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C# CPPTargetConfiguration类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中CPPTargetConfiguration的典型用法代码示例。如果您正苦于以下问题:C# CPPTargetConfiguration类的具体用法?C# CPPTargetConfiguration怎么用?C# CPPTargetConfiguration使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



CPPTargetConfiguration类属于命名空间,在下文中一共展示了CPPTargetConfiguration类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: GetSharedArguments_Global

		static string GetSharedArguments_Global(CPPTargetConfiguration TargetConfiguration, string Architecture, bool bEnableShadowVariableWarning)
		{
            string Result = " ";

            if (Architecture == "-win32")
            {
                return Result;
            }

            // 			Result += " -funsigned-char";
            // 			Result += " -fno-strict-aliasing";
            Result += " -fno-exceptions";
            // 			Result += " -fno-short-enums";

            Result += " -Wno-unused-value"; // appErrorf triggers this
            Result += " -Wno-switch"; // many unhandled cases
            Result += " -Wno-tautological-constant-out-of-range-compare"; // disables some warnings about comparisons from TCHAR being a char
            // this hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
            Result += " -Wno-tautological-compare";

            // okay, in UE4, we'd fix the code for these, but in UE3, not worth it
            Result += " -Wno-logical-op-parentheses"; // appErrorf triggers this
            Result += " -Wno-array-bounds"; // some VectorLoads go past the end of the array, but it's okay in that case
            Result += " -Wno-invalid-offsetof"; // too many warnings kills windows clang. 

			if (bEnableShadowVariableWarning)
			{
				Result += " -Wshadow" + (BuildConfiguration.bShadowVariableErrors? "" : " -Wno-error=shadow");
			}

            // JavsScript option overrides (see src/settings.js)

            // we have to specify the full amount of memory with Asm.JS (1.5 G)
            // I wonder if there's a per game way to change this. 
			int TotalMemory = 256 * 1024 * 1024;
            Result += " -s TOTAL_MEMORY=" + TotalMemory.ToString();

            // no need for exceptions
            Result += " -s DISABLE_EXCEPTION_CATCHING=1";
            // enable checking for missing functions at link time as opposed to runtime
            Result += " -s WARN_ON_UNDEFINED_SYMBOLS=1";
            // we want full ES2
            Result += " -s FULL_ES2=1 ";
            // export console command handler. Export main func too because default exports ( e.g Main ) are overridden if we use custom exported functions. 
            Result += " -s EXPORTED_FUNCTIONS=\"['_main', '_resize_game', '_on_fatal']\" ";

            // NOTE: This may slow down the compiler's startup time!
            { 
                Result += " -s NO_EXIT_RUNTIME=1 --memory-init-file 1";
            }

            if (bEnableTracing)
            {
            	Result += " --tracing";
            }
            return Result;
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:57,代码来源:HTML5ToolChain.cs


示例2: GetAdditionalLinkerFlags

		public string GetAdditionalLinkerFlags(CPPTargetConfiguration InConfiguration)
		{
			if (InConfiguration != CPPTargetConfiguration.Shipping)
			{
				return AdditionalLinkerFlags;
			}
			else
			{
				return AdditionalShippingLinkerFlags;
			}

		}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:12,代码来源:UEBuildIOS.cs


示例3: ValidateBuildConfiguration

		public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
		{
			if (BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac)
			{
				// @todo: Temporarily disable precompiled header files when building remotely due to errors
				BuildConfiguration.bUsePCHFiles = false;
			}
			BuildConfiguration.bCheckExternalHeadersForModification = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac;
			BuildConfiguration.bCheckSystemHeadersForModification = BuildHostPlatform.Current.Platform != UnrealTargetPlatform.Mac;
			BuildConfiguration.ProcessorCountMultiplier = MacToolChain.GetAdjustedProcessorCountMultiplier();
			BuildConfiguration.bUseSharedPCHs = false;

			BuildConfiguration.bUsePDBFiles = bCreateDebugInfo && Configuration != CPPTargetConfiguration.Debug && Platform == CPPTargetPlatform.Mac && BuildConfiguration.bGeneratedSYMFile;

			// we always deploy - the build machines need to be able to copy the files back, which needs the full bundle
			BuildConfiguration.bDeployAfterCompile = true;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:UEBuildMac.cs


示例4: ValidateBuildConfiguration

		public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
		{
			// check the base first
			base.ValidateBuildConfiguration(Configuration, Platform, bCreateDebugInfo);

			BuildConfiguration.bUsePCHFiles = false;
			BuildConfiguration.bUseSharedPCHs = false;
			BuildConfiguration.bCheckExternalHeadersForModification = false;
			BuildConfiguration.bCheckSystemHeadersForModification = false;
			BuildConfiguration.ProcessorCountMultiplier = IOSToolChain.GetAdjustedProcessorCountMultiplier();
			BuildConfiguration.bDeployAfterCompile = true;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:12,代码来源:UEBuildIOS.cs


示例5: SetUpProjectEnvironment

        public void SetUpProjectEnvironment(CPPTargetConfiguration Configuration)
        {
            UnrealTargetConfiguration unrealConfiguration;

            switch (Configuration)
            {
                case CPPTargetConfiguration.Shipping:
                    unrealConfiguration = UnrealTargetConfiguration.Shipping;
                    break;
                case CPPTargetConfiguration.Development:
                    unrealConfiguration = UnrealTargetConfiguration.Development;
                    break;
                default:
                    unrealConfiguration = UnrealTargetConfiguration.DebugGame;
                    break;
            }

            SetUpProjectEnvironment(unrealConfiguration);
        }
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:19,代码来源:UEBuildIOS.cs


示例6: ValidateBuildConfiguration

 /**
  *	Validate configuration for this platform
  *	NOTE: This function can/will modify BuildConfiguration!
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *	@param	bInCreateDebugInfo	true if debug info is getting create, false if not
  */
 public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
 {
     // increase Unity size to avoid too long command lines
     BuildConfiguration.NumIncludedBytesPerUnityCPP = 1024 * 1024;
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:13,代码来源:UEBuildLinux.cs


示例7: ValidateBuildConfiguration

 /**
  *	Validate configuration for this platform
  *	NOTE: This function can/will modify BuildConfiguration!
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *	@param	bInCreateDebugInfo	true if debug info is getting create, false if not
  */
 public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
 {
     UEBuildConfiguration.bCompileSimplygon = false;
 }
开发者ID:colwalder,项目名称:unrealengine,代码行数:12,代码来源:UEBuildLinux.cs


示例8: GetVCToolPath

        /** Accesses the bin directory for the VC toolchain for the specified platform. */
        static string GetVCToolPath(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, string ToolName)
        {
            // Initialize environment variables required for spawned tools.
            InitializeEnvironmentVariables(Platform);

            // Out variable that is going to contain fully qualified path to executable upon return.
            string VCToolPath = "";

            // is target 64-bit?
            bool bIsTarget64Bit = true;

            // We need to differentiate between 32 and 64 bit toolchain on Windows.
            {
                // rc.exe resides in the Windows SDK folder.
                if (ToolName.ToUpperInvariant() == "RC")
                {
                    // 64 bit -- we can use the 32 bit version to target 64 bit on 32 bit OS.
                    if (bIsTarget64Bit)
                    {
                        VCToolPath = Path.Combine(WindowsSDKDir, "bin/x64/rc.exe");
                    }
                    // 32 bit
                    else
                    {
                        VCToolPath = Path.Combine(WindowsSDKDir, "bin/x86/rc.exe");
                    }
                }
                // cl.exe and link.exe are found in the toolchain specific folders (32 vs. 64 bit). We do however use the 64 bit linker if available
                // even when targeting 32 bit as it's noticeably faster.
                else
                {
                    // Grab path to Visual Studio binaries from the system environment
                    string BaseVSToolPath = WindowsPlatform.GetVSComnToolsPath(WindowsCompiler.VisualStudio2012);
                    if (string.IsNullOrEmpty(BaseVSToolPath))
                    {
                        throw new BuildException("Visual Studio 2012 must be installed in order to build this target.");
                    }

                    if (Platform == CPPTargetPlatform.WinRT_ARM)
                    {
                        VCToolPath = Path.Combine(BaseVSToolPath, "../../VC/bin/x86_arm/" + ToolName + ".exe");
                    }
                    else
                    {
                        VCToolPath = Path.Combine(BaseVSToolPath, "../../VC/bin/amd64/" + ToolName + ".exe");
                    }
                }
            }

            return VCToolPath;
        }
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:52,代码来源:WinRTToolChain.cs


示例9: ShouldUsePCHFiles

 /**
  *	Whether PCH files should be used
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *
  *	@return	bool				true if PCH files should be used, false if not
  */
 public virtual bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
 {
     return BuildConfiguration.bUsePCHFiles;
 }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:12,代码来源:UEBuildPlatform.cs


示例10: ShouldUseIncrementalLinking

 /**
  *	Whether incremental linking should be used
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *
  *	@return	bool	true if incremental linking should be used, false if not
  */
 public virtual bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
 {
     return false;
 }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:12,代码来源:UEBuildPlatform.cs


示例11: GetSharedArguments_Global

        static string GetSharedArguments_Global(CPPTargetConfiguration TargetConfiguration, string Architecture)
        {
            string Result = " ";

            if (Architecture == "-win32")
            {
                return Result;
            }

            // 			Result += " -funsigned-char";
            // 			Result += " -fno-strict-aliasing";
            Result += " -fno-exceptions";
            // 			Result += " -fno-short-enums";

            Result += " -Wno-unused-value"; // appErrorf triggers this
            Result += " -Wno-switch"; // many unhandled cases
            Result += " -Wno-tautological-constant-out-of-range-compare"; // disables some warnings about comparisons from TCHAR being a char
            // this hides the "warning : comparison of unsigned expression < 0 is always false" type warnings due to constant comparisons, which are possible with template arguments
            Result += " -Wno-tautological-compare";

            // okay, in UE4, we'd fix the code for these, but in UE3, not worth it
            Result += " -Wno-logical-op-parentheses"; // appErrorf triggers this
            Result += " -Wno-array-bounds"; // some VectorLoads go past the end of the array, but it's okay in that case
            Result += " -Wno-invalid-offsetof"; // too many warnings kills windows clang.

            // JavsScript option overrides (see src/settings.js)

            // we have to specify the full amount of memory with Asm.JS (1.5 G)
            // I wonder if there's a per game way to change this.
            Result += " -s TOTAL_MEMORY=1610612736";

            // no need for exceptions
            Result += " -s DISABLE_EXCEPTION_CATCHING=1";
            // enable checking for missing functions at link time as opposed to runtime
            Result += " -s WARN_ON_UNDEFINED_SYMBOLS=1";
            // we want full ES2
            Result += " -s FULL_ES2=1 ";
            // don't need UTF8 string support, and it slows string ops down
            Result += " -s UTF_STRING_SUPPORT=0";
            Result += "  ";

            if (TargetConfiguration == CPPTargetConfiguration.Debug)
            {
                Result += " -O0";
            }
            if (TargetConfiguration == CPPTargetConfiguration.Debug || TargetConfiguration == CPPTargetConfiguration.Development)
            {
                Result += " -s GL_ASSERTIONS=1 ";
            }
            if (TargetConfiguration == CPPTargetConfiguration.Development)
            {
                Result += " -O2 -s ASM_JS=1 -s OUTLINING_LIMIT=110000";
            }
            if (TargetConfiguration == CPPTargetConfiguration.Shipping)
            {
                Result += " -O2 -s ASM_JS=1 -s OUTLINING_LIMIT=110000";
            }

            // NOTE: This may slow down the compiler's startup time!
            if ( !bEnableFastIteration )
            {
                Result += " --memory-init-file 1";
            }

            return Result;
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:66,代码来源:HTML5ToolChain.cs


示例12: GetArchitectureArgument

        static string GetArchitectureArgument(CPPTargetConfiguration Configuration, string UBTArchitecture)
        {
            // get the list of architectures to compile
            string Archs =
                UBTArchitecture == "-simulator" ? "i386" :
                (Configuration == CPPTargetConfiguration.Shipping) ? ShippingArchitectures : NonShippingArchitectures;

            if (!bHasPrinted)
            {
                bHasPrinted = true;
                Console.WriteLine("Compiling with these architectures: " + Archs);
            }

            // parse the string
            string[] Tokens = Archs.Split(",".ToCharArray());

            string Result = "";
            foreach (string Token in Tokens)
            {
                Result += " -arch " + Token;
            }

            return Result;
        }
开发者ID:rajeshwarn,项目名称:STEngine,代码行数:24,代码来源:IOSToolChain.cs


示例13: ValidateBuildConfiguration

        public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
        {
            // @todo clang: PCH files aren't supported by "clang-cl" yet (no /Yc support, and "-x c++-header" cannot be specified)
			// @todo clang: PCH files with regular Clang on Windows have bugs with pack alignment and segfaults occasionally
            if( WindowsPlatform.bCompileWithClang )
            {
                BuildConfiguration.bUsePCHFiles = false;
                BuildConfiguration.bUseSharedPCHs = false;
            }
        }
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:10,代码来源:UEBuildWindows.cs


示例14: ValidateBuildConfiguration

 public override void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
 {
     // @todo clang: PCH files aren't quite working yet with "clang-cl" (no /Yc support, and "-x c++-header" cannot be specified)
     if (WindowsPlatform.bCompileWithClang)
     {
         BuildConfiguration.bUsePCHFiles = false;
         BuildConfiguration.bUseSharedPCHs = false;
     }
 }
开发者ID:rajeshwarn,项目名称:STEngine,代码行数:9,代码来源:STBuildWindows.cs


示例15: GetVCToolPath

        /** Accesses the bin directory for the VC toolchain for the specified platform. */
        static string GetVCToolPath(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, string ToolName)
        {
            // Initialize environment variables required for spawned tools.
            InitializeEnvironmentVariables( Platform );

            // Out variable that is going to contain fully qualified path to executable upon return.
            string VCToolPath = "";

            // rc.exe resides in the Windows SDK folder.
            if (ToolName.ToUpperInvariant() == "RC")
            {
                // 64 bit -- we can use the 32 bit version to target 64 bit on 32 bit OS.
                if (Platform == CPPTargetPlatform.Win64)
                {
                    VCToolPath = Path.Combine(WindowsSDKDir, "bin/x64/rc.exe");
                }
                // 32 bit
                else
                {
                    if( !WindowsPlatform.SupportWindowsXP )	// Windows XP requires use to force Windows SDK 7.1 even on the newer compiler, so we need the old path RC.exe
                    {
                        VCToolPath = Path.Combine( WindowsSDKDir, "bin/x86/rc.exe" );
                    }
                    else
                    {
                        VCToolPath = Path.Combine( WindowsSDKDir, "bin/rc.exe" );
                    }
                }
            }
            // cl.exe and link.exe are found in the toolchain specific folders (32 vs. 64 bit)
            else
            {
                bool bIsRequestingLinkTool = ToolName.Equals( "link", StringComparison.InvariantCultureIgnoreCase );
                bool bIsRequestingLibTool = ToolName.Equals( "lib", StringComparison.InvariantCultureIgnoreCase );

                // If we were asked to use Clang, then we'll redirect the path to the compiler to the LLVM installation directory
                if( WindowsPlatform.bCompileWithClang && !bIsRequestingLinkTool && !bIsRequestingLibTool )
                {
                    VCToolPath = Path.Combine( Environment.GetFolderPath( Environment.SpecialFolder.ProgramFilesX86 ), "LLVM", "msbuild-bin", ToolName + ".exe" );
                    if( !File.Exists( VCToolPath ) )
                    {
                        throw new BuildException( "Clang was selected as the Windows compiler, but LLVM/Clang does not appear to be installed.  Could not find: " + VCToolPath );
                    }
                }
                else
                {
                    string BaseVSToolPath = FindBaseVSToolPath();

                    // Both target and build machines are 64 bit
                    bool bIs64Bit = (Platform == CPPTargetPlatform.Win64);
                    // Regardless of the target, if we're linking on a 64 bit machine, we want to use the 64 bit linker (it's faster than the 32 bit linker)
                    //@todo.WIN32: Using the 64-bit linker appears to be broken at the moment.
                    bool bUse64BitLinker = (Platform == CPPTargetPlatform.Win64) && bIsRequestingLinkTool;

                    // Use the 64 bit tools if the build machine and target are 64 bit or if we're linking a 32 bit binary on a 64 bit machine
                    if (bIs64Bit || bUse64BitLinker)
                    {
                        // Use the native 64-bit compiler if present, otherwise use the amd64-on-x86 compiler. VS2012 Express only includes the latter.
                        string PlatformToolPath = Path.Combine(BaseVSToolPath, "../../VC/bin/amd64/");
                        if(!Directory.Exists(PlatformToolPath))
                        {
                            PlatformToolPath = Path.Combine(BaseVSToolPath, "../../VC/bin/x86_amd64/");
                        }
                        VCToolPath = PlatformToolPath + ToolName + ".exe";
                    }
                    else
                    {
                        // Use 32 bit for cl.exe and other tools, or for link.exe if 64 bit path doesn't exist and we're targeting 32 bit.
                        VCToolPath = Path.Combine(BaseVSToolPath, "../../VC/bin/" + ToolName + ".exe");
                    }
                }
            }

            return VCToolPath;
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:76,代码来源:VCToolChain.cs


示例16: ShouldUsePDBFiles

 /**
  *	Whether PDB files should be used
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *	@param	bInCreateDebugInfo	true if debug info is getting create, false if not
  *
  *	@return	bool	true if PDB files should be used, false if not
  */
 public virtual bool ShouldUsePDBFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration, bool bCreateDebugInfo)
 {
     return false;
 }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:13,代码来源:UEBuildPlatform.cs


示例17: ValidateBuildConfiguration

 /**
  *	Validate configuration for this platform
  *	NOTE: This function can/will modify BuildConfiguration!
  *
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *	@param	bInCreateDebugInfo	true if debug info is getting create, false if not
  */
 public virtual void ValidateBuildConfiguration(CPPTargetConfiguration Configuration, CPPTargetPlatform Platform, bool bCreateDebugInfo)
 {
 }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:11,代码来源:UEBuildPlatform.cs


示例18: GetArchitectureArgument

		static string GetArchitectureArgument(CPPTargetConfiguration Configuration, string UBTArchitecture)
		{
			IOSPlatform BuildPlat = UEBuildPlatform.GetBuildPlatform(UnrealTargetPlatform.IOS) as IOSPlatform;
			BuildPlat.SetUpProjectEnvironment(UnrealTargetPlatform.IOS);

			// get the list of architectures to compile
			string Archs =
				UBTArchitecture == "-simulator" ? "i386" :
				(Configuration == CPPTargetConfiguration.Shipping) ? IOSPlatform.ShippingArchitectures : IOSPlatform.NonShippingArchitectures;

			if (!bHasPrinted)
			{
				bHasPrinted = true;
				Console.WriteLine("Compiling with these architectures: " + Archs);
			}

			// parse the string
			string[] Tokens = Archs.Split(",".ToCharArray());

			string Result = "";
			foreach (string Token in Tokens)
			{
				Result += " -arch " + Token;
			}

			return Result;
		}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:27,代码来源:IOSToolChain.cs


示例19: ShouldUseIncrementalLinking

 /**
  *	Whether incremental linking should be used
  *	
  *	@param	InPlatform			The CPPTargetPlatform being built
  *	@param	InConfiguration		The CPPTargetConfiguration being built
  *	
  *	@return	bool	true if incremental linking should be used, false if not
  */
 public override bool ShouldUseIncrementalLinking(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
 {
     return (Configuration == CPPTargetConfiguration.Debug);
 }
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:12,代码来源:UEBuildWindows.cs


示例20: ShouldUsePCHFiles

		public override bool ShouldUsePCHFiles(CPPTargetPlatform Platform, CPPTargetConfiguration Configuration)
		{
			return true;
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,代码来源:UEBuildAndroid.cs



注:本文中的CPPTargetConfiguration类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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