|
||||||
units_title = "{}/{}/{}".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
|
|
||||||
self.canvas.create_text(coords[0]+1, coords[1] - arc_size / 1.5 +1, text=units_title, font=("Helvetica", 8), fill=color)
|
|
||||||
self.canvas.create_text(coords[0], coords[1] - arc_size / 1.5, text=units_title, font=("Helvetica", 8), fill="white")
|
|
||||||
"""
|
|
||||||
|
|
||||||
def display(self, cp: ControlPoint):
|
def display(self, cp: ControlPoint):
|
||||||
def action(_):
|
def action(_):
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user