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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.Timers;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- namespace OpenSim.Region.Framework.Scenes
- {
- class DeleteToInventoryHolder
- {
- public DeRezAction action;
- public IClientAPI remoteClient;
- public SceneObjectGroup objectGroup;
- 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 Timer m_inventoryTicker = new Timer(2000);
- private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
- private Scene m_scene;
-
- public AsyncSceneObjectGroupDeleter(Scene scene)
- {
- m_scene = scene;
-
- m_inventoryTicker.AutoReset = false;
- m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
- }
- /// <summary>
- /// Delete the given object from the scene
- /// </summary>
- public void DeleteToInventory(DeRezAction action, UUID folderID,
- SceneObjectGroup objectGroup, IClientAPI remoteClient,
- bool permissionToDelete)
- {
- if (Enabled)
- m_inventoryTicker.Stop();
- lock (m_inventoryDeletes)
- {
- DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
- dtis.action = action;
- dtis.folderID = folderID;
- dtis.objectGroup = objectGroup;
- dtis.remoteClient = remoteClient;
- dtis.permissionToDelete = permissionToDelete;
- m_inventoryDeletes.Enqueue(dtis);
- }
- if (Enabled)
- m_inventoryTicker.Start();
-
- // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
- // has gone to inventory, it will reappear in the region again on restart instead of being lost.
- // This is not ideal since the object will still be available for manipulation when it should be, but it's
- // better than losing the object for now.
- if (permissionToDelete)
- objectGroup.DeleteGroup(false);
- }
-
- private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
- {
- m_log.Debug("[SCENE]: Starting send to inventory loop");
-
- while (InventoryDeQueueAndDelete())
- {
- //m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
- }
- }
- /// <summary>
- /// Move the next object in the queue to inventory. Then delete it properly from the scene.
- /// </summary>
- /// <returns></returns>
- public bool InventoryDeQueueAndDelete()
- {
- DeleteToInventoryHolder x = null;
-
- try
- {
- lock (m_inventoryDeletes)
- {
- int left = m_inventoryDeletes.Count;
- if (left > 0)
- {
- x = m_inventoryDeletes.Dequeue();
- if (!x.objectGroup.CanBeDeleted())
- {
- m_inventoryDeletes.Enqueue(x);
- return true;
- }
- m_log.DebugFormat(
- "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
-
- try
- {
- m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
- if (x.permissionToDelete)
- m_scene.DeleteSceneObject(x.objectGroup, false);
- }
- catch (Exception e)
- {
- m_log.DebugFormat("Exception background sending object: " + e);
- }
-
- return true;
- }
- }
- }
- catch (Exception e)
- {
- // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
- // FIXME: This needs to be fixed.
- m_log.ErrorFormat(
- "[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}",
- (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString());
- }
- m_log.Debug("[SCENE]: No objects left in inventory send queue.");
- return false;
- }
- }
- }
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