/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #region Header // CMController.cs // User: bongiojp // #endregion Header using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.Threading; using OpenMetaverse; using OpenSim; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; using log4net; namespace OpenSim.Region.OptionalModules.ContentManagement { /// <summary> /// The controller in a Model-View-Controller framework. This controller catches actions by the avatars, creates work packets, loops through these work packets in a separate thread, /// then dictates to the model how the data should change and dictates to the view which data should be displayed. The main mechanism for interaction is through the simchat system. /// </summary> public class CMController { #region Static Fields private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); /// <value> /// The queue that keeps track of which actions have happened. The MainLoop thread eats through this queue. /// </value> private static OpenSim.Framework.BlockingQueue<Work> m_WorkQueue = new OpenSim.Framework.BlockingQueue<Work>(); #endregion Static Fields #region Fields //bool init = false; int m_channel = -1; /// <value> /// The estate module is used to identify which clients are estateManagers. Presently, the controller only pays attention to estate managers. /// </value> IEstateModule m_estateModule = null; //These have to be global variables, threading doesn't allow for passing parameters. (Used in MainLoop) CMModel m_model = null; /// <value> /// A list of all the scenes that should be revisioned. Controller is the only class that keeps track of all scenes in the region. /// </value> Hashtable m_sceneList = Hashtable.Synchronized(new Hashtable()); State m_state = State.NONE; CMView m_view = null; #endregion Fields #region Constructors /// <summary> /// Initializes a work thread with an initial scene. Additional scenes should be added through the RegisterNewRegion method. /// </summary> /// <param name="model"> /// <see cref="CMModel"/> /// </param> /// <param name="view"> /// <see cref="CMView"/> /// </param> /// <param name="scene"> /// The first scene to keep track of. <see cref="Scene"/> /// </param> /// <param name="channel"> /// The simchat channel number to listen to for instructions <see cref="System.Int32"/> /// </param> public CMController(CMModel model, CMView view, Scene scene, int channel) { m_model = model; m_view = view; m_channel = channel; RegisterNewRegion(scene); Initialize(model, view, scene, channel); } #endregion Constructors #region Private Methods //------------------------------------------------ EVENTS ----------------------------------------------------// // private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, LLUUID regionID) // { // } /// <summary> /// Searches in all scenes for a SceneObjectGroup that contains a part with a specific localID. If found, the object is returned. Else null is returned. /// </summary> private SceneObjectGroup GetGroupByPrim(uint localID) { foreach (Object currScene in m_sceneList.Values) { foreach (EntityBase ent in ((Scene)currScene).GetEntities()) { if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).HasChildPrim(localID)) return (SceneObjectGroup)ent; } } } return null; } private void Initialize(CMModel model, CMView view, Scene scene, int channel) { lock (this) { m_estateModule = scene.RequestModuleInterface<IEstateModule>(); Watchdog.StartThread(MainLoop, "Content Management", ThreadPriority.Normal, true); m_state = State.NONE; } } /// <summary> /// Run in a thread of its own. A endless loop that consumes (or blocks on) and work queue. Thw work queue is filled through client actions. /// </summary> private void MainLoop() { try { CMModel model = m_model; CMView view = m_view; int channel = m_channel; Work currentJob = new Work(); while (true) { currentJob = m_WorkQueue.Dequeue(); m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- DeQueued a request"); m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Work type: " + currentJob.Type); switch (currentJob.Type) { case WorkType.NONE: break; case WorkType.OBJECTATTRIBUTECHANGE: ObjectAttributeChanged(model, view, currentJob.LocalId); break; case WorkType.PRIMITIVEADDED: PrimitiveAdded(model, view, currentJob); break; case WorkType.OBJECTDUPLICATED: ObjectDuplicated(model, view, currentJob.LocalId); break; case WorkType.OBJECTKILLED: ObjectKilled(model, view, (SceneObjectGroup) currentJob.Data1); break; case WorkType.UNDODID: UndoDid(model, view, currentJob.UUID); break; case WorkType.NEWCLIENT: NewClient(view, (IClientAPI) currentJob.Data1); break; case WorkType.SIMCHAT: m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- Message received: " + ((OSChatMessage) currentJob.Data1).Message); SimChat(model, view, (OSChatMessage) currentJob.Data1, channel); break; default: m_log.Debug("[CONTENT MANAGEMENT] MAIN LOOP -- uuuuuuuuuh, what?"); break; } Watchdog.UpdateThread(); } } catch (Exception e) { // TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened m_log.ErrorFormat( "[CONTENT MANAGEMENT]: Content management thread terminating with exception. PLEASE REBOOT YOUR SIM - CONTENT MANAGEMENT WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}", e); } Watchdog.RemoveThread(); } /// <summary> /// Only called by the MainLoop. Updates the view of a new client with metaentities if diff-mode is currently enabled. /// </summary> private void NewClient(CMView view, IClientAPI client) { if ((m_state & State.SHOWING_CHANGES) > 0) view.SendMetaEntitiesToNewClient(client); } /// <summary> /// Only called by the MainLoop. /// </summary> private void ObjectAttributeChanged(CMModel model, CMView view, uint LocalId) { SceneObjectGroup group = null; if ((m_state & State.SHOWING_CHANGES) > 0) { group = GetGroupByPrim(LocalId); if (group != null) { view.DisplayAuras(model.UpdateNormalEntityEffects(group)); //Might be a normal entity (green aura) m_view.DisplayMetaEntity(group.UUID); //Might be a meta entity (blue aura) } } } /// <summary> /// Only called by the MainLoop. Displays new green auras over the newly created part when a part is shift copied. /// </summary> private void ObjectDuplicated(CMModel model, CMView view, uint localId) { if ((m_state & State.SHOWING_CHANGES) > 0) view.DisplayAuras(model.CheckForNewEntitiesMissingAuras(GetGroupByPrim(localId).Scene)); } /// <summary> /// Only called by the MainLoop. /// </summary> private void ObjectKilled(CMModel model, CMView view, SceneObjectGroup group) { if ((m_state & State.SHOWING_CHANGES) > 0) { view.RemoveOrUpdateDeletedEntity(group); model.RemoveOrUpdateDeletedEntity(group); } } /// <summary> /// Only called by the MainLoop. /// </summary> private void PrimitiveAdded(CMModel model, CMView view, Work currentJob) { if ((m_state & State.SHOWING_CHANGES) > 0) { foreach (Object scene in m_sceneList.Values) m_view.DisplayAuras(model.CheckForNewEntitiesMissingAuras((Scene) scene)); } } /// <summary> /// Only called by the MainLoop. /// </summary> private void UndoDid(CMModel model, CMView view, UUID uuid) { if ((m_state & State.SHOWING_CHANGES) > 0) { ContentManagementEntity ent = model.FindMetaEntityAffectedByUndo(uuid); if (ent != null) view.DisplayEntity(ent); } } #endregion Private Methods #region Protected Methods protected void GroupBeingDeleted(SceneObjectGroup group) { m_log.Debug("[CONTENT MANAGEMENT] Something was deleted!!!"); Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTKILLED; moreWork.Data1 = group.Copy(); m_WorkQueue.Enqueue(moreWork); } protected void ObjectDuplicated(uint localID, Vector3 offset, uint dupeFlags, UUID AgentID, UUID GroupID) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTDUPLICATED; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] dup queue"); } protected void ObjectDuplicatedOnRay(uint localID, uint dupeFlags, UUID AgentID, UUID GroupID, UUID RayTargetObj, Vector3 RayEnd, Vector3 RayStart, bool BypassRaycast, bool RayEndIsIntersection, bool CopyCenters, bool CopyRotates) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTDUPLICATED; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] dup queue"); } protected void OnNewClient(IClientAPI client) { Work moreWork = new Work(); moreWork.Type = WorkType.NEWCLIENT; moreWork.Data1 = client; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] new client"); } protected void OnUnDid(IClientAPI remoteClient, UUID primId) { Work moreWork = new Work(); moreWork.Type = WorkType.UNDODID; moreWork.UUID = primId; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] undid"); } /// <summary> /// Takes a list of scenes and forms a new orderd list according to the proximity of scenes to the second argument. /// </summary> protected static System.Collections.Generic.List<Scene> ScenesInOrderOfProximity(Hashtable sceneList, Scene scene) { int somethingAddedToList = 1; System.Collections.Generic.List<Scene> newList = new List<Scene>(); newList.Add(scene); if (!sceneList.ContainsValue(scene)) { foreach (Object sceneObj in sceneList) newList.Add((Scene) sceneObj); return newList; } while (somethingAddedToList > 0) { somethingAddedToList = 0; for (int i = 0; i < newList.Count; i++) { foreach (Object sceneObj in sceneList.Values) { if (newList[i].CheckNeighborRegion(((Scene)sceneObj).RegionInfo) && (!newList.Contains((Scene)sceneObj))) { newList.Add((Scene)sceneObj); somethingAddedToList++; } } } } foreach (Object sceneObj in sceneList.Values) if (!newList.Contains((Scene)sceneObj)) newList.Add((Scene)sceneObj); return newList; } //This is stupid, the same information is contained in the first and second argument protected void SimChatSent(Object x, OSChatMessage e) { m_log.Debug("[CONTENT MANAGEMENT] SIMCHAT SENT !!!!!!!"); m_log.Debug("[CONTENT MANAGEMENT] message was: " + e.Message); Work moreWork = new Work(); moreWork.Type = WorkType.SIMCHAT; moreWork.Data1 = e; m_WorkQueue.Enqueue(moreWork); } /// <summary> /// Adds extra handlers to a number of events so that the controller can produce work based on the client's actions. /// </summary> protected void StartManaging(IClientAPI client) { m_log.Debug("[CONTENT MANAGEMENT] Registering channel with chat services."); // client.OnChatFromClient += SimChatSent; //init = true; OnNewClient(client); m_log.Debug("[CONTENT MANAGEMENT] Adding handlers to client."); client.OnUpdatePrimScale += UpdateSingleScale; client.OnUpdatePrimGroupScale += UpdateMultipleScale; client.OnUpdatePrimGroupPosition += UpdateMultiplePosition; client.OnUpdatePrimSinglePosition += UpdateSinglePosition; client.OnUpdatePrimGroupRotation += UpdateMultipleRotation; client.OnUpdatePrimSingleRotation += UpdateSingleRotation; client.OnAddPrim += UpdateNewParts; client.OnObjectDuplicate += ObjectDuplicated; client.OnObjectDuplicateOnRay += ObjectDuplicatedOnRay; client.OnUndo += OnUnDid; //client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation; } /// <summary> /// /// </summary> protected void StopManaging(UUID clientUUID) { foreach (Object sceneobj in m_sceneList.Values) { ScenePresence presence = ((Scene)sceneobj).GetScenePresence(clientUUID); if (presence != null) { IClientAPI client = presence.ControllingClient; m_log.Debug("[CONTENT MANAGEMENT] Unregistering channel with chat services."); // client.OnChatFromViewer -= SimChatSent; m_log.Debug("[CONTENT MANAGEMENT] Removing handlers to client"); client.OnUpdatePrimScale -= UpdateSingleScale; client.OnUpdatePrimGroupScale -= UpdateMultipleScale; client.OnUpdatePrimGroupPosition -= UpdateMultiplePosition; client.OnUpdatePrimSinglePosition -= UpdateSinglePosition; client.OnUpdatePrimGroupRotation -= UpdateMultipleRotation; client.OnUpdatePrimSingleRotation -= UpdateSingleRotation; client.OnAddPrim -= UpdateNewParts; client.OnObjectDuplicate -= ObjectDuplicated; client.OnObjectDuplicateOnRay -= ObjectDuplicatedOnRay; client.OnUndo -= OnUnDid; //client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation; return; } } } protected void UpdateMultiplePosition(uint localID, Vector3 pos, IClientAPI remoteClient) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] pos"); } protected void UpdateMultipleRotation(uint localID, Quaternion rot, IClientAPI remoteClient) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] rot"); } protected void UpdateMultipleScale(uint localID, Vector3 scale, IClientAPI remoteClient) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT]scale"); } protected void UpdateNewParts(UUID ownerID, UUID groupID, Vector3 RayEnd, Quaternion rot, PrimitiveBaseShape shape, byte bypassRaycast, Vector3 RayStart, UUID RayTargetID, byte RayEndIsIntersection) { Work moreWork = new Work(); moreWork.Type = WorkType.PRIMITIVEADDED; moreWork.UUID = ownerID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] new parts"); } protected void UpdateSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] move"); } /// <summary> /// /// </summary> protected void UpdateSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] rot"); } protected void UpdateSingleScale(uint localID, Vector3 scale, IClientAPI remoteClient) { Work moreWork = new Work(); moreWork.Type = WorkType.OBJECTATTRIBUTECHANGE; moreWork.LocalId = localID; m_WorkQueue.Enqueue(moreWork); m_log.Debug("[CONTENT MANAGEMENT] scale"); } /// <summary> /// Only called from within the SimChat method. /// </summary> protected void commit(string message, Scene scene, CMModel model, CMView view) { System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity(m_sceneList, scene); string[] args = message.Split(new char[] {' '}); char[] logMessage = {' '}; if (args.Length > 1) { logMessage = new char[message.Length - (args[0].Length)]; message.CopyTo(args[0].Length, logMessage, 0, message.Length - (args[0].Length)); } m_log.Debug("[CONTENT MANAGEMENT] Saving terrain and objects of region."); foreach (Scene currScene in proximitySceneList) { model.CommitRegion(currScene, new String(logMessage)); view.SendSimChatMessage(scene, "Region Saved Successfully: " + currScene.RegionInfo.RegionName); } view.SendSimChatMessage(scene, "Successfully saved all regions."); m_state |= State.DIRTY; if ((m_state & State.SHOWING_CHANGES) > 0) //DISPLAY NEW CHANGES INSTEAD OF OLD CHANGES { view.SendSimChatMessage(scene, "Updating differences between new revision and current environment."); //Hide objects from users and Forget about them view.HideAllMetaEntities(); view.HideAllAuras(); model.DeleteAllMetaObjects(); //Recreate them from backend files foreach (Scene currScene in proximitySceneList) { model.UpdateCMEntities(currScene); view.SendSimChatMessage(scene, "Finished updating differences between current scene and last revision: " + currScene.RegionInfo.RegionName); } //Display new objects to users1 view.DisplayRecentChanges(); view.SendSimChatMessage(scene, "Finished updating for DIFF-MODE."); m_state &= ~(State.DIRTY); m_state |= State.SHOWING_CHANGES; } } /// <summary> /// Only called from within the SimChat method. /// </summary> protected void diffmode(Scene scene, CMModel model, CMView view) { System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity(m_sceneList, scene); if ((m_state & State.SHOWING_CHANGES) > 0) // TURN OFF { view.SendSimChatMessage(scene, "Hiding all meta objects."); view.HideAllMetaEntities(); view.HideAllAuras(); view.SendSimChatMessage(scene, "Diff-mode = OFF"); m_state &= ~State.SHOWING_CHANGES; return; } else // TURN ON { if ((m_state & State.DIRTY) != 0 || m_state == State.NONE) { view.SendSimChatMessage(scene, "Hiding meta objects and replacing with latest revision"); //Hide objects from users and Forget about them view.HideAllMetaEntities(); view.HideAllAuras(); model.DeleteAllMetaObjects(); //Recreate them from backend files foreach (Object currScene in m_sceneList.Values) model.UpdateCMEntities((Scene) currScene); } else if ((m_state & State.DIRTY) != 0) { view.SendSimChatMessage(scene, "Forming list of meta entities with latest revision"); foreach (Scene currScene in proximitySceneList) model.UpdateCMEntities(currScene); } view.SendSimChatMessage(scene, "Displaying differences between last revision and current environment"); foreach (Scene currScene in proximitySceneList) model.CheckForNewEntitiesMissingAuras(currScene); view.DisplayRecentChanges(); view.SendSimChatMessage(scene, "Diff-mode = ON"); m_state |= State.SHOWING_CHANGES; m_state &= ~State.DIRTY; } } /// <summary> /// Only called from within the SimChat method. Hides all auras and meta entities, /// retrieves the current scene object list with the most recent revision retrieved from the model for each scene, /// then lets the view update the clients of the new objects. /// </summary> protected void rollback(Scene scene, CMModel model, CMView view) { if ((m_state & State.SHOWING_CHANGES) > 0) { view.HideAllAuras(); view.HideAllMetaEntities(); } System.Collections.Generic.List<Scene> proximitySceneList = ScenesInOrderOfProximity(m_sceneList, scene); foreach (Scene currScene in proximitySceneList) model.RollbackRegion(currScene); if ((m_state & State.DIRTY) != 0) { model.DeleteAllMetaObjects(); foreach (Scene currScene in proximitySceneList) model.UpdateCMEntities(currScene); } if ((m_state & State.SHOWING_CHANGES) > 0) view.DisplayRecentChanges(); } #endregion Protected Methods #region Public Methods /// <summary> /// Register a new scene object to keep track of for revisioning. Starts the controller monitoring actions of clients within the given scene. /// </summary> /// <param name="scene"> /// A <see cref="Scene"/> /// </param> public void RegisterNewRegion(Scene scene) { m_sceneList.Add(scene.RegionInfo.RegionID, scene); m_log.Debug("[CONTENT MANAGEMENT] Registering new region: " + scene.RegionInfo.RegionID); m_log.Debug("[CONTENT MANAGEMENT] Initializing Content Management System."); scene.EventManager.OnNewClient += StartManaging; scene.EventManager.OnChatFromClient += SimChatSent; scene.EventManager.OnRemovePresence += StopManaging; // scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; scene.EventManager.OnObjectBeingRemovedFromScene += GroupBeingDeleted; } /// <summary> /// Only called by the MainLoop. Takes the message from a user sent to the channel and executes the proper command. /// </summary> public void SimChat(CMModel model, CMView view, OSChatMessage e, int channel) { if (e.Channel != channel) return; if (e.Sender == null) return; m_log.Debug("[CONTENT MANAGEMENT] Message received: " + e.Message); IClientAPI client = e.Sender; Scene scene = (Scene) e.Scene; string message = e.Message; string[] args = e.Message.Split(new char[] {' '}); ScenePresence avatar = scene.GetScenePresence(client.AgentId); if (!(m_estateModule.IsManager(avatar.UUID))) { m_log.Debug("[CONTENT MANAGEMENT] Message sent from non Estate Manager ... ignoring."); view.SendSimChatMessage(scene, "You must be an estate manager to perform that action."); return; } switch (args[0]) { case "ci": case "commit": commit(message, scene, model, view); break; case "dm": case "diff-mode": diffmode(scene, model, view); break; case "rb": case "rollback": rollback(scene, model, view); break; case "help": m_view.DisplayHelpMenu(scene); break; default: view.SendSimChatMessage(scene, "Command not found: " + args[0]); break; } } #endregion Public Methods #region Other /// <value> /// Used to keep track of whether a list has been produced yet and whether that list is up-to-date compard to latest revision on disk. /// </value> [Flags] private enum State { NONE = 0, DIRTY = 1, // The meta entities may not correctly represent the last revision. SHOWING_CHANGES = 1<<1 // The meta entities are being shown to user. } /// <value> /// The structure that defines the basic unit of work which is produced when a user sends commands to the ContentMangaementSystem. /// </value> private struct Work { #region Fields public Object Data1; //Just space for holding data. public Object Data2; //Just more space for holding data. public uint LocalId; //Convenient public WorkType Type; public UUID UUID; //Convenient #endregion Fields } /// <value> /// Identifies what the data in struct Work should be used for. /// </value> private enum WorkType { NONE, OBJECTATTRIBUTECHANGE, PRIMITIVEADDED, OBJECTDUPLICATED, OBJECTKILLED, UNDODID, NEWCLIENT, SIMCHAT } #endregion Other } }