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- /*
- * 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 DeleteToInventoryHolder
- {
- public DeRezAction action;
- public IClientAPI remoteClient;
- public List<SceneObjectGroup> objectGroups;
- public UUID folderID;
- public bool permissionToDelete;
- }
- /// <summary>
- /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
- /// up the main client thread.
- /// </summary>
- public class AsyncSceneObjectGroupDeleter
- {
- //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <value>
- /// Is the deleter currently enabled?
- /// </value>
- public bool Enabled;
- private Scene m_scene;
- static private ConcurrentQueue<DeleteToInventoryHolder> m_inventoryDeletes = new ConcurrentQueue<DeleteToInventoryHolder>();
- static private object m_threadLock = new object();
- static private bool m_running;
- public AsyncSceneObjectGroupDeleter(Scene scene)
- {
- m_scene = scene;
- }
- /// <summary>
- /// Delete the given object from the scene
- /// </summary>
- public void DeleteToInventory(DeRezAction action, UUID folderID,
- List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
- bool permissionToDelete)
- {
- DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
- dtis.action = action;
- dtis.folderID = folderID;
- dtis.objectGroups = objectGroups;
- dtis.remoteClient = remoteClient;
- dtis.permissionToDelete = permissionToDelete;
- m_inventoryDeletes.Enqueue(dtis);
- if (permissionToDelete)
- {
- foreach (SceneObjectGroup g in objectGroups)
- g.DeleteGroupFromScene(false);
- }
- if(Monitor.TryEnter(m_threadLock))
- {
- if(!m_running)
- {
- if(Enabled)
- {
- m_running = true;
- Util.FireAndForget(x => InventoryDeQueueAndDelete());
- }
- else
- {
- m_running = true;
- InventoryDeQueueAndDelete();
- }
- }
- Monitor.Exit(m_threadLock);
- }
- }
- /// <summary>
- /// Move the next object in the queue to inventory. Then delete it properly from the scene.
- /// </summary>
- /// <returns></returns>
- public void InventoryDeQueueAndDelete()
- {
- lock (m_threadLock)
- {
- IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
- if (invAccess == null)
- return;
- int count = 0;
- while (m_inventoryDeletes.TryDequeue(out DeleteToInventoryHolder x))
- {
- // m_log.DebugFormat(
- // "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
- // left, x.action, x.objectGroups.Count);
- try
- {
- invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient, false);
- if (x.permissionToDelete)
- {
- foreach (SceneObjectGroup g in x.objectGroups)
- m_scene.DeleteSceneObject(g, true);
- }
- count += x.objectGroups.Count;
- if(count > 256)
- {
- Thread.Sleep(50); // throttle
- count = 0;
- }
- }
- catch
- // catch (Exception e)
- {
- //m_log.ErrorFormat(
- // "[ASYNC OBJECT DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
- }
- }
- // m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
- m_running = false;
- }
- }
- }
- }
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