/*
* 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.
*/
using System;
using System.Collections.Generic;
using System.Collections.Concurrent;
//using System.Reflection;
using System.Threading;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
class FetchHolder
{
public IClientAPI Client { get; private set; }
public UUID[] Items { get; private set; }
public UUID[] Owners { get; private set; }
public FetchHolder(IClientAPI client, UUID[] items, UUID[] owners)
{
Client = client;
Items = items;
Owners = owners;
}
}
///
/// Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchronously via
/// multiple threads.
///
///
/// If the main root inventory is right-clicked on a version 1 viewer for a user with a large inventory, a very
/// very large number of FetchInventory requests are sent to the simulator. Each is handled on a separate thread
/// by the IClientAPI, but the sheer number of requests overwhelms the number of threads available and ends up
/// freezing the inbound packet handling.
///
/// This class makes the first FetchInventory packet thread process the queue. If new requests come
/// in while it is processing, then the subsequent threads just add the requests and leave it to the original
/// thread to process them.
///
/// This might slow down outbound packets but these are limited by the IClientAPI outbound queues
/// anyway.
///
/// It might be possible to ignore FetchInventory requests altogether, particularly as they are redundant wrt to
/// FetchInventoryDescendents requests, but this would require more investigation.
///
public class AsyncInventorySender
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_scene;
///
/// Queues fetch requests
///
private static ConcurrentQueue m_fetchHolder = new ConcurrentQueue();
static private object m_threadLock = new object();
static private bool m_running;
///
/// Signal whether a queue is currently being processed or not.
///
public AsyncInventorySender(Scene scene)
{
m_scene = scene;
}
///
/// Handle a fetch inventory request from the client
///
///
///
///
public void HandleFetchInventory(IClientAPI remoteClient, UUID[] items, UUID[] owners)
{
//m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID);
m_fetchHolder.Enqueue(new FetchHolder(remoteClient, items, owners));
if (Monitor.TryEnter(m_threadLock))
{
if (!m_running)
{
m_running = true;
Util.FireAndForget(x => ProcessQueue());
}
Monitor.Exit(m_threadLock);
}
}
///
/// Process the queue of fetches
///
protected void ProcessQueue()
{
lock(m_threadLock)
{
try
{
while (m_fetchHolder.TryDequeue(out FetchHolder fh))
{
if (!fh.Client.IsActive)
continue;
// m_log.DebugFormat(
// "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID);
var items = new List();
for(int i = 0; i < fh.Items.Length; ++i )
{
InventoryItemBase item = m_scene.InventoryService.GetItem(fh.Owners[i], fh.Items[i]);
if (item == null)
continue;
/*
if (item.AssetType == (int)AssetType.Link)
{
InventoryItemBase itemlk = m_scene.InventoryService.GetItem(fh.Owners[i], item.AssetID);
if(itemlk != null)
items.Add(itemlk);
}
*/
items.Add(item);
}
fh.Client.SendInventoryItemDetails(items.ToArray());
// TODO: Possibly log any failure
}
}
catch { }
m_running = false;
}
}
}
}