AsyncSceneObjectGroupDeleter.cs 6.7 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.Reflection;
  30. using System.Timers;
  31. using log4net;
  32. using OpenMetaverse;
  33. using OpenSim.Framework;
  34. namespace OpenSim.Region.Framework.Scenes
  35. {
  36. class DeleteToInventoryHolder
  37. {
  38. public DeRezAction action;
  39. public IClientAPI remoteClient;
  40. public SceneObjectGroup objectGroup;
  41. public UUID folderID;
  42. public bool permissionToDelete;
  43. }
  44. /// <summary>
  45. /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
  46. /// up the main client thread.
  47. /// </summary>
  48. public class AsyncSceneObjectGroupDeleter
  49. {
  50. private static readonly ILog m_log
  51. = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  52. /// <value>
  53. /// Is the deleter currently enabled?
  54. /// </value>
  55. public bool Enabled;
  56. private Timer m_inventoryTicker = new Timer(2000);
  57. private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
  58. private Scene m_scene;
  59. public AsyncSceneObjectGroupDeleter(Scene scene)
  60. {
  61. m_scene = scene;
  62. m_inventoryTicker.AutoReset = false;
  63. m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
  64. }
  65. /// <summary>
  66. /// Delete the given object from the scene
  67. /// </summary>
  68. public void DeleteToInventory(DeRezAction action, UUID folderID,
  69. SceneObjectGroup objectGroup, IClientAPI remoteClient,
  70. bool permissionToDelete)
  71. {
  72. if (Enabled)
  73. lock (m_inventoryTicker)
  74. m_inventoryTicker.Stop();
  75. lock (m_inventoryDeletes)
  76. {
  77. DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
  78. dtis.action = action;
  79. dtis.folderID = folderID;
  80. dtis.objectGroup = objectGroup;
  81. dtis.remoteClient = remoteClient;
  82. dtis.permissionToDelete = permissionToDelete;
  83. m_inventoryDeletes.Enqueue(dtis);
  84. }
  85. if (Enabled)
  86. lock (m_inventoryTicker)
  87. m_inventoryTicker.Start();
  88. // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
  89. // has gone to inventory, it will reappear in the region again on restart instead of being lost.
  90. // This is not ideal since the object will still be available for manipulation when it should be, but it's
  91. // better than losing the object for now.
  92. if (permissionToDelete)
  93. objectGroup.DeleteGroup(false);
  94. }
  95. private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
  96. {
  97. m_log.Debug("[SCENE]: Starting send to inventory loop");
  98. while (InventoryDeQueueAndDelete())
  99. {
  100. //m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
  101. }
  102. }
  103. /// <summary>
  104. /// Move the next object in the queue to inventory. Then delete it properly from the scene.
  105. /// </summary>
  106. /// <returns></returns>
  107. public bool InventoryDeQueueAndDelete()
  108. {
  109. DeleteToInventoryHolder x = null;
  110. try
  111. {
  112. lock (m_inventoryDeletes)
  113. {
  114. int left = m_inventoryDeletes.Count;
  115. if (left > 0)
  116. {
  117. x = m_inventoryDeletes.Dequeue();
  118. m_log.DebugFormat(
  119. "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
  120. try
  121. {
  122. m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
  123. if (x.permissionToDelete)
  124. m_scene.DeleteSceneObject(x.objectGroup, false);
  125. }
  126. catch (Exception e)
  127. {
  128. m_log.DebugFormat("Exception background sending object: " + e);
  129. }
  130. return true;
  131. }
  132. }
  133. }
  134. catch (Exception e)
  135. {
  136. // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
  137. // FIXME: This needs to be fixed.
  138. m_log.ErrorFormat(
  139. "[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}",
  140. (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
  141. }
  142. m_log.Debug("[SCENE]: No objects left in inventory send queue.");
  143. return false;
  144. }
  145. }
  146. }