UpdateQueue.cs 3.0 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Runtime.Serialization;
  30. using System.Security.Permissions;
  31. using OpenMetaverse;
  32. using OpenSim.Region.Framework.Scenes;
  33. namespace OpenSim.Region.Framework.Scenes.Types
  34. {
  35. public class UpdateQueue
  36. {
  37. private Queue<SceneObjectPart> m_queue;
  38. private Dictionary<UUID, bool> m_ids;
  39. private object m_syncObject = new object();
  40. public int Count
  41. {
  42. get { return m_queue.Count; }
  43. }
  44. public UpdateQueue()
  45. {
  46. m_queue = new Queue<SceneObjectPart>();
  47. m_ids = new Dictionary<UUID, bool>();
  48. }
  49. public void Clear()
  50. {
  51. lock (m_syncObject)
  52. {
  53. m_ids.Clear();
  54. m_queue.Clear();
  55. }
  56. }
  57. public void Enqueue(SceneObjectPart part)
  58. {
  59. lock (m_syncObject)
  60. {
  61. if (!m_ids.ContainsKey(part.UUID)) {
  62. m_ids.Add(part.UUID, true);
  63. m_queue.Enqueue(part);
  64. }
  65. }
  66. }
  67. public SceneObjectPart Dequeue()
  68. {
  69. SceneObjectPart part = null;
  70. lock (m_syncObject)
  71. {
  72. if (m_queue.Count > 0)
  73. {
  74. part = m_queue.Dequeue();
  75. m_ids.Remove(part.UUID);
  76. }
  77. }
  78. return part;
  79. }
  80. }
  81. }