AsyncSceneObjectGroupDeleter.cs 7.4 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. using OpenSim.Region.Framework.Interfaces;
  35. namespace OpenSim.Region.Framework.Scenes
  36. {
  37. class DeleteToInventoryHolder
  38. {
  39. public DeRezAction action;
  40. public IClientAPI remoteClient;
  41. public List<SceneObjectGroup> objectGroups;
  42. public UUID folderID;
  43. public bool permissionToDelete;
  44. }
  45. /// <summary>
  46. /// Asynchronously derez objects. This is used to derez large number of objects to inventory without holding
  47. /// up the main client thread.
  48. /// </summary>
  49. public class AsyncSceneObjectGroupDeleter
  50. {
  51. private static readonly ILog m_log
  52. = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  53. /// <value>
  54. /// Is the deleter currently enabled?
  55. /// </value>
  56. public bool Enabled;
  57. private Timer m_inventoryTicker = new Timer(2000);
  58. private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
  59. private Scene m_scene;
  60. public AsyncSceneObjectGroupDeleter(Scene scene)
  61. {
  62. m_scene = scene;
  63. m_inventoryTicker.AutoReset = false;
  64. m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
  65. }
  66. /// <summary>
  67. /// Delete the given object from the scene
  68. /// </summary>
  69. public void DeleteToInventory(DeRezAction action, UUID folderID,
  70. List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
  71. bool permissionToDelete)
  72. {
  73. if (Enabled)
  74. lock (m_inventoryTicker)
  75. m_inventoryTicker.Stop();
  76. lock (m_inventoryDeletes)
  77. {
  78. DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
  79. dtis.action = action;
  80. dtis.folderID = folderID;
  81. dtis.objectGroups = objectGroups;
  82. dtis.remoteClient = remoteClient;
  83. dtis.permissionToDelete = permissionToDelete;
  84. m_inventoryDeletes.Enqueue(dtis);
  85. }
  86. if (Enabled)
  87. lock (m_inventoryTicker)
  88. m_inventoryTicker.Start();
  89. // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
  90. // has gone to inventory, it will reappear in the region again on restart instead of being lost.
  91. // This is not ideal since the object will still be available for manipulation when it should be, but it's
  92. // better than losing the object for now.
  93. if (permissionToDelete)
  94. {
  95. foreach (SceneObjectGroup g in objectGroups)
  96. g.DeleteGroupFromScene(false);
  97. }
  98. }
  99. private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
  100. {
  101. m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
  102. while (InventoryDeQueueAndDelete())
  103. {
  104. //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
  105. }
  106. }
  107. /// <summary>
  108. /// Move the next object in the queue to inventory. Then delete it properly from the scene.
  109. /// </summary>
  110. /// <returns></returns>
  111. public bool InventoryDeQueueAndDelete()
  112. {
  113. DeleteToInventoryHolder x = null;
  114. try
  115. {
  116. lock (m_inventoryDeletes)
  117. {
  118. int left = m_inventoryDeletes.Count;
  119. if (left > 0)
  120. {
  121. x = m_inventoryDeletes.Dequeue();
  122. m_log.DebugFormat(
  123. "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
  124. try
  125. {
  126. IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
  127. if (invAccess != null)
  128. invAccess.CopyToInventory(x.action, x.folderID, x.objectGroups, x.remoteClient);
  129. if (x.permissionToDelete)
  130. {
  131. foreach (SceneObjectGroup g in x.objectGroups)
  132. m_scene.DeleteSceneObject(g, false);
  133. }
  134. }
  135. catch (Exception e)
  136. {
  137. m_log.ErrorFormat(
  138. "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
  139. }
  140. return true;
  141. }
  142. }
  143. }
  144. catch (Exception e)
  145. {
  146. // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
  147. // FIXME: This needs to be fixed.
  148. m_log.ErrorFormat(
  149. "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
  150. (x != null ? x.remoteClient.Name : "unavailable"),
  151. (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
  152. e.Message,
  153. e.StackTrace);
  154. }
  155. m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
  156. return false;
  157. }
  158. }
  159. }