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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.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 ItemID { get; private set; }
- public FetchHolder(IClientAPI client, UUID itemID)
- {
- Client = client;
- ItemID = itemID;
- }
- }
- /// <summary>
- /// Send FetchInventoryReply information to clients asynchronously on a single thread rather than asynchronously via
- /// multiple threads.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- public class AsyncInventorySender
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected Scene m_scene;
- /// <summary>
- /// Queues fetch requests
- /// </summary>
- Queue<FetchHolder> m_fetchHolder = new Queue<FetchHolder>();
- /// <summary>
- /// Signal whether a queue is currently being processed or not.
- /// </summary>
- protected volatile bool m_processing;
- public AsyncInventorySender(Scene scene)
- {
- m_processing = false;
- m_scene = scene;
- }
- /// <summary>
- /// Handle a fetch inventory request from the client
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="ownerID"></param>
- public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID)
- {
- lock (m_fetchHolder)
- {
- // m_log.DebugFormat(
- // "[ASYNC INVENTORY SENDER]: Putting request from {0} for {1} on queue", remoteClient.Name, itemID);
- m_fetchHolder.Enqueue(new FetchHolder(remoteClient, itemID));
- }
- if (!m_processing)
- {
- m_processing = true;
- ProcessQueue();
- }
- }
- /// <summary>
- /// Process the queue of fetches
- /// </summary>
- protected void ProcessQueue()
- {
- FetchHolder fh = null;
- while (true)
- {
- lock (m_fetchHolder)
- {
- // m_log.DebugFormat("[ASYNC INVENTORY SENDER]: {0} items left to process", m_fetchHolder.Count);
- if (m_fetchHolder.Count == 0)
- {
- m_processing = false;
- return;
- }
- else
- {
- fh = m_fetchHolder.Dequeue();
- }
- }
- if (!fh.Client.IsActive)
- continue;
- // m_log.DebugFormat(
- // "[ASYNC INVENTORY SENDER]: Handling request from {0} for {1} on queue", fh.Client.Name, fh.ItemID);
- InventoryItemBase item = new InventoryItemBase(fh.ItemID, fh.Client.AgentId);
- item = m_scene.InventoryService.GetItem(item);
-
- if (item != null)
- fh.Client.SendInventoryItemDetails(item.Owner, item);
-
- // TODO: Possibly log any failure
- }
- }
- }
- }
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